The AI ratings are gathered with from the MTGA Assistant deck tracker. Pro ratings are provided by Nizzahon Magic. The Pro ratings and comments are made before the set officially releases while the AI ratings are dynamically updated with new data all the time.
Normally when we get a creature that can exile something when it ETBs, it is a rather small one, but Angel of Sanctions bucks that trend. A 5-mana ¾ Flyer is already fairly playable, so one that is also a removal spell is amazing, and that alone would probably be enough for this to be a bomb. But, in addition to all that, it also has Embalm, so it can come back late, exile something, and pressure your opponent in the sky again.
This set definitely has tokens, but making Anointed Procession work is pretty difficult.
This is a solid little token/embalm payoff. A two mana 1/3 isn’t great, but the bit of life gain it gets + the fact it comes back from the graveyard in the late game is pretty nice.
This format is fairly fast, and that means having Approach as a win condition in a control deck can be difficult. Still, if you end up in one of those control decks this is one of the best win conditions you can have, since your opponent is fairly helpless against it.
You aren’t normally going to be getting anyone with the “If an opponent would search their library” clause, so this is mostly just a 3-mana 2/1 with Flying and Flash – but the good news is, that’s a pretty good rate!
A 5-mana 3/3 flyer isn’t great, but the +3 life effect plays surprisingly well in this format, and can help you stabilize while adding a flying threat to the board.
This has a baseline of a 2-mana 2/2 and it has some very real upside. This set is loaded up with Zombies – and remember, anything that is Embalmed comes back as a zombie too, so the Binding Mummy tends to be quite good at tapping down blockers and letting you go all out.
The whole Cartouche cycle is quite nice. +1/+1 and First Strike is already the kind of boost that makes a creature significantly more formidable, and this also makes sure to give you a spare 1/1 body, which helps the threat of a 2-for-1 not loom quite as large.
This is premium removal that comes with the minor upside of Cycling. Normally in Limited, you won’t be Cycling this of course, since it is likely one of your best cards and it can answer almost anything. However, sometimes you end up stuck on two lands or something, and being able to cycle this away in that desperate situation definitely matters.
This is a premium removal spell. It is a little bit worse than Pacifism, since you do give your opponent the option of sacrificing the creature and gaining life, but that’s mostly negligible. This shuts down most creatures very effectively.
This is a 5-mana 5/5 all on its own, which is decently playable anyway, but if you end up with any life gain at all, he comes with the insane upside of making more Horse tokens, and all you need is that single Horse token to feel like you’re getting there. If you get anything more than that, you’ll be unstoppable. It has a very reasonable baseline and an insane ceiling, so I think taking it early is usually a good idea. It will make your White deck no matter what, and with like 4+ ways to gain life, it will become a bomb.
A 3-mana 2/1 flyer is reasonably playable already, so adding the ability to untap something definitely matters. You can use this on the Aven itself, or more ideally, use it on an Exert creature so it can attack and Exert again on the very next turn.
This is a premium removal spell, and one that it isn’t that hard to trigger the “Desert” clause on. This shuts down most creatures entirely and will gain you life like half the time, and that’s pretty great.
This set has a graveyard sub-theme, but Disposal Mummy is too inefficient and situational with its effect to really be worth it most of the time.
Without Cycling, this would pretty much be unplayable. With cycling…well, you’ll play it on really rare occasions.
In the right deck, Dusk can be fairly one-sided. Though, keep in mind, some opponents won’t have big enough creatures for Dusk to effect that much. Still, even if you just kill a single thing on your opponent’s board with the Dusk half, you’ll feel pretty good. Especially because you get the Dawn half in your graveyard to use later in the game.
Master Decoy-type creatures are good in most Limited formats, and this one comes with a relevant creature type.
Because of Cycling you can main deck this and have it be kind of okay. In an ideal world, you probably still start in your sideboard.
If you play this Gideon turn three, it is going to be quite difficult for your opponent to win the game. This is because he can use the +1 to effectively stop your most effective attacker, and then eventually use his ability to get an Emblem. The Emblem won’t be going anywhere, and if your opponent can’t get through to damage Gideon, they will be in an awful lot of trouble. That said, he does have diminishing returns as the game continues, and he doesn’t do a great job of getting you back ahead from being behind. In some situations, he feels like he just delays the inevitable, and that’s not great. I think that keeps him from being a bomb.
So, you’re probably not going to be very successful at naming a card that isn’t in play with this, so you can mostly throw the “can’t cast spells” part of the card out the window. Mostly, this just ends up being a bad removal spell, since you’ll name a creature in play with it and make it so it can’t damage you or your permanents. This is “bad removal” because the creature can still block and use all sorts of abilities.
When you attack with this on turn 3 as a 4/4 with Lifelink, there just won’t be anything that can stand up to it. Even in the late game, a 4/4 with Lifelink is still a really problematic attacker for your opponent.
This is an excellent two drop. It can simply attack as a two mana 2/2 early, and then once its necessary, it can start Exerting itself to continue attacking in the air. This two drop is relevant all game long, and is very nice in aggressive decks.
Wrath effects are pretty hard to replace, and even though this is symmetrical, I still think it is a pretty nice reset button to have, as it can get you out of just about any situation. It does cost triple White, which is rough, and it is pretty unlikely you can ever cast it for the reduced cost, but that’s okay.
This is too situational to be “premium” removal, but it does a pretty nice job in a format with lots of small creatures.
This just doesn’t pan out most of the time. Sure, if you have a bunch of Zombies and you’re going wide, it gives a nice boost for the cost, but having both of those things happen isn’t guaranteed.
This is always a decent trick that has the upside of giving you some reach in the late game.
Meeting the requirement for Oketra to be able to attack and block is actually relatively easy, especially because she can crank out creature tokens to help her get there. She just ends up being an incredible bomb, one that is pretty impossible to effectively block, and one that has a great mana sink ability.
A 5-mana 3/3 Flyer isn’t great, but this one has both Cycling and Embalm, and that makes it way better. Embalm tends to be pretty nice because it effectively gives you two cards worth of value over the course of the game, and the fact you can cycle this away early to find a land drop, and then still Embalm it late is pretty nice.
When this is Exerted, it is pretty darn hard to block – and that’s true pretty much all game long, making this an excellent two drop.
If you play this, obviously you’ll be winning the game. Unfortunately, that’s a pretty big “if,” in this format.
If you play this, obviously you’ll be winning the game. Unfortunately, that’s a pretty big “if,” in this format.
You will almost always end up cycling this. Two mana for 2 life and a card is pretty decent. Three mana for six life and no card isn’t, but you do have the option to do that, and sometimes you’ll want to – like if you’ll die without doing it.
This is a sideboard card. One awkward thing here is that it is White and symmetrical, so the person playing it will usually have their own share of Embalm creatures and stuff they don’t want to exile.
A one mana 1/1 with lifelink isn’t usually anything special, but this effectively ends up being two mana for 2 1/1s with Lifelink, and that’s actually quite nice.
This is just unplayable in this format. There aren’t enough counters for it to matter.
A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
In the early game, this can just attack as a two mana 2/2, and in the late game in can give you a 1/1 token every other turn, which is a very relevant ability.
A 3