Average Picked At: 7.28 Total Times Picked: 40 Average Last Seen At: 6.13 Total Times Seen 215
Pro Rating: 2.5 Pro Comment: Spending 4 mana to get a 3/2 and a 2/2 is decent, and you can Disguise this to keep your opponent from knowing that it will leave value behind.
Average Picked At: 4.00 Total Times Picked: 3 Average Last Seen At: 3.14 Total Times Seen 17
Pro Rating: 3.5 Pro Comment: giving it death touch and lifelink doesn’t really matter. But if it does do damage
Average Picked At: 2.29 Total Times Picked: 7 Average Last Seen At: 2.13 Total Times Seen 17
Pro Rating: 4 Pro Comment: A two mana 2/1 with Haste and Prowess is an amazing starting point – and, if you have this turn two that’s what you’re going to be doing. Then, later in the game this can completely reload your hand. In short, this is pretty awesome no matter when you play it.
Average Picked At: 6.25 Total Times Picked: 12 Average Last Seen At: 4.62 Total Times Seen 63
Pro Rating: 4 Pro Comment: I’m on-board with a two mana 1/1 Flyer that makes a Clue, and this thing will become a pretty real threat if it’s left unchecked, as this format is replete with Clue tokens, not to mention other ways to sacrifice stuff. In short, this card has a nice fail case, and an amazing ceiling.
Average Picked At: 1.00 Total Times Picked: 4 Average Last Seen At: 1.00 Total Times Seen 5
Pro Rating: 5 Pro Comment: This huge flyer can end games quickly, and it’s Ward makes it impossible for your opponent to deal with it in a way that doesn’t cost them something significant. Not only will they lose a creature, you’ll also drain 2 life. The Ripper also turns combat into a nightmare for your opponent the turn it comes down, because you can just throw all of your creatures at your opponent, and then they have to do a bunch of math, because any creature dying drains 2, not just yours! The triple black is the biggest downside here, but you’ve got a decent shot at getting to it by the time you have six mana.
Average Picked At: 6.72 Total Times Picked: 18 Average Last Seen At: 6.08 Total Times Seen 94
Pro Rating: 3 Pro Comment: It’s nice you get a clue up front, and if your deck has enough artifacts in it, you can definitely end up animating that clue or something else into a 4/4 flyer. Blue is adept enough at making clues that I don’t think this needs a build around grade.
Average Picked At: 11.85 Total Times Picked: 34 Average Last Seen At: 9.52 Total Times Seen 363
Pro Rating: 1 Pro Comment: So…this is either Mind Rot or Coercion, and neither of those is a great card these days, mostly because they don’t do anything in the late game and don’t add to the board.
Average Picked At: 4.39 Total Times Picked: 23 Average Last Seen At: 3.60 Total Times Seen 58
Pro Rating: 3 Pro Comment: This is best in a heavy green deck, but even outside of that, it helps you ramp your mana and will be a reasonable size.
Average Picked At: 7.20 Total Times Picked: 10 Average Last Seen At: 5.58 Total Times Seen 79
Pro Rating: 1.5 Pro Comment: I’m not the biggest fan of this type of effect – but when they tack card draw on to it, it starts to get more interesting. The usual problem is that this is only useful in fairly narrow situations, and getting a trade to happen is hard. It can sort of function as a bad fog, or a bad combat trick, but obviously…neither of those are things you want to be going after. But, because it Investigates – and it’s relatively cheap – those problems are more acceptable.
Average Picked At: 5.17 Total Times Picked: 23 Average Last Seen At: 4.55 Total Times Seen 73
Pro Rating: 2.5 Pro Comment: So, if you’ve got some spare stuff in your graveyard, this can turn it into cards, and it gives you a repeatable way to collect evidence, something that seems particularly useful for payoffs that give you something when cards leave your graveyard. Still, I do wish this was both an enabler and a payoff for collecting evidence. As is, it doesn’t feel strong enough to pull me into the color pair.
Average Picked At: 5.17 Total Times Picked: 6 Average Last Seen At: 3.94 Total Times Seen 46
Pro Rating: 3.5 Pro Comment: The set has plenty of detectives to buff, and plenty of clues that will help you make detectives unblockable. If yo’ure in Blue-White, it’s going to be hard for this not to buff a huge chunk of your deck.
Average Picked At: 2.50 Total Times Picked: 2 Average Last Seen At: 1.71 Total Times Seen 8
Pro Rating: 1.5 Pro Comment: The evasiveness this grants is decent, though there will be plenty of situations where it doesn’t do anything. As a result, you’re really going to need to be getting extra triggers out of this for it be something you want and…I just don’t see things lining up well enough to make this Gray Ogre worth playing most of the time, since you need creatures of the right size and they have to have the right kind of abilities, and that’s asking a lot in Limited. It does double your Ward, but that's still not enough to move the needle.
Average Picked At: 7.56 Total Times Picked: 9 Average Last Seen At: 5.64 Total Times Seen 96
Pro Rating: 2.5 Pro Comment: This will be unblockable a decent chunk of the time in Blue decks with th and looting on every attack is pretty powerful.
Average Picked At: 11.33 Total Times Picked: 12 Average Last Seen At: 8.04 Total Times Seen 137
Pro Rating: 1.5 Pro Comment: I think this is the worst card in this cycle. The buffs it offers are underwhelming, especially when you’re paying 3 to equip.
Average Picked At: 6.88 Total Times Picked: 17 Average Last Seen At: 4.79 Total Times Seen 86
Pro Rating: 2.5 Pro Comment: This has a solid baseline, and against some opponents relying on Clues it can be really punishing.
Average Picked At: 9.70 Total Times Picked: 10 Average Last Seen At: 6.42 Total Times Seen 96
Pro Rating: 2.5 Pro Comment: A 5-mana 1/10 is…kind of okay. It can block for days, although the lower power will make it unable to kill stuff all that often. The Disguise part is pretty sweet here, though. You’re usually going to play this face down and have it lie in wait as a 2/2, up until you reach a point where transforming it is advantageous. This will most frequently be when you can use it to blank a removal spell, but turning it into a 1/10 can be valuable all on its own, and untapping your whole board can have benefits too.
Average Picked At: 11.31 Total Times Picked: 32 Average Last Seen At: 9.03 Total Times Seen 367
Pro Rating: 3 Pro Comment: So, when this attacks you can choose to give it menace and make it unable to block, and a 5/5 menace isn’t something your opponent can just shrug about in most cases.
Average Picked At: 4.52 Total Times Picked: 33 Average Last Seen At: 4.01 Total Times Seen 132
Pro Rating: 3 Pro Comment: This feels like a very important common for aggressive White decks. That type of deck will have tons of cards that trigger this. It doesn't seem like it will be rare for this to crack in as a flyer on turns 3 and 4.
Average Picked At: 1.50 Total Times Picked: 4 Average Last Seen At: 3.00 Total Times Seen 11
Pro Rating: 1.5 // 3.0 Pro Comment: A three mana 4/4 vehicle with crew 2 is a 1.5. Sure, it’s got good stats for the cost, but it doesn’t matter so much when you’re having to tap a two power creature to get it going. However, being able to crew this without tapping anything is pretty nice, though you do need a reasonably well-stocked graveyard to do it. Casting spells it exiles is where the value really comes in, but the fact you still have to pay for those spells is kind of sad. I think this needs a buildaround grade, even in Blue-Red, because this set’s Blue-Red archetype isn’t spells.
Average Picked At: 10.09 Total Times Picked: 22 Average Last Seen At: 7.95 Total Times Seen 307
Pro Rating: 2.5 Pro Comment: Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.