Average Picked At: 11.90 Total Times Picked: 60 Average Last Seen At: 9.54 Total Times Seen 811
Pro Rating: 1.5 Pro Comment: Adding a card-draw effect to a card always makes it way more attractive, and I think that is certainly the case here. This can kill some small creatures, in which case you get a straight-up two-for-one, but my guess is that you'll usually just use this to make your opponent's best creature unable to block. That kind of effect is quite strong in aggressive Red decks, as sometimes you go from not being able to attack at all, to being able to attack with everything after a problem creature is removed from the equation. It still isn’t something you probably ever want more than one of, and you don’t want it all if you aren’t aggressive.
Average Picked At: 8.47 Total Times Picked: 74 Average Last Seen At: 7.82 Total Times Seen 647
Pro Rating: 1.5 Pro Comment: 2-mana 1/3 flyers are usually alright, and this can pump your whole team in the late game. It is decent filler.
Average Picked At: 8.96 Total Times Picked: 23 Average Last Seen At: 6.62 Total Times Seen 238
Pro Rating: 1.5 Pro Comment: So, this is expensive and clunky, but I don’t think you’ll hate yourself if you run one in your Red decks. In a lot of situations, it will result in a huge damage turn for you. Between killing a small creature and stealing your opponent’s best creature, this should do a lot of work. But it is pretty expensive and doesn’t always do as much as you’d like.
Average Picked At: 8.46 Total Times Picked: 28 Average Last Seen At: 5.84 Total Times Seen 208
Pro Rating: 1.0 Pro Comment: This reminds me a lot of cards like Adventurous Impulse and Anticipate – which means it is a fine card to include, can help dig you into whatever you really need, but it isn’t anything amazing. I do like that it gains you 3 life, so that if doing this means you are going behind on board a bit to dig, you at least gain some life to helps often that blow. And yeah, it can only hit permanents, but that’s MOST of your deck, so I think that’s fine.
Average Picked At: 2.23 Total Times Picked: 13 Average Last Seen At: 2.50 Total Times Seen 23
Pro Rating: 3.5 Pro Comment: 5 mana for a 9/9 with haste is a good deal, right? Though you basically need 6 mana for it to attack right away. It is a big dumb vanilla creature to be sure, but this efficiency makes that ok. It does have the additional downside over a regular 5 mana 9/9 that if your opponent can kill it, they also make you lose a land, but I think that’s fine. Being an Instant also means that you can make a land into a 9/9 after your opponent declares attacks, and eat their best creature. If you get to do that and then swing back at your opponent, you’re going to be in great position.
Average Picked At: 1.75 Total Times Picked: 4 Average Last Seen At: 1.75 Total Times Seen 13
Pro Rating: 0.0 // 3.0 Pro Comment: Paying 5 mana to copy two 3 mana or less spells in your graveyard sounds like a good deal to me, for example – and that’s not some crazy scenario. That said, it IS a bit of a buildaround, because you have to have enough reasonably costed instants and sorceries in your deck to make it work. It might be tempting to first pick because it is such a sweet card, and I think doing it in a weak pack might be ok because it does have a high ceiling.
Average Picked At: 1.00 Total Times Picked: 7 Average Last Seen At: 1.00 Total Times Seen 8
Pro Rating: 4.0 Pro Comment: Gideon is basically a 3-mana 4/4 with a whole bunch of upside, and that’s a nice place to be. His +1 will make one of your other creature’s better, he’s immune to damage, and if you get his loyalty high enough, he can take down permanents. If you play him on turn three he is going to win you the game most of the time, but he does have diminishing values as the game goes on, as a 3-mana 4/4 is less and less impressive. It is not always easy to move his loyalty up enough to take down nonland permanents, but he’s still pretty great.
Average Picked At: 3.62 Total Times Picked: 133 Average Last Seen At: 3.66 Total Times Seen 334
Pro Rating: 4.0 Pro Comment: Two mana to do 3 to something at Instant speed is already premium, so adding Scry is just icing on the cake.
Average Picked At: 1.67 Total Times Picked: 9 Average Last Seen At: 1.64 Total Times Seen 11
Pro Rating: 5.0 Pro Comment: A 6-mana 3/6 with double strike is a card you always play, so that’s the baseline here. Then Oketra just churns out 4/4 zombies every time you play a creature spell – which by the way the typical limited deck usually has at least 15 of, so this isn’t really a build around. And then of course there is the “god” clause for this cycle that means even if your opponent kills it, its coming back in a few turns. This is pretty tough to beat.
Average Picked At: 12.30 Total Times Picked: 66 Average Last Seen At: 10.12 Total Times Seen 846
Pro Rating: 0.0 Pro Comment: I don't like tricks that don't help my creature survive combat. Only bumping power with no keyword added just isn’t worth it, even if you can pump two creatures.
