Draft Trainer

Zendikar Rising Limited Quiz

Answered: 0/20
Accuracy: 0
Brightclimb Pathway
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 1.00
Total Times Seen 1
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.
Attended Healer
Average Picked At: 3.42
Total Times Picked: 455
Average Last Seen At: 2.97
Total Times Seen 1362
Pro Rating: 3.5
Pro Comment: This is a powerful life gain AND cleric payoff. Getting a cat token the first time you gain life each turn is nice, especially because the Healer can make sure you are gaining that life, provided there are some other Clerics lying around. The activated ability isn’t exactly cheap, so I think that for the Healer to really shine, you are hoping to have some other ways to trigger the life gain clause. The good news is that is very doable in this format.
Soul Shatter
Average Picked At: 1.76
Total Times Picked: 153
Average Last Seen At: 1.82
Total Times Seen 218
Pro Rating: 3.5
Pro Comment: This kind of edict effect is always pretty nice. Most edicts let your opponent make the choice, but this one mostly doesn’t -- unless they have more than one creature or planeswalker with the same CMC. Generally, you’re going to get your mana’s worth here. Your opponent’s most expensive creature isn’t always their best one, but it is often enough that this will feel pretty good.
Tajuru Blightblade
Average Picked At: 7.00
Total Times Picked: 4
Average Last Seen At: 10.00
Total Times Seen 13
Pro Rating: 2.5
Pro Comment: We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Nahiri's Lithoforming
Average Picked At: 3.72
Total Times Picked: 46
Average Last Seen At: 2.79
Total Times Seen 389
Pro Rating: 0.0
Pro Comment: You might be tempted to run this because it can give you a bunch of landfall triggers, but that is pretty much the only situation where it is worthwhile, and you won’t be in a place where that works very often.
Emeria's Call
Average Picked At: 1.00
Total Times Picked: 61
Average Last Seen At: 1.00
Total Times Seen 85
Pro Rating: 4.5
Pro Comment: This is really good. If it was just the 7 mana get two Angels thing, it would probably be a reasonable finisher. That’s the kind of card that you can get you back to parity from behind, pull you ahead from parity, or seal the deal if you’re ahead. This also has the indestructibility clause, which will often just let you attack with your whole board, since you now have two 4/4 angels protecting you, though sometimes, the indestructibility won’t matter. It is held back by being so expensive -- BUT -- that is obviously mitigated by the fact that this can just be a land for you in the early game. I think having to play this as a land will make you sad sometimes, but the flexibility this has is really important. There are many limited games where you just don’t get to 7 mana. Having this trapped in your hand that whole game is a nightmare, but by giving you the land option you end up with something really nice. It can even come into play untapped if you are willing to pay the life, and that’s nice. There are also a few ways to return lands to your hand in the format. So, obviously enough, it isn’t going to be quite as impactful as a land -- but adding that flexibility to such a powerful card does enough for this to get into the lower range of a bomb for me.
Roiling Regrowth
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 4.00
Total Times Seen 2
Pro Rating: 2.0
Pro Comment: This is a strictly worse Harrow -- but Harrow is a pretty nice card, so that’s an ok place to be. Roiling Regrowth gives you fixing, even potentially enabling you to splash a card with double-colored mana, and that is pretty nice. In addition to that, as you might have heard, this set has a bunch of landfall, and triggering landfall twice at instant speed is pretty powerful.
Zulaport Duelist
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 2.00
Total Times Seen 1
Pro Rating: 2.0
Pro Comment: This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
Demon's Disciple
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 3.00
Total Times Seen 2
Pro Rating: 2.0
Pro Comment: This kind of card is always great when you are the one with more creatures -- making your opponent give up a key creature while you lose something irrelevant is a nice feeling. BUT, it won’t always work out that way. Sometimes you’ll just wish you could play this for the body, but you can’t always, since if it is your only creature, it sacrifices itself. Sometimes your opponent will have the better board than you, and them losing one thing won’t hurt them a whole lot.
