Average Picked At: 10.14 Total Times Picked: 7 Average Last Seen At: 6.65 Total Times Seen 84
Pro Rating: 1.5 Pro Comment: This just doesn’t do enough most of the time to make the cut very often. Leaving up mana for countermagic can be a big cost, and while this does counter everything, three mana is a lot to have to leave up when you’re just trading 1-for-1.
Average Picked At: 4.00 Total Times Picked: 9 Average Last Seen At: 3.07 Total Times Seen 14
Pro Rating: 4.0 Pro Comment: A 5-mana 4/3 flyer is something you pretty much always play, so adding the fact that it gains you 2 life each time it attacks makes it really good. It slots well into both BW lifegain and UW flyers.
Average Picked At: 12.00 Total Times Picked: 1 Average Last Seen At: 5.18 Total Times Seen 16
Pro Rating: 0.0 Pro Comment: This effect just isn’t worth it in your average Limited deck. It will gain you a fairly negligible amount of life, something like 5-7 a game on average. Even with a life gain archetype, this isn’t worth it.
Average Picked At: 2.33 Total Times Picked: 3 Average Last Seen At: 2.00 Total Times Seen 4
Pro Rating: 4.5 Pro Comment: This is real strong. If a card is just pure mill, it doesn’t tend to be great, even if it does present a clock like this does. This is because mill is the kind of effect that just won’t matter until your opponent is out of cards. HOWEVER, Rebuilding adds some card draw for you, and this drastically increases your chances of making the game lost long enough for Rebuilding to mill your opponent out, because you’ll have more fuel to keep your opponent at bay. This is a bomb.
Average Picked At: 11.50 Total Times Picked: 4 Average Last Seen At: 6.70 Total Times Seen 49
Pro Rating: 2.5 Pro Comment: These are all good fixing, and are worth playing even in two-color decks because making your mana better is a big deal.
Average Picked At: 9.65 Total Times Picked: 23 Average Last Seen At: 7.50 Total Times Seen 126
Pro Rating: 1.5 Pro Comment: This gives a nice stats boost for the mana, but I think steering clear of this Aura is the right thing most of the time. Unless you have Vine Mare of course.
Average Picked At: 3.00 Total Times Picked: 5 Average Last Seen At: 3.53 Total Times Seen 17
Pro Rating: 3.0 Pro Comment: I always complain about the 2-for-1 risk that Auras can bring you, but Knightly Valor is the type of Aura that gets around that problem. It does this by creating a 2/2 creature token. This means that even if your opponent untaps and kills the thing that you put the Valor on, you’re going to still have that token. Basically you pay 5 mana here to add 4/4 of Vigilance to the board, and 2/2 of that can attack right away. That turns out to be a good deal, especially in a format with both token payoffs and Aura payoffs.
Average Picked At: 11.27 Total Times Picked: 11 Average Last Seen At: 9.44 Total Times Seen 107
Pro Rating: 2.0 Pro Comment: This isn’t efficient, but unlike a lot of Blue spells that interact with your opponent’s creatures – this one actually lets you trade for a card, since it puts the card back on top of your opponent’s library. So this one gives you both tempo and a card, and sometimes you can get a two-for-one if a combat trick or an Aura is involved.
Average Picked At: 1.00 Total Times Picked: 1 Average Last Seen At: 1.00 Total Times Seen 2
Pro Rating: 4.0 Pro Comment: This is a creature that can scale as the game goes on, and it is pretty challenging for players to deal with in combat. It just gets bigger and bigger the more damage that is dealt! It doesn’t have evasion exactly, but making it so only one creature can block it does make it significantly harder for you opponent to do anything more than chump block – and that’s exactly what you want them to be doing against a creature like this.
Average Picked At: 6.25 Total Times Picked: 4 Average Last Seen At: 5.00 Total Times Seen 13
Pro Rating: 1.0 Pro Comment: This is really only worth putting on something evasive, but even then the amount of mana you have to put into it really makes it hard to make it worth playing.
Average Picked At: 11.58 Total Times Picked: 12 Average Last Seen At: 8.20 Total Times Seen 120
Pro Rating: 1.5 Pro Comment: We have seen many an incarnation of this card, and they always tend to be decent but not great. Haste only has so many uses, though it does do enough to keep the Motivator a relevant card in the late game sometimes, it isn’t always enough.
Average Picked At: 15.00 Total Times Picked: 1 Average Last Seen At: 11.00 Total Times Seen 37
Average Picked At: 10.43 Total Times Picked: 7 Average Last Seen At: 6.44 Total Times Seen 93
Pro Rating: 2.0 Pro Comment: This is a kind of okay card pretty much all game long. Early, it can do some blocking, and late it can help you trigger life gain payoffs and even serve as a win condition. It is fragile and slow, but it does do the job sometimes.
Average Picked At: 1.00 Total Times Picked: 1 Average Last Seen At: 1.00 Total Times Seen 2
Pro Rating: 2.5 Pro Comment: I feel like this was printed mostly with EDH in mind so people could have a defender lord, as there isn’t much defender in this set. Still, I mean it is a 4-mana 3/5 with Flying and Vigilance, which is great stats. But the difficulty in taking full advantage of this card is real. I don’t even really think this is worth splashing for in most cases despite the reasonable stats, because 3-colors of mana is hard enough to do in Limited that you want a bigger payoff than this. Sure, if you end up with a few creatures with defender it moves up a bit, but that’s just not going to happen often enough. Basically I wouldn’t recommend splashing just for this, but if you’re already going with these three colors, it is a fine inclusion.
Average Picked At: 10.36 Total Times Picked: 14 Average Last Seen At: 7.67 Total Times Seen 101
Pro Rating: 2.5 Pro Comment: 4-mana for a 4/3 trampler is perfectly fine.
Average Picked At: 10.50 Total Times Picked: 6 Average Last Seen At: 8.47 Total Times Seen 109
Pro Rating: 1.5 Pro Comment: If you’re in a White control deck, this does a kind of okay job of holding down the ground and even threatening to attack a little bit thanks to Vigilance + high toughness, but you still won’t run this a ton.
Average Picked At: 15.00 Total Times Picked: 3 Average Last Seen At: 11.91 Total Times Seen 53
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 3.25 Total Times Seen 4
Pro Rating: 2.0 Pro Comment: This kind of effect always seems like it would be really flexible – after all, you can make their best creature a copy of the worst creature on the board, or make your worse creature a copy of the best creature on the board, right? Well…yeah, but this effect often just doesn’t matter. Any effect where you use up a card and don’t get a card’s worth of value is suspect, and that’s how this will feel a lot of the time. It basically has two options: It is either a bad removal spell or a bad Aura for enhancing one of your creatures. Now, that modality does mean this is playable, I’m just saying don’t get caught up on the best case scenarios.
Average Picked At: 13.00 Total Times Picked: 10 Average Last Seen At: 10.11 Total Times Seen 123
Pro Rating: 1.0 Pro Comment: I’m never a huge fan of this kind of card. It basically pans out as a really risky Blue Lava Axe, and that kind of card tends to not be worth it. You use up a card to do something that won’t generally matter unless it kills your opponent. That’s too situational.
Average Picked At: 12.33 Total Times Picked: 6 Average Last Seen At: 8.29 Total Times Seen 98
Pro Rating: 1.5 Pro Comment: This is always something that makes the cut sometimes, especially if there is a spell deck in the format. The bonus it gives is nothing special, but it replaces itself and triggers stuff – and yeah, some of the time the Trample actually matters too.