Average Picked At: 13.13 Total Times Picked: 273 Average Last Seen At: 10.95 Total Times Seen 4302
Pro Rating: 1.0 Pro Comment: For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Average Picked At: 12.62 Total Times Picked: 272 Average Last Seen At: 10.11 Total Times Seen 4070
Pro Rating: 1.5 Pro Comment: This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Pro Rating: 4.5 Pro Comment: With Aegar in play, if you do more damage to a creature than it has toughness, you get to draw a card -- provided the source of that damage is a Giant, Wizard, or spell. And, of course, that includes Aegar -- which means that if a 2/2 blocks it for example, you get to draw a card. That’s pretty sweet, and this kind of card will really warp games where your opponent might have to choose between blocking more effectively, or allowing you to draw a card -- and that’s never a good choice. Obviously, the UR color pair is about spells and Giants too, so you should have at least a handful of cards in your deck that can trigger this. It isn’t difficult to draw 2-3 cards with Aegar, and I think that makes him a bomb, even if he does require a bit of work to build around.
Average Picked At: 10.33 Total Times Picked: 281 Average Last Seen At: 9.09 Total Times Seen 3473
Pro Rating: 1.0 // 2.5 Pro Comment: So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Average Picked At: 7.02 Total Times Picked: 162 Average Last Seen At: 5.81 Total Times Seen 898
Pro Rating: 2.5 Pro Comment: The Runes are all nice because they come with a cantrip, taking away the biggest downside of Auras -- the possibility of getting blown out by a 2-for-1. This is cheap enough that putting it on a new creature that can take advantage of Haste is a real possibility, though sometimes you may have to settle for only getting an advantage out of the +1/+0 part. Like all runes, if you put it on equipment it can really shine.
Average Picked At: 10.18 Total Times Picked: 151 Average Last Seen At: 7.96 Total Times Seen 1404
Pro Rating: 3.0 Pro Comment: I think this is weaker that the others in this cycle because one of its effects often has diminished returns by the late game - in particular, the discard a card part of the card. Mostly, this will give you some reach, and maybe you end up getting some useful card out of your opponent’s hand, but it won’t line up that way very often. It is still a land that does something useful in the later game, and I’m always on board for that.
Average Picked At: 4.11 Total Times Picked: 190 Average Last Seen At: 3.83 Total Times Seen 619
Pro Rating: 2.5 // 4.0 Pro Comment: So, this is a strictly better Prey Upon, and Prey Upon is usually a solid but not great removal spell in the formats we’ve seen it in. Fight cards have a significant downside most other removal doesn’t -- if your opponent can interact at all, you can end up getting blown out. There’s also the fact that you need a decent number of sizable creatures to make it worth it. However, by only costing a single Green mana, finding a window where you can use this one isn’t too difficult. I think any Green deck probably plays the first copy of this, and if you can get enough snow permanents going, it will be one of the best cards in your deck, as +1/+0 and indestructible becoming part of the card is crazy good. That usually means that in addition to killing something, and making it harder for your opponent to interact with it, you’ll also have a free attack, and that type of turn will be devastating. I want to give this a build around grade, because I think the upgrade is super significant in a heavy snow deck. I’ll say this is a C in a regular Green deck, and a B in a deck that has enough snow permanents -- in those decks, this is premium removal.
Average Picked At: 12.15 Total Times Picked: 313 Average Last Seen At: 10.21 Total Times Seen 4111
Pro Rating: 1.0 // 3.0 Pro Comment: So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Average Picked At: 4.30 Total Times Picked: 151 Average Last Seen At: 4.22 Total Times Seen 612
Pro Rating: 4.0 Pro Comment: Anthem effects are a powerful thing, especially when they come attached to a creature. And sure, the creature itself doesn’t have the most impressive of stats, but it will typically be adding a ton of power and toughness to the board -- especially because it comes with landfall that makes a 1/1 token! The ideal thing to do with it will often be to play it and then play a land so you get at least some value if Maja dies, but given that Maja will usually reshape the board anyway, it will be pretty challenging not to get some value out of the card.
Average Picked At: 4.21 Total Times Picked: 34 Average Last Seen At: 3.74 Total Times Seen 213
Pro Rating: 2.5 Pro Comment: This all provide good fixing, but the Snow duals in the set are actually way better!
