Draft Trainer

Alchemy Horizons: Baldur's Gate Limited Quiz

Answered: 0/20
Accuracy: 0
Vampire Spawn
Average Picked At: 6.36
Total Times Picked: 39
Average Last Seen At: 5.38
Total Times Seen 170
Pro Rating: 3.0
Pro Comment: This was a nice little common in Forgotten Realms. It has passable stats and creates a life point difference of 4 just from entering the battlefield. That is surprisingly good!
Traverse the Outlands
Average Picked At: 5.33
Total Times Picked: 3
Average Last Seen At: 4.00
Total Times Seen 28
Pro Rating: 1.5
Pro Comment: This definitely ramp you in a big way. Getting three lands off of this is pretty doable. The question, though, is whether you’ll have a need for so much mana in most Limited games – and the answer is probacanbly no. You just won’t have a big threat to ramp into most of the time, you have to get some wacky rares to make it work – like Earthquake Dragon. It does fix for you in addition to the ramp, but still…it is hard to imagine situations where you want to pay 5 mana to search up a whole bunch of lands you’re probably not in need of.
A-Young Blue Dragon
Average Picked At: 1.00
Total Times Picked: 1
Average Last Seen At: 4.25
Total Times Seen 9
Hill Giant Herdgorger
Average Picked At: 5.95
Total Times Picked: 22
Average Last Seen At: 5.89
Total Times Seen 184
Pro Rating: 2.5
Pro Comment: In Forgotten Realms, if you were in Green, you really needed one of these to help you stabilize against the formats aggro decks, and it did a pretty darn good job between its size and the life gain effect. It will likely fill a similar role in Green decks int his format. All of these big ol’ green creatures that gain you life have been pretty solid in recent formats, and I think that’s true here.
A-Jade Orb of Dragonkind
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 7.50
Total Times Seen 3
Iron Golem
Average Picked At: 10.19
Total Times Picked: 26
Average Last Seen At: 8.87
Total Times Seen 293
Pro Rating: 1.0
Pro Comment: This has solid stats, but the whole has to block and attack thing is a pretty big downside. You end up in situations where the trades are super ugly for you, or worse – you can’t even trade because they have a large creature.
A-Earthquake Dragon
Average Picked At: 2.00
Total Times Picked: 2
Average Last Seen At: 3.53
Total Times Seen 20
A-Sigil of Myrkul
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 7.00
Total Times Seen 6
Young Blue Dragon
Average Picked At: 6.00
Total Times Picked: 40
Average Last Seen At: 6.01
Total Times Seen 183
Pro Rating: 3.5
Pro Comment: This is a really good Common for Blue. Again, I know neither side looks that impressive, but being able to use this early as a draw spell, and then playing a meaningful Flyer with a good creature type in the later game is really sweet. After all, it is a 2-for-1!
Young Red Dragon
Average Picked At: 7.54
Total Times Picked: 35
Average Last Seen At: 6.90
Total Times Seen 222
Pro Rating: 3.0
Pro Comment: This is a pretty nice Common. It makes you a treasure early, which can actually allow you to play this very Dragon on turn three, which is pretty nice! It can also be used for other purposes too of course. The creature you get can’t block, which is a liability sometimes, but it looks like an effective enough attacker that I’m not too concerned about that.
Baleful Beholder
Average Picked At: 10.83
Total Times Picked: 23
Average Last Seen At: 8.76
Total Times Seen 283
Pro Rating: 1.5
Pro Comment: This is a Forgotten Realms reprint. It was pretty mediocre in that set. There were too many situations where neither ETB mattered, and when this is a 6-mana 6/5 and not much else, it feels pretty bad. I think it looks like it will perform similarly in this set.
A-Lantern of Revealing
Average Picked At: 12.00
Total Times Picked: 2
Average Last Seen At: 9.25
Total Times Seen 16
Gate of the Black Dragon
Average Picked At: 6.14
Total Times Picked: 14
Average Last Seen At: 5.30
Total Times Seen 69
Pro Rating: 2.5