Average Picked At: 1.13 Total Times Picked: 8 Average Last Seen At: 2.47 Total Times Seen 16
Pro Rating: 4.5 Pro Comment: For 5 mana you get a 4/5 with trample and flying, which would already be a pretty good card, even if the mana requirements aren’t the easiest thing ever. Add to that, though, the rest of the card and you have an outright bomb. Putting two counters on another creature means that you pay 5 for 6/7 worth of stats. Then, if your opponent does manage to take him down before he takes them down, he will add extra counters to your stuff – and since he put a couple counters on a creature when he came down, chances are good he is going to add at least 2 counters to one card. Having value immediately when he enters and when he dies means it is hard for your opponent to ever come out ahead with him. Even if they kill him before he ever attacks, you are getting some serious value out of this guy.
Average Picked At: 5.54 Total Times Picked: 13 Average Last Seen At: 4.70 Total Times Seen 44
Pro Rating: 3.0 Pro Comment: This kind of card is always weird, because how good it depends very specifically on how P/T are distributed in a format. What percentage of creatures can this kill? Is there a way you can build around it by taking creatuers who don’t die to it? I mean, I think the answer to those, respectively, is “most creatures” and “yes, you can build around it.” But it is going to be inconsistent.
Average Picked At: 8.64 Total Times Picked: 42 Average Last Seen At: 6.91 Total Times Seen 263
Pro Rating: 0.0 Pro Comment: Too situational to ever do anything consistently enough to be worth putting in your deck.
Average Picked At: 4.94 Total Times Picked: 36 Average Last Seen At: 4.26 Total Times Seen 126
Pro Rating: 3.5 Pro Comment: 4 mana to do 3 at Instant speed is already playable, but the fact that this not only draws you a card, but even gives you a bit of card selection makes this great. It will always be a 2-for-1, and if you can’t kill a creature with it, you can still hit your opponent and try to dig for something.
Average Picked At: 7.61 Total Times Picked: 33 Average Last Seen At: 5.81 Total Times Seen 212
Pro Rating: 0.0 // 2.5 Pro Comment: This isn’t as good as it looks. This is because you will need a decent number of instants and sorceries for this card to actually do anything. Milling yourself and your opponent 4 cards just isn’t worth it if you aren’t also returning two instants and sorceries – even just returning one is pretty bad for 4 mana. If you have enough spells it does improve, though.
Average Picked At: 7.34 Total Times Picked: 29 Average Last Seen At: 5.16 Total Times Seen 183
Pro Rating: 1.5 // 3.0 Pro Comment: You need to be drawing a card with this like half the time for it to be worth. In other words, you need way more instants and sorceries than most decks are gonna have – which is like, 4 or 5. Now, it isn’t like the fail case for this card is abysmal, since it is still a two-mana 1/3, so it is passable even if you don’t get there, but obviously it is way better in a deck with lots of spells.
Average Picked At: 11.82 Total Times Picked: 17 Average Last Seen At: 7.42 Total Times Seen 279
Pro Rating: 0.5 Pro Comment: Even in a set that has a ton of counters, it is pretty hard to consistently use Price of Betrayal to get rid of an opponents’ card. You’ll find yourself downgrading or weakening a card more often, and that just isn’t worth it.
Average Picked At: 2.57 Total Times Picked: 7 Average Last Seen At: 2.41 Total Times Seen 17
Pro Rating: 3.0 Pro Comment: His static ability is obviously pretty good, but his +1 is only good if he makes it to the next turn. The ideal line of play with him is probably to play him, use his -2 to kill an opponent’s creature, and then just keep him alive for the static ability and the mana, while intermittently using the fight effect. The problem with that plan is how easily he can be taken down on that first or second turn, but I think for 3 mana he’s still giving you some decent value.
Average Picked At: 3.00 Total Times Picked: 1 Average Last Seen At: 6.00 Total Times Seen 2
Pro Rating: 3.0 Pro Comment: So, in Limited, this Jace is mostly just a way to draw cards. It doesn’t protect itself and its static ability is hard to make work. So yeah, you’re usually just going to be using his +1 as long as he can stay alive, but that’s not too shabby.
Average Picked At: 2.07 Total Times Picked: 15 Average Last Seen At: 3.09 Total Times Seen 36
Pro Rating: 3.5 Pro Comment: She has a difficult mana cost like this whole cycle of legends does, but she does some cool stuff. A 3-mana ¾ with flying is great for Limited, and the rest of her text might require a little building around – but I don’t think it will be that much, since there seem to be several RW cards in this set that incentivize playing combat tricks, so it isn’t like you are playing them just to abuse with Feather, there will be other ways to take advantage too. I think she is worth first picking, but probably only in some weaker packs. I’m taking premium removal over her.