Average Picked At: 7.20 Total Times Picked: 55 Average Last Seen At: 6.59 Total Times Seen 295
Pro Rating: 3.0 Pro Comment: This card really overperforms. It might have some underwhelming stats to begin with, but the ability to gain Vigilance and Lifelink in the mid-to-late game turns out to be pretty good, as it makes it hard for your opponent to race you, and you can even keep it back to block!
Average Picked At: 5.00 Total Times Picked: 7 Average Last Seen At: 4.00 Total Times Seen 19
Pro Rating: 3.5 Pro Comment: This starts with decent enough stats, and he comes with a potentially game-breaking Enter the Battlefield trigger, since it lets you bring back Auras that are in your graveyard for a turn. This format is loaded up with Enchantments, and the idea of getting one Aura into the graveyard for this to take advantage of it isn’t something that is super crazy to imagine, and if you can do that consistently, you’re going to be getting a lot of value for only three mana, and probably adding a ton of hasty damage to the board. So ideally, for this to be at its best, you have to both be running a few Auras, and have some ways of loading up your graveyard, so you can -- as consistently as possible -- get an Aura or two back with the Herald. That IS significant set up, but because a 3-mana 3/2 with Haste is already fine, you aren’t making a big commitment there.
Average Picked At: 5.80 Total Times Picked: 25 Average Last Seen At: 4.56 Total Times Seen 97
Pro Rating: 3.0 Pro Comment: This gives you a nice mana boost in the early game, and then in the late game – when such an effect doesn’t feel especially useful – it gives you something that can actually impact the board in the form of a wolf token.
Average Picked At: 3.57 Total Times Picked: 7 Average Last Seen At: 2.69 Total Times Seen 16
Pro Rating: 2.5 Pro Comment: Neither mode here is stellar, but having them both on a single card is nice. Basically if you have mana up for this when your opponent plays something you can counter, that’s probably the mode you choose. But, if your opponent doesn’t cast something you can counter and you’ve left mana up, you can at least use it to draw a couple of cards.
Average Picked At: 7.14 Total Times Picked: 65 Average Last Seen At: 6.39 Total Times Seen 314
Pro Rating: 3.0 Pro Comment: Another nice Escape creature, the Chimera offers the ability to trade as a result of its high power, and then it can just keep coming back and threatening the opponent as a 5/2.
Average Picked At: 9.00 Total Times Picked: 41 Average Last Seen At: 7.43 Total Times Seen 334
Pro Rating: 2.0 Pro Comment: This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Average Picked At: 1.00 Total Times Picked: 8 Average Last Seen At: 1.00 Total Times Seen 8
Pro Rating: 4.5 Pro Comment: This is a great efficient piece of Equipment that makes just about any creature into a problem. Lifelink is always a nightmare to play against, especially when your opponent can just keep a card on the table that can give life link to anything! Meanwhile, trample suddenly makes your big dumb guys a lot harder for your opponent to stop. Believe it or not, the turn of hexproof and indestructible part of the card will actually come up every now and again too, which is hilarious, because most people forget about that part of the card when you play against it.
Average Picked At: 2.93 Total Times Picked: 27 Average Last Seen At: 2.60 Total Times Seen 52
Pro Rating: 4.0 Pro Comment: If you can trade using that ¾ body, and then later in the game pay 6 mana and helps this Escape from your graveyard, you end up with a ⅚ body that has an edict effect. One nice thing here is that because the Spawn is a Gorgon itself, if it is your only creature, you won’t have to sacrifice anything. The Spawn also asks for less cards to be exiled than most cards with Escape, so it doesn’t require as much additional effort to load the graveyard as many of these do. So, look -- if this was just a 4-mana ¾ that you could get back in the late game as a 6-mana ⅚, that would be a very playable card. While neither side is efficient, the fact that you get TWO creatures out of one card is some real value. And, obviously enough, this comes with the addition of an Edict effect.
Average Picked At: 9.70 Total Times Picked: 44 Average Last Seen At: 8.40 Total Times Seen 408
Pro Rating: 2.0 Pro Comment: This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Average Picked At: 9.64 Total Times Picked: 45 Average Last Seen At: 8.11 Total Times Seen 401
Pro Rating: 1.5 Pro Comment: This is reasonably efficient, has the Enchantment type, and increases your devotion. You’ll play it at the top of your curve in Green decks sometimes, though you’re probably holding out hope for something better.
