Average Picked At: 11.35 Total Times Picked: 17 Average Last Seen At: 9.38 Total Times Seen 380
Pro Rating: 1.5 Pro Comment: One mana for +2/+2 always has me a little bit interested, since it offers a big enough boost for a creature to win a significant number of combats, and It comes at a very low cost. The tempo you get when you use this kind of trick can be amazing! The creature even gets pseudo-vigilance. You can also use this defensively of course, and that’s the only way that Reach will be useful, but you should really only do that in an emergency. It is always dangerous to use a trick on your opponents turn, since during combat they probably have lots of mana untapped. In the end, this seems solid for aggressive Green decks, though I don’t think it will always make the cut.
Average Picked At: 9.80 Total Times Picked: 20 Average Last Seen At: 7.51 Total Times Seen 281
Pro Rating: 1.5 Pro Comment: Wind Drakes aren’t what they used to be, and this ability is something you’ll only use a small percentage of the time.
Average Picked At: 10.70 Total Times Picked: 30 Average Last Seen At: 8.63 Total Times Seen 343
Pro Rating: 2.0 Pro Comment: This is either a three mana 3/2 that rummages when it taps, or a three mana 2/1 that puts a counter somewhere else that lets you rummage when it taps that turn. That’s certainly fine, but I’m also not blown away by either option.
Average Picked At: 8.90 Total Times Picked: 30 Average Last Seen At: 7.43 Total Times Seen 291
Pro Rating: 2.5 Pro Comment: Trading this off and draining 2 life from your opponent is going to feel like a good deal all the time, and it isn’t terrible sacrifice fodder either.
Average Picked At: 3.56 Total Times Picked: 18 Average Last Seen At: 2.78 Total Times Seen 58
Pro Rating: 4.0 Pro Comment: This has an excellent baseline as a Vigilance Wind Drake, and you’ll be able to spit a token out with it often enough for this to deliver some impressive value.
Average Picked At: 12.92 Total Times Picked: 26 Average Last Seen At: 10.47 Total Times Seen 409
Pro Rating: 2.0 Pro Comment: As an Aura, this isn’t the most efficient thing ever, but it wouldn’t be completely unplayable either. +3/+3 is a big upgrade, and Ward 2 allows you to really decrease the chance your opponent can interact in some way before you get some value out of attacking with a creature this is attached to. If you find yourself in a situation where you just can’t risk playing this or playing it doesn’t make a difference, or you’re mana screwed, you can just Cycle it away. That Cycle part is what really makes this borderline playable card into something solid.
Average Picked At: 1.20 Total Times Picked: 5 Average Last Seen At: 2.57 Total Times Seen 25
Pro Rating: 4.0 Pro Comment: A 4-mana ¾ with Flying and Vigilance is great, although double-White does make it more challenging to cast this super consistently on turn 4. Luckily it has way more upside than that though – shutting off opposing activated abilities and stealing those abilities is sweet, though more often than not it won’t actually do something.
Average Picked At: 3.95 Total Times Picked: 41 Average Last Seen At: 3.83 Total Times Seen 128
Pro Rating: 4.0 Pro Comment: This is a great removal spell. Two mana for 3 damage is premium even at Sorcery speed, and this is an Instant that also gives you a bit of card selection. The ability to hit more than just creatures is great upside too.
Average Picked At: 7.24 Total Times Picked: 41 Average Last Seen At: 6.04 Total Times Seen 239
Pro Rating: 2.5 Pro Comment: This one drop brings a lot of value. A one mana 1/1 with Lifelink isn’t amazing, but in a format with +1/+1 counters around, among other ways to augment your creatures, it will probably play a little better than it looks. Additionally, if you mill this thing in your Blue-Black deck, or it ends up in your graveyard in any other way, it does deliver some real value in the format of the incubate token. One drops lately have pretty much all overperformed, and I think this is another one that will. It is really cheap and does stuff that all the decks in the format can take advantage of.