Negate
Average Picked At: 14.00
Total Times Picked: 1
Average Last Seen At: 11.00
Total Times Seen 8
Pro Rating: 0.5
Pro Comment: This doesn’t counter enough things to be something you want in your main deck.
Acquisitions Expert
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 1.50
Total Times Seen 2
Pro Rating: 2.5
Pro Comment: I’ve always been a fan of Ravenous Rats and Kitesail Freebooters -- creatures who go after the opponent’s hand are nicely disruptive. This isn’t as good as the Freebooter, but is definitely better than Ravenous Rats. Like the Rats, on its own, it will just get rid of the card your opponent cares the least about. But sometimes, especially late, your opponent will only have one card anyway. Plus, it has the Party upside, which will sometimes make it a considerably more disruptive effect.
Lithoform Engine
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.
Branchloft Pathway
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.
Pyroclastic Hellion
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 8.00
Total Times Seen 5
Pro Rating: 2.5
Pro Comment: This seems solid enough. Returning a land is a may clause here, so you only need to do it when you really want those 2 damage, or if returning a land otherwise benefits you.
Turntimber Symbiosis
Average Picked At: 1.48
Total Times Picked: 44
Average Last Seen At: 1.36
Total Times Seen 90
Pro Rating: 3.5
Pro Comment: So, if this were just the spell half of the card, how good would it be? The answer is -- not that great. Paying 7 mana to get a creature from your library and put it into play just isn’t an awesome deal, you’re usually not going to be able to get your full mana’s worth, even with the clause here that makes your smaller creatures get some +1/+1 counters. Basically, this is just card selection. When you add the land half to the mix though, like with all of these, the card gets considerably better. After all, this is a 7-mana spell -- if you get it early you are really going to wish it was a land -- and hey, guess what! Your wish can come true here! Then, in the late game, it gives you something to spend mana on.
Wayward Guide-Beast
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 4.00
Total Times Seen 1
Pro Rating: 0.0
Pro Comment: This is not for Limited -- in fact, it will be terrible in the format. A one mana 2/2 with Haste and Trample is some impressive stats for the cost, but the downside here is absolutely massive. You can’t afford to be putting a land back in your hand every time this does damage. And yes, I know this can help you trigger landfall, but the downside still outweighs the good, especially because a creature this size will quickly get outclassed in Limited anyway.
Tajuru Paragon
Average Picked At: 1.85
Total Times Picked: 128
Average Last Seen At: 1.79
Total Times Seen 221
Pro Rating: 4.0
Pro Comment: A two mana 3/2 does a nice job on the vanilla test, and by having all of the “Party” creature types, the Paragon will make all of your party payoffs into much better cards! Keep in mind though, that the Paragon can only fill one of those roles, a single creature can’t be a whole party. But filling in any role that you might need is great. Most of the time, it will be better to cast this for kicker, since it is likely to draw you a card most of the time, and a 5-mana 3/2 that draws you a card is a nice deal, but the fact you can play it earlier is nice -- it can help you set up Party cards, or it can just give you an aggressive early creature who can do some damage.
Blood Price
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 6.00
Total Times Seen 4
Pro Rating: 1.5
Pro Comment: Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Scale the Heights
Average Picked At: 7.00
Total Times Picked: 2
Average Last Seen At: 11.00
Total Times Seen 5
Pro Rating: 2.0
Pro Comment: This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Archon of Emeria
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 6.00
Total Times Seen 1
Pro Rating: 3.0
Pro Comment: A 3-mana ⅔ with Flying is a good deal, and making opposing non-basic come into play tapped is some upside --- even if it won’t be huge in Limited. Then, you have this symmetrical effect that makes it so people can’t play more than one spell -- that part is a little bit difficult to gauge, as it will hurt some decks more than others -- including, potentially, your own deck. But because it is symmetrical, it certainly isn’t all downside.
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