Average Picked At: 6.50 Total Times Picked: 28 Average Last Seen At: 6.05 Total Times Seen 130
Pro Rating: 3.0 Pro Comment: This signpost uncommon feels a bit underwhelming to me. Sure, the guy is efficient and he has trample, but I feel like I should be getting a little something else to make up for the downside here. Sure, even if you don’t have a big enough creature, the Warden is a good blocker, and sure – RG is the color pair all about having high power – but still, just not that impressed here. Will you play him in all your RG decks? Absolutely. But he shouldn’t be the card that pulls you into the color pair.
Average Picked At: 3.00 Total Times Picked: 7 Average Last Seen At: 3.36 Total Times Seen 39
Pro Rating: 3.0 Pro Comment: These give great fixing while also improving your draw a little bit. That makes it well worth the fact it comes into play tapped.
Average Picked At: 1.57 Total Times Picked: 7 Average Last Seen At: 1.57 Total Times Seen 7
Pro Rating: 5.0 Pro Comment: 5 for 5 loyalty is usually a good place to be, and Ashiok can immediately go up to 6 loyalty and make a 2/3!(!) creature, which also happens to start exiling stuff from your opponent’s library. That last part probably won’t matter a ton, but in a format that has a graveyard theme, it could turn out to be pretty nice. So, Ashiok, Nightmare Muse can use the ⅔ to protect them, and also just start filling the baord with them. Ashiok’s -3 ability is quite good too -- allowing you to bounce something and make your opponent discard a card from their hand is great, and it will be particularly spicy in situations where your opponent has no hand. Ashiok’s ultimate is also the kind that can just end games, though it does require some set up. So -- Ashiok can add pretty nice creatures to the board, bounce problem permanents, and has a game-breaking ultimate -- that makes Ashiok an absolute bomb.
Average Picked At: 5.38 Total Times Picked: 13 Average Last Seen At: 4.20 Total Times Seen 86
Pro Rating: 2.5 Pro Comment: The Evangel also helps you avoid the dreaded 2-for-1, since if one of your creatures with an Aura gets killed, you get something back that puts you and your opponent at parity in terms of cards. One kind of weird thing to note about this card, is it doesn’t matter whose creature with an Aura dies, either way, you get the opportunity to put a small creature back into your hand. All that said, I feel like there is a considerable chunk of the time where this is just a 3-mana 2/3.
Average Picked At: 1.25 Total Times Picked: 8 Average Last Seen At: 1.67 Total Times Seen 18
Pro Rating: 1.0 // 3.5 Pro Comment: This is definitely a build around, because it is nothing more than a 3-mana 2/2 in a deck that doesn’t have at least 5 ways to cast things on your opponent’s turn. That said, if you can draw even one card off of it, you’re in business, and more than that will be amazing.
Average Picked At: 8.73 Total Times Picked: 41 Average Last Seen At: 7.43 Total Times Seen 329
Pro Rating: 1.5 Pro Comment: This kind of “Kill a big thing” removal spell is always fine, but generally not more than that.
Average Picked At: 8.42 Total Times Picked: 43 Average Last Seen At: 6.79 Total Times Seen 320
Pro Rating: 2.5 Pro Comment: This is nice fixing and ramp, and like all Omens it can be cashed in to Scry later in the game. If you aren’t splashing it probably isn’t something you’re super interested in playing.
Average Picked At: 1.33 Total Times Picked: 3 Average Last Seen At: 2.22 Total Times Seen 9
Pro Rating: 3.0 Pro Comment: This is not the most impressive god. The best ones are the ones that have a nice baseline, even if you never manage to get devotion high enough, and I think Purphoros falls short there. Haste to your whole team is nice, as his “Sneak Attack” ability, but Sneak Attack type effects really aren’t that great in Limited -- it isn’t like you’re going to have Emrakul in your hand, you know? And sure, he is huge and indestructible when you get your devotion high enough -- and that’s awesome, but I think his somewhat lackluster other abilities keep him from being a super impressive card.
Average Picked At: 12.07 Total Times Picked: 29 Average Last Seen At: 9.28 Total Times Seen 469
Pro Rating: 0.5 Pro Comment: This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Average Picked At: 1.57 Total Times Picked: 7 Average Last Seen At: 1.50 Total Times Seen 8
Pro Rating: 5.0 Pro Comment: This saga gives you a crazy amount of value. Right away it will kill a big creature, then Chapter II will make your opponents’ life more difficult, and Chapter III lets you reanimate something and add a counter to it. This end sup being a very powerful 2-for-1 by the time you cast it in just about every game, and if all three Chapters go off, it is unlikely you lose.