Average Picked At: 1.00 Total Times Picked: 52 Average Last Seen At: 1.00 Total Times Seen 72
Pro Rating: 4.5 Pro Comment: So, if you take landfall out of the picture, this is a 6-mana 6/6 that gives +1/+0 to all of your attacking creatures. That’s a big boy for Limited, and making your attacks better is nice. Then you mix in the Landfall, and you have something that is a little bit silly, because it lets you attack more than once a turn -- and doing that more than once a game isn’t super far-fetched -- well, maybe it is -- but only because your opponent will frequently die from you attacking twice the FIRST time. Obviously, the creatures get +2/+0 on that second swing too. Keep in mind as well, that Moraug doesn’t have to be attacking for the extra combat phase, so if you happen to play this and a land the turn he comes down, he will have an additional immediate impact on the board, in addition to the fact that he makes your creatures attack harder.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 1.00 Total Times Seen 1
Pro Rating: 3.5 Pro Comment: This is pretty good. It might start out as a fragile 1/1, but if you drop this on turn two and trigger landfall the next 3 or so turns, you’re going to be in business, because this thing will take the sky and get larger, doing tons of damage in the process. It is vulnerable to be sure, but also a two drop that can win games.
Average Picked At: 6.00 Total Times Picked: 1 Average Last Seen At: 4.50 Total Times Seen 2
Pro Rating: 3.5 Pro Comment: Returning a Kicker card from your graveyard is nice, especially because the card doesn’t actually have to have been kicked for you to get it back. This is a 3-mana 3/3 as a baseline too, which isn’t too bad.
Average Picked At: 15.00 Total Times Picked: 1 Average Last Seen At: 0.00 Total Times Seen 0
Pro Rating: 3.5 Pro Comment: This double-faced creature-land is kind of funny, because no matter which side you pick, it gives you mana! Most of the cards in this cycle give you something that can at least be a little more impactful in the late game -- though most of them are also more situational than this -- so it is probably a wash. Basically, you’ll play this as a creature if you already played a land on turn and you want to ramp, and you’ll play it as a land if you really need one of those. This might not feel quite as good to draw late as the other card sin the cycle, but the fact remains that in the late game, this is a land that you can draw and still have it actually add to the board.
Average Picked At: 3.01 Total Times Picked: 439 Average Last Seen At: 2.87 Total Times Seen 1273
Pro Rating: 4.0 Pro Comment: Even if you have 0 party members, this will usually be reanimating two things from your graveyard. Sure, to get two things back you will need at least one creature with a party creature type in your graveyard, but that isn’t exactly a hard ask in this format. Paying the full six mana for two reanimated creatures is definitely worth it, and if that’s all this was, I would think it would be a solid playable. It is a bit costly, and requires some set up, but it has a very big impact. But this is actually better than that, because you will frequently be casting it for 5 or less mana.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 9.50 Total Times Seen 9
Pro Rating: 1.5 Pro Comment: So, this is mostly a payoff for decks that can put counters on stuff. This is mostly going to be BG, but White has some ways to do it too. It is kind of ok in the absence of +1/+1 counter stuff, as a 3-mana 2/3 with Flying and Defender with the possible option of being a 7 mana ¾ with Flying in the late game.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 2.00 Total Times Seen 1
Pro Rating: 3.5 Pro Comment: So, without any other party members, Emeria Captain is a 4-mana 2/2 with Flying and Vigilance. That is...not great, but not unplayable either. I think this will be a 3/3 a reasonable chunk of the time, and in that case you’re looking at a great deal. Anything bigger than that, and you’re really in business.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 4.00 Total Times Seen 1
Pro Rating: 3.0 Pro Comment: This creature is going to be pretty scary on the board in the early game. It will typically be a 5/3 with Trample, and if you can back it up with removal and/or tricks it is going to wreck face. Still, only 3 toughness on an attacking creature on turn 4 isn’t exactly incredible, so you will frequently need those other cards to really back it up.
