Draft Trainer

Adventures in the Forgotten Realms Limited Quiz

Answered: 0/20
Accuracy: 0
Grazilaxx, Illithid Scholar
Average Picked At: 1.80
Total Times Picked: 45
Average Last Seen At: 1.88
Total Times Seen 81
Pro Rating: 4.0
Pro Comment: This card has a really neat design. So, if any of your creatures are blocked, instead of combat damage actually happening, this can let you return that creature to your hand. Sometimes it won’t be worth doing, but the great thing here is that it is a “may” ability. So, any combat your creature can win, you just let happen -- if your creature will die in combat, you just return it to your hand. This can be especially spicy with ETB abilities, but also just allows for pretty much free attacks. In addition to all that this has the always-power combat damage to a player trigger that draws you a card, so your opponent will be incentivized to block for sure. This is also a 3-mana 3/2 on its own, which can sometimes find a way to get it done all on its own. I think this is a pretty strong card, one you’ll first pick pretty often, but probably not quite a bomb.
Arcane Investigator
Average Picked At: 9.81
Total Times Picked: 240
Average Last Seen At: 8.32
Total Times Seen 2559
Pro Rating: 2.0
Pro Comment: A two mana 2/1 isn’t great these days, but this one does come with a pretty nice late game effect. No matter what you roll, being able to draw cards late is pretty nice. Still, for the bluk of the game, the Investigator is just not very good. It will be outclasses quickly in the early game, and in the mid-game it will be even more useless.
Inferno of the Star Mounts
Average Picked At: 1.36
Total Times Picked: 25
Average Last Seen At: 1.76
Total Times Seen 30
Pro Rating: 4.5
Pro Comment: Like the other Dragons in this cycle, Inferno of the Star Mounts is pretty scary. In Limited, the 20 power part will basically never happen, but a 6-mana 6/6 with Flying, Haste, and Firebreathing can end the game in a hurry. The fact it can’t be countered is some nice additional value too. While it doesn’t always do something even if it gets killed, having Haste goes a long way towards making sure something will happen the turn he comes down. The efficiency here will just put a really fast clock on your opponent, and I think that’s enough for it to get into the lower range of “bomb” territory.
Hired Hexblade
Average Picked At: 8.24
Total Times Picked: 358
Average Last Seen At: 7.52
Total Times Seen 2427
Pro Rating: 3.0
Pro Comment: This seems like a solid card. Worst-case, you have a grizzly bear, and best case you have a two mana 2/2 that draws you a card -- which is just a great deal. There is enough treasure in this set that casting this with it isn’t a pipe dream, but you probably shouldn’t expect to be able to do it on turn two. Still, playing this later, once you have that treasure, will be nice since it will have relevance in the late game too when you do it.
Minion of the Mighty
Average Picked At: 6.57
Total Times Picked: 28
Average Last Seen At: 5.03
Total Times Seen 249
Pro Rating: 1.0
Pro Comment: This set has a big dragon theme, but I still think setting this up so that Pack Tactics triggers will be pretty darn hard, and will sometimes feel like a win more type effect than anything. If yo’ure attacking with 6 power worth of stuff, there’s a good chance you’re already in a good position to win the game! Sure, if you are desperate this can get you a dragon down for free, but how much of a discount will it be, really? By the time you’re attacking that hard, you’re typically going to have plenty of mana in your typical game of Limited
Forsworn Paladin
Average Picked At: 1.94
Total Times Picked: 48
Average Last Seen At: 2.03
Total Times Seen 76
Pro Rating: 4.0
Pro Comment: This looks pretty good. First, it provides some nice fixing and ramp since it can churn out treasure, and then it also has an ability that is a pretty potent Treasure payoff. Even without treasure, the ability to pump something +2/+0 would feel pretty good, but if you can give that thing death touch, that’s when things will get really interesting. This is nice too, because one of the things it looks like treasure decks will want is mana sinks, and Forsworn Paladin is nice there as well. On top of all of that, it is a one mana 1/1 with Menace, a creature that can attack fairly effectively in the early game, and which can pump itself with its ability, so if you have the ability to give it death touch, you’ll be taking down two things no matter how your opponent blocks. The whole package makes for quite an impressive one drop.
