Average Picked At: 5.75 Total Times Picked: 4 Average Last Seen At: 5.09 Total Times Seen 15
Pro Rating: 4.0 Pro Comment: This is very powerful when you have a well-stocked graveyard, something that is eminently doable in this format. Cranking out tokens and buffing all of your Zombies makes this a pretty amazing engine.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 10.50 Total Times Seen 4
Pro Rating: 2.0 Pro Comment: This card is pretty awkward. The format is littered with cards that do good stuff when they die, or that do things from the graveyard. The idea here is that you’d sacrifice some of those expendable things, but the problem is your opponent is just as likely to have them.
Average Picked At: 4.33 Total Times Picked: 3 Average Last Seen At: 3.68 Total Times Seen 25
Pro Rating: 3.5 Pro Comment: This is an amazing spirit payoff that has solid base stats as a Wind Drake. While it doesn’t grant hexproof to itself, granting to all of your spirits is no joke.
Average Picked At: 9.15 Total Times Picked: 13 Average Last Seen At: 7.94 Total Times Seen 142
Pro Rating: 2.5 Pro Comment: This nicely fixes your mana, while also giving you an Artifact in the graveyard for Delirium.
Average Picked At: 11.00 Total Times Picked: 3 Average Last Seen At: 7.38 Total Times Seen 21
Pro Rating: 1.5 Pro Comment: This gives a decent enough boost for its casting cost, but sacrificing a creature is a steep price to pay for many decks.
Average Picked At: 2.00 Total Times Picked: 1 Average Last Seen At: 2.00 Total Times Seen 1
Pro Rating: 4.0 Pro Comment: If you can get even one Demon out of this, it is completely insane. You won’t always be able to do that, though. You need to have creatures around worth tapping and something has to have died that turn. This is a situation you can certainly create in this format, but it won’t always line up perfectly.
Average Picked At: 11.00 Total Times Picked: 1 Average Last Seen At: 5.00 Total Times Seen 8
Pro Rating: 3.5 Pro Comment: Mana dorks are amazing in the early game, as playing your three drops on turn two is very powerful. They get worse in the late game, when they have small irrelevant bodies and you don’t need the mana anymore. Still, the early game upside is enough to make the Pilgrim something you take highly.
Average Picked At: 7.00 Total Times Picked: 4 Average Last Seen At: 6.18 Total Times Seen 16
Pro Rating: 1.5 Pro Comment: This is very slow and clunky. You do eventually get a 2-for-1 out of it, but there are better ways to recur instants and sorceries in this format.
Average Picked At: 1.00 Total Times Picked: 1 Average Last Seen At: 1.00 Total Times Seen 1
Pro Rating: 5.0 Pro Comment: This is an incredibly powerful planeswalker. At worst, he cranks out a 2/2 wolf every single turn – which is more than enough to allow you to protect him and eventually overwhelm your opponent. Using his removal effect is great too, especially in situations where Garruk can survive and transform! Once transformed, he is even better in most ways. He creates death touch wolves and has an easily accessible ultimate that is a graveyard based Overrun – which often wins the game the turn you use it.
Average Picked At: 6.00 Total Times Picked: 1 Average Last Seen At: 6.46 Total Times Seen 18
Pro Rating: 1.5 // 3.5 Pro Comment: This is powerful because it reanimates efficiently and does it twice, but this format isn’t loaded up with amazing things to reanimate, limiting its effectiveness. If you’re good at milling yourself and you have a few big scary things around it can do some serious work.
Average Picked At: 9.00 Total Times Picked: 12 Average Last Seen At: 8.90 Total Times Seen 166
Pro Rating: 1.0 Pro Comment: This is bad for your mana base, and the fact it is random is a pretty big problem.
Average Picked At: 2.67 Total Times Picked: 3 Average Last Seen At: 2.25 Total Times Seen 4
Pro Rating: 4.0 Pro Comment: The Conscripts can allow you to attack effectively on almost any board state, between adding a Hasty body to the board and stealing your opponent’s best permanent – which is usually a creature It gets even nastier if you have some free sacrifice outlets, so that you can get rid of their creature permanently – but even if you don’t, the Conscripts are going to have an extremely positive effect on the outcome of the game.
Average Picked At: 5.75 Total Times Picked: 4 Average Last Seen At: 7.50 Total Times Seen 7
Pro Rating: 3.0 Pro Comment: The modality here can be pretty nice, though most of the time you’re going to use it as removal. And sometimes, the creature you really want to use it on is a Human, and in those cases this can be pretty bad.
Average Picked At: 9.50 Total Times Picked: 2 Average Last Seen At: 5.00 Total Times Seen 9
Pro Rating: 3.0 Pro Comment: A 5-mana 4/4 Flyer is some serious business, and its nice that this one lets you loot – something that is extra good in a format with Madness, Flashback, and Delirium.
Average Picked At: 5.00 Total Times Picked: 1 Average Last Seen At: 4.50 Total Times Seen 2
Pro Rating: 3.0 Pro Comment: This type of effect always underperforms. Since both players get to make their choice, your opponent will always be able to hold on to their best creature. So will you, but if your best creature isn’t already the best one on the battlefield, casting this doesn’t actually accomplish much, and that’s frustrating. This feels great when your opponent is overwhelming you with quantity more than quality, but if they have the best creature on the battlefield, you’re in trouble.
Average Picked At: 1.50 Total Times Picked: 2 Average Last Seen At: 1.33 Total Times Seen 3
Pro Rating: 4.0 Pro Comment: Blaze is always a nice card in Limited, and this one can even be flashed back! Obviously, it does a lot less damage when you flash it back since you have to invest three Red into it, but you can usually get a 2-for-1 out of this, or just use it to finish off your opponent.
Average Picked At: 4.00 Total Times Picked: 1 Average Last Seen At: 3.00 Total Times Seen 3
Pro Rating: 4.0 Pro Comment: This is a power house. For a total of five mana you can get 4 1/1 flying tokens. That’s enough to quickly the end the game or help you stabilize if you were behind.
Average Picked At: 1.00 Total Times Picked: 1 Average Last Seen At: 4.00 Total Times Seen 2
Pro Rating: 3.5 Pro Comment: Five mana is a lot for card that doesn’t impact the board immediately – but Gutter Grime kind of does. It suddenly makes it so all of your creatures give you value when they die, and that value can quickly snowball.
Average Picked At: 7.50 Total Times Picked: 10 Average Last Seen At: 5.71 Total Times Seen 39
Pro Rating: 2.5 Pro Comment: Bouncing stuff doesn’t generally let you trade for a card – instead it just gives you tempo. But this is cheap enough that you can get a pretty good deal, especially because you can bounce something again later in the game.
Average Picked At: 11.75 Total Times Picked: 4 Average Last Seen At: 8.95 Total Times Seen 60
Pro Rating: 1.5 Pro Comment: Generating a 2/2 every turn for only two mana is great! Having to sacrifice a creature every time is less so, even in a format with sacrifice fodder.