Average Picked At: 9.94 Total Times Picked: 35 Average Last Seen At: 8.39 Total Times Seen 312
Pro Rating: 2.5 Pro Comment: A one mana ½ that puts its counter somewhere when it dies is playable in this format because there are so many nice payoffs for doing things with counters. The ability to put the counter elsewhere is good too, and you can even get away with attacking into a trade if you have Backed up the creature, because if your opponent blocks you’re going to come out ahead since you keep all those counters
Average Picked At: 11.03 Total Times Picked: 33 Average Last Seen At: 9.35 Total Times Seen 348
Pro Rating: 3.0 Pro Comment: A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Average Picked At: 5.59 Total Times Picked: 17 Average Last Seen At: 4.34 Total Times Seen 101
Pro Rating: 3.0 Pro Comment: On its own, you get a 5-mana 4/4 with Vigilance, and you can pay for it in installments. That’s not a bad deal, especially when this can also give some of your other creatures Vigilance. Vigilance seems pretty well positioned in the format too, because creatures with it can attack battles and defend them at the same time.
Average Picked At: 1.00 Total Times Picked: 6 Average Last Seen At: 1.00 Total Times Seen 10
Pro Rating: 5.0 Pro Comment: A 5-mana 4/4 with these keywords is already pretty close to a bomb, so the fact that you get to put a counter on something and give it those same keywords until end of turn really means this is a bomb. It gives you some serious value up front, so even if it goes down, you’re going to be coming out ahead most of the time, and if it doesn’t go down – you’re just going to win.
Average Picked At: 7.50 Total Times Picked: 38 Average Last Seen At: 7.12 Total Times Seen 282
Pro Rating: 2.5 Pro Comment: You can look at this as a 6-mana 0/1 that makes a 5/5. That’s an acceptable rate, and this has the usual upside Incubator tokens have – you have the option of paying for it in installments. The downside here is the times where you can’t get that 5/5 really quickly, you’re playing a 0/1 for a 4 which will feel like you are barely adding to the board.
Average Picked At: 9.84 Total Times Picked: 31 Average Last Seen At: 8.63 Total Times Seen 316
Pro Rating: 2.5 Pro Comment: This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Average Picked At: 12.57 Total Times Picked: 23 Average Last Seen At: 10.10 Total Times Seen 384
Pro Rating: 1.0 Pro Comment: I’d generally rather be able to sacrifice creatures than lands, since there are so many good expendable ones out there. Sure, if you have too many lands this provides flood insurance, but it is a pretty mediocre card early and not even that good in the late game.
Average Picked At: 6.17 Total Times Picked: 12 Average Last Seen At: 6.37 Total Times Seen 156
Pro Rating: 3.5 Pro Comment: Stunning something for a turn is a nice effect, especially when it can help you more quickly get Rooftop Saboteurs on the battlefield. Once you’ve done that, you have a great creature that will net you impressive card advantage.
Average Picked At: 10.45 Total Times Picked: 20 Average Last Seen At: 8.57 Total Times Seen 156
Pro Rating: 3.0 Pro Comment: While a two mana 1/1 Flyer isn’t the best deal, it does mean this Battle gives you an evasive creature that can help you transform this into a solid Vehicle. It will at least be a ¼ Flyer with Crew 1, and that’s not too bad – and sometimes it will be a much bigger problem than that.
Average Picked At: 8.82 Total Times Picked: 17 Average Last Seen At: 6.07 Total Times Seen 107
Pro Rating: 4.0 Pro Comment: This is a powerful sacrifice outlet, even limited to Sorcery speed only! You get a card back, so it is hard not to get nice value out of this, especially if you’re sacrificing something really expendable. There’s also a cheap Threaten effect in the format that is going to combo absurdly with this, but in general, there’s plenty to sacrifice to this, making it another great signpost
Average Picked At: 8.52 Total Times Picked: 21 Average Last Seen At: 6.60 Total Times Seen 183
Pro Rating: 2.5 Pro Comment: These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.