Orcus, Prince of Undeath
Average Picked At: 1.48
Total Times Picked: 67
Average Last Seen At: 2.03
Total Times Seen 78
Pro Rating: 5.0
Pro Comment: So, at worst, this is a 4-mana 5/3 with Flying and Trample. That’s already a B, because it is a cheap creature that puts your opponent on a very fast clock. So, the option of pumping extra mana into him for additional effects is upside on an already impressive card. If you pay 7 and kill all the X/2s on the board, or get back like a two-drop to the battlefield that’s going to feel pretty great. It just seems like, at worst, you have a creature that pressures your opponent in the sky really effectively, and at best you have a card that completely reshapes the board in your favor. And yes, the -X/-X part is symmetrical, but because you have complete control over it, you’ll only use that part when it is beneficial for you, making it feel a lot less symmetrical. I think this does enough to be a bomb
Hulking Bugbear
Average Picked At: 4.88
Total Times Picked: 132
Average Last Seen At: 4.13
Total Times Seen 546
Pro Rating: 3.0
Pro Comment: Any time we see a 3-mana 3/3 with Haste it tends to be a pretty solid aggressive creature, though certainly not the most exciting card ever, but it is definitely efficient!
Ochre Jelly
Pro Rating: 4.5
Pro Comment: Creatures that scale like this can be nice in Limited, because you can play them early if you really need a body, and in the late game it can be absolutely massive, something that pairs well with Trample. I mean, if you play it on turn three, it is a 3-mana 2/2 that leaves behind a 1/1, and that’s a card you would play a decent chunk of the time -- and as I said, it scales all game long, leaving behind more and more formidable tokens that will then also leave behind other tokens if they have enough counters. The mana investment is big, but this will usually give you more than enough. I think this is in the lower part of “bomb” tier. It can be huge, has an evasive ability, will give you something even if it dies right away in most cases, and has a decent baseline.
Lightfoot Rogue
Average Picked At: 4.72
Total Times Picked: 98
Average Last Seen At: 3.87
Total Times Seen 502
Pro Rating: 2.5
Pro Comment: This is a solid two-drop, though not an overly impressive one for an Uncommon. What you get out of a roll 1-10 and 11-19 really isn’t that different in most scenarios, but it is nice that this gains death touch when it attacks, meaning that your opponent has to give something up to kill it. Unfortunately, the format seems to have enough 1/1 tokens lying around that that isn’t that impressive. Obviously rolling a 20 with it will make it super amazing, but it won’t do that most of the time. It also has the very real downside of not having death touch on defense. One of the nice things about death touch is how good it is both attacking and blocking, but you don’t really get that upside here.
Valor Singer
Average Picked At: 7.05
Total Times Picked: 405
Average Last Seen At: 6.64
Total Times Seen 2030
Pro Rating: 3.0
Pro Comment: This type of effect tends to be a bit better than it looks. I mean, on his own he is effectively a 3-mana 3/3 in most cases, and you’ll often have other creatures on which you can use the ability that might have more of an impact. At the very least, this seems like a solid playable.
Mind Flayer
Average Picked At: 1.86
Total Times Picked: 58
Average Last Seen At: 2.11
Total Times Seen 96
Pro Rating: 4.0
Pro Comment: Mind Control effects are one of the most powerful things in Magic, especially in Limited. Stealing an opposing creature means you add to the board while subtracting from theirs, and that’s just huge! Mind Flayer does come with the downside of not being anywhere near a permanent version of the effect, since as a 3/3, he can be easily killed and your opponent can get the creature back. But, the upside here is crazy, as getting a 3/3 + whatever your opponent’s best creature is will be a great deal for 5 mana. I do think the vulnerability of the Flayer keeps this out of “bomb” range, but just barely.
Inferno of the Star Mounts
Pro Rating: 4.5
Pro Comment: Like the other Dragons in this cycle, Inferno of the Star Mounts is pretty scary. In Limited, the 20 power part will basically never happen, but a 6-mana 6/6 with Flying, Haste, and Firebreathing can end the game in a hurry. The fact it can’t be countered is some nice additional value too. While it doesn’t always do something even if it gets killed, having Haste goes a long way towards making sure something will happen the turn he comes down. The efficiency here will just put a really fast clock on your opponent, and I think that’s enough for it to get into the lower range of “bomb” territory.
Goblin Javelineer
Average Picked At: 10.38
Total Times Picked: 234
Average Last Seen At: 8.89
Total Times Seen 2872
Pro Rating: 1.5
Pro Comment: This probably won’t be great in Limited. A one mana 1/1 with Haste might feel reasonable on turn one, but it is pretty terrible thereafter, and adding the ability to ping things that block it doesn’t really make up for that, though it does help some, since it means that it can at least trade with X/2s, and X/1s effectively can’t block it. If you can find a way to give this death touch, that will unlock its full potential, but overall, I think you cut this more often than you’ll play it.