Pro Comment: So, these five gates don’t fix mana for you at all, and coming into play tapped can be a liability, but they mostly make up for that by being capable of drawing you a card in the late game – and the card you draw is always a nonland, and that’s a big deal. There is only one Gate payoff in the set, and it isn’t good.
Boareskyr Tollkeeper
Average Picked At: 5.56
Total Times Picked: 9
Average Last Seen At: 3.51
Total Times Seen 48
Pro Rating: 3.0
Pro Comment: This is a nice little two drop that makes your opponent’s life a little bit more difficult, and it pairs well with the UW deck in the format which can absue ETB abilities. It is sweet that you can even make lands enter tapped! I think the trigger here is going to give you some pretty real tempo.
Poison the Blade
Average Picked At: 11.64
Total Times Picked: 22
Average Last Seen At: 9.71
Total Times Seen 340
Pro Rating: 2.0
Pro Comment: I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Miirym, Sentinel Wyrm
Average Picked At: 2.75
Total Times Picked: 4
Average Last Seen At: 2.50
Total Times Seen 10
Pro Rating: 4.5
Pro Comment: Miirym gives us another dragon payoff, this one in Temur – and you can see how that bridges the gap between those two color pairs. A 6-mana 6/6 Flyer with Warde 2 is probably already a B, so the additional value this can generate is a big deal! Copying creatures is no joke – even copying some of the smaller dragons in the set is powerful. I think this synergizes well enough with both UG and UR that splashing it is going to be pretty easy – especially because both pairs have decent access to fixing.
Catti-brie of Mithral Hall
Average Picked At: 4.00
Total Times Picked: 3
Average Last Seen At: 3.85
Total Times Seen 15
Pro Rating: 4.0
Pro Comment: A two mana 2/2 with First Strike and Reach is already a B-, so the Equipment and +1/+1 counter upside is really nice to add to the card. It is already a great place to put Equipment and counters because of those keywords, so the fact it can get more out of Equipments than most creatures and she can use up +1/+1 counters to kill attacking or blocking creatures is just amazing. If you’re in Green/White, I don’t envision it being that hard to get this to get the upside going on this thing.
Emerald Dragon
Average Picked At: 6.88
Total Times Picked: 8
Average Last Seen At: 5.62
Total Times Seen 57
Pro Rating: 2.0
Pro Comment: Neither half of this card is super exciting. Only countering activated or triggered abilities from noncreatures just won’t come up very much, so you’re mostly paying for a clunky Dragon that will occasionally be able to use its adventure.
Fraying Line
Average Picked At: 4.25
Total Times Picked: 4
Average Last Seen At: 5.42
Total Times Seen 18
Pro Rating: 0.0
Pro Comment: This thing is pretty wacky, but to sum up: Every upkeep it exiles everything that doesn’t have a rope counter on it, unless the player whose turn it is pays two generic mana. Paying that mana also lets them put a rope counter on something. So uh..yeah, this being symmetrical is the big problem, because you just can’t control this enough to have it really be great. Sure, your first turn after you play it you can just not pay 2, but you and your opponent both keep your best creatures, and if your creature isn’t already the best one, that’s pretty miserable. This will often just lead to players paying 2 every upkeep until it is more advantageous for one of them to just exile everything, and I just…don’t like how little control you have over it. I’m not playing this.
You Come to the Gnoll Camp
Average Picked At: 12.22
Total Times Picked: 23
Average Last Seen At: 9.98
Total Times Seen 316
Pro Rating: 1.5
Pro Comment: Neither option here is great. Individually, they would probably both be a 1.0. +3/+1 for two mana just isn’t a big enough boost, and making a couple of things unable to block doesn’t always matter either. It isn’t the worst thing in the world to run in your deck, but you probably do cut it more than you play it.
Name Answer You

Enter The Battlefield Prepared

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