Pro Rating: 4.5 Pro Comment: While she seems kind of like a buildaround, the good news is, RW decks in this format will have enough of both of those for Nahiri to be pretty good. She doesn’t make the most imposing tokens, but they can at least chump block for her, and if you have Equipment maybe do more than that. Her -2 will draw you a card a decent amount of the time, and her -3 will be able to do 2-4 damage often enough and that’s great.
Average Picked At: 1.17 Total Times Picked: 127 Average Last Seen At: 1.20 Total Times Seen 181
Pro Rating: 5.0 Pro Comment: This guy is real good. Even if you couldn’t reduce the cost at all, you’d be looking at a great card. It can attack right away in the sky, and also shakes up the rest of the board by giving it deathtouch. It is going to feel real bad to see your opponent slam this on the table because it will just change the game, and even if you untap and kill it, the damage will often already be done. Then, you have to consider that casting this for 5 will probably be a common occurrence, and casting it for 4 isn’t even that far-fetched. And cheaper than that isn’t entirely impossible. The planeswalker clause here isn’t going to come up a whole lot, obviously, but hey, it is more upside. I think this is just a bomb.
Average Picked At: 1.10 Total Times Picked: 29 Average Last Seen At: 1.09 Total Times Seen 78
Pro Rating: 0.0 Pro Comment: This is cool, but too expensive and clunky to ever really do anything in Limited.
Average Picked At: 1.26 Total Times Picked: 144 Average Last Seen At: 1.26 Total Times Seen 195
Pro Rating: 4.0 Pro Comment: This type of creature is always great -- it adds to your board while subtracting from your opponent’s. This is an interesting take on it though, because instead of your opponent getting the card back, they instead get a token. I would say that the majority of the time, the token will be worse than whatever you exiled. That means you won’t feel quite as bad when your opponent kills your Apparition, since you have still disrupted them considerably -- and if they don’t kill it, you’re looking at a 2-for-1.
Pro Rating: 4.5 Pro Comment: This Omnath is obviously great, even though in Limited it will mostly just be a 4/4 that draws you a card and gains you some life – but that’s actually an incredibly good card, which will make it hard for your opponent to take you down. 4 life per lands is a lot! The one limitation here is the challenging mana cost, but if you are base Green, its doable.
Average Picked At: 14.00 Total Times Picked: 1 Average Last Seen At: 11.00 Total Times Seen 6
Pro Rating: 1.5 Pro Comment: As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 5.00 Total Times Seen 2
Pro Rating: 1.5 Pro Comment: So this can be an okay land if you’re in a Party deck – those decks will predominately be UW and BR, colors that normally don’t have access to fixing – but if you have a couple of these, you can gain access to a lot of interesting party members.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 10.50 Total Times Seen 5
Pro Rating: 2.0 Pro Comment: This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Pro Rating: 3.0 Pro Comment: Pathway lands offer good fixing and will be strict upgrades over basic lands in your deck, and that is worth something.
Average Picked At: 1.06 Total Times Picked: 151 Average Last Seen At: 1.05 Total Times Seen 169
Pro Rating: 5.0 Pro Comment: This is really good. Sure, it is an Enchantment that, at least initially, doesn’t actually do anything, but the landfall triggers it offers are both very, very powerful. If you wait until a turn where you can play it AND play a land, it will be adding to the board immediately. If you have a nice board already, great – make it bigger and give it Vigilance until end of turn! If you’re lacking in board presence, that’s fine too – make a Cat token. This just gives you too much value for you to lose.
Average Picked At: 2.15 Total Times Picked: 75 Average Last Seen At: 1.83 Total Times Seen 233
Pro Rating: 3.0 Pro Comment: Pathway lands offer good fixing and will be strict upgrades over basic lands in your deck, and that is worth something.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 7.00 Total Times Seen 5
Pro Rating: 0.0 // 2.5 Pro Comment: This ends up being a hard counter a significant chunk of the time, especially in UB which does a good job of milling. If you can’t consistently get this to be a hard counter, you probably don’t play it, but if you can it ends being a pretty nice card to have around.