Average Picked At: 9.49 Total Times Picked: 361 Average Last Seen At: 8.17 Total Times Seen 3241
Pro Rating: 1.5 Pro Comment: 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Average Picked At: 12.58 Total Times Picked: 118 Average Last Seen At: 8.99 Total Times Seen 1524
Pro Rating: 0.5 Pro Comment: Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Average Picked At: 11.05 Total Times Picked: 120 Average Last Seen At: 8.01 Total Times Seen 1434
Pro Rating: 2.0 Pro Comment: Two mana to exile any of those three types of cards is great -- but letting your opponent put their best permanent into play...not so much. Now, if yo’ure using this to deal with a super high power card, chances are good you’re downgrading their board state, but it won’t always feel like removal since they’ll get something out of the deal. You basically have to look at this as a really expensive removal spell – because you only want to play it late when your opponent can’t really take advantage of the upside. It isn’t entirely unplayable, but it is nowhere near premium removal either! It is mostly just filler.
Pro Rating: 3.5 Pro Comment: Clones tend to be nice because they can be whatever the best creature on the battlefield is -- or, in this case, whatever your best permanents is -- , though clones that cost 5 do start to be a little less attractive, because it is normally less likely that you’ll be able to get 5 mana’s worth of value out of it. But, the whole “two +1/+1 counters” thing is important here, and it will often make it hard for Moritte not to give you 5 mana’s worth of value. As long as you are copying something that costs 3+ mana, it will feel pretty nice -- and oftentimes you’ll get a lot more than that. I think you’ll be copying creatures with this like 90% of the time, but the fact he can also copy like an Aura that is a removal spell and stuff like that is definitely nice additional upside.
Average Picked At: 1.20 Total Times Picked: 20 Average Last Seen At: 1.23 Total Times Seen 22
Pro Rating: 5.0 Pro Comment: On the creature side here, you have a very good creature -- one that makes your opponent exile a creature card of your choice from their hand would already be pretty good as far as disruption goes, especially since Valki has decent stats! But it doesn’t stop there, oh no -- Valki can also become a copy of the creatures he exiles, which is neat. Sure, they get their card back if they ever kill Valki, but I’ve played with enough disruptive creatures like this over the years to know that even if they get their card back, you will have disrupted them enough for it to be well worth it. If this was JUST the Valki side, it would be pretty good. Then, you add the Tibalt side to the mix and things get really crazy! You get a planeswalker who can exile artifacts, creatures, and cards from the top of your opponent’s library, and you can steal all that stuff you exile too! He does start with kind of low loyalty for the cost, and he isn’t able to protect himself with tokens or whatever, but his abilities will snowball, and you’ll start casting creatures from exile with him that will protect him int he long run.
Average Picked At: 4.58 Total Times Picked: 538 Average Last Seen At: 4.58 Total Times Seen 1703
Pro Rating: 3.5 Pro Comment: So, this is a strictly better Hunt the Weak. And, while I think Hunt the Weak seems a bit weaker these days thani t used to, it was always a solid card. The +1/+1 counter makes it so more of your creatures are capable of killing opposing creatures, and yeah -- you do have to be super cautious with this, since if your opponent interacts in response it will be a blow out -- but it still does a pretty good job at getting creatures out of the way for Green decks. Adding Foretell to this is great -- because in this case, you actually end up paying less total mana. Additionally, by only costing Green the turn you cast it, it means you can play a new creature and have it fight right away, and in general, it will mean that it is easier for you to find a safe window to cast it, since you don’t need a whole bunch of mana to make it do its thing. This is premium removal for Green.
Average Picked At: 12.21 Total Times Picked: 234 Average Last Seen At: 9.78 Total Times Seen 3833
Pro Rating: 1.0 Pro Comment: You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Average Picked At: 6.57 Total Times Picked: 199 Average Last Seen At: 5.16 Total Times Seen 1296
Pro Rating: 2.5 Pro Comment: Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Average Picked At: 3.71 Total Times Picked: 41 Average Last Seen At: 3.70 Total Times Seen 184
Pro Rating: 2.5 Pro Comment: Mostly this just amounts to being a kind of convoluted Divination. One thing that can be frustrating about it is that you have to cast the things you exiled during chapter II or III. If something happens and you can’t, you’re going to miss out on your shot to do it. Another annoying thing is that this just isnt’ especially good in the early game. If you get it late, it definitely is nice – just like Divination would be, but yeah, it isn’t incredible.
Average Picked At: 4.76 Total Times Picked: 140 Average Last Seen At: 4.20 Total Times Seen 593
Pro Rating: 4.0 Pro Comment: In most UB decks, Narfi will likely be able to pump at least half of your creatures, and that’s more than enough for Narfi to be pretty powerful. His recursion ability won’t always be something you can use, but the good news is that he is going to be nice to bring back even in the late game, and you can do it over and over. Note, by the way, that you can do it at instant speed, and you may be able to take advantage of that to really surprise your opponent with the additional stats boost for your creatures.