Ranger Class
Average Picked At: 1.29
Total Times Picked: 48
Average Last Seen At: 1.48
Total Times Seen 66
Pro Rating: 5.0
Pro Comment: This looks quite good. First of all, it adds to the board right away, unlike other classes -- and that makes the baseline here a two mana 2/2. Then, it starts putting a counter on an attacking creature at level two, and level three can generate serious card advantage. The whole package is amazing, and reasonably costed each step of the way. This kind of gives me Sparring Regimen vibes, between the +1/+1 counter effect and all the extra value. This is a bomb
Wight
Average Picked At: 1.61
Total Times Picked: 41
Average Last Seen At: 1.98
Total Times Seen 64
Pro Rating: 3.5
Pro Comment: A two-mana 3/2 that enters tapped would already be a decent playable, but the additional effect here is quite good. Most of the time you won’t be making more than one Zombie, but that’s fine. if you are up against this card, trading with it will feel pretty miserable because of that Zombie token. You can even triple block something huge to take it down and still get back a little bit of value. Basically, it is a nice attacker and blocker that replaces itself. It isn’t super exciting, but it is definitely pretty good.
Grim Wanderer
Average Picked At: 4.82
Total Times Picked: 104
Average Last Seen At: 3.81
Total Times Seen 477
Pro Rating: 2.0
Pro Comment: This is a strange card to evaluate. Obviously on the vanilla test it is incredible, but the requirement of a creature needing to die is harder to set up than you might think. It does have Flash, which means that you can more easily find a situation where you can cast it, but keep in mind the kind of Flash it has will almost never allow you to use it to ambush your opponent, because a creature probably won’t die until combat. Still, it isn’t hard to imagine a situation where you and your opponent trade two drops and you play this at the end of their turn, and if you can do that, it will be quite imposing. A 5/3 even in the late game isn’t too bad, and you may be able to double spell because it is so cheap. The big downside is you literally can’t cast it at all if something hasnt’ died. It would be much better even if it cost like 6 or 7 or something as a base cost, and then got reduce dwhen something died, but sometimes this will just be stuck in your hand, or to get it going you have to block in an ugly way or something like that, and that really tempers my expectations here.
Mind Flayer
Pro Rating: 4.0
Pro Comment: Mind Control effects are one of the most powerful things in Magic, especially in Limited. Stealing an opposing creature means you add to the board while subtracting from theirs, and that’s just huge! Mind Flayer does come with the downside of not being anywhere near a permanent version of the effect, since as a 3/3, he can be easily killed and your opponent can get the creature back. But, the upside here is crazy, as getting a 3/3 + whatever your opponent’s best creature is will be a great deal for 5 mana. I do think the vulnerability of the Flayer keeps this out of “bomb” range, but just barely.
Kalain, Reclusive Painter
Average Picked At: 4.10
Total Times Picked: 153
Average Last Seen At: 4.21
Total Times Seen 497
Pro Rating: 4.0
Pro Comment: A two mana ½ that makes a treasure is already a pretty good deal, but this adds all kinds of upside that will be amazing in the BR deck. Even all on its own, it is pretty likely that the treasure you made will help you play a creature and put a +1/+1 counter on it your next turn, and that’s some serious value. If you manage to really get treasure going with Kalain, she will undoubtedly take over games. She is certainly fragile, but the fail case is that you still get to keep a single treasure, and that helps make that a little less of a problem. This is a really strong signpost Uncommon
Skeletal Swarming
Average Picked At: 1.74
Total Times Picked: 43
Average Last Seen At: 2.14
Total Times Seen 65
Pro Rating: 4.0
Pro Comment: This seems quite good. This set has a decent number of skeletons in it, even without this card, but this is pretty powerful all on its own, since it churns out Skeleton tokens for you.. One really nice thing about it is that you can tap out to play this on turn five and you still get to add to your board, since you’ll be getting at least one 1/1 Skeleton out of the deal. Its tapped, so it can’t block, but it is still nice to get something right away. Then, once you have enough skeletons, they are going to be very capable of taking your opponent down thanks to Trample and the big stats boost. One really nice thing about this card is it will give you two Skeletons whether or not the creature that died during your turn is a token. This means you can have a sacrifice outlet that gobbles up one skeleton every turn and then still net skeletons each turn. There are a few sacrifice outlets in this set, including at Common, so that’s not a pipe dream! It isn’t quite a bomb, mostly because the Skeletons have to attack every turn, so you can’t really bide your time and attack for a ton of damage. But its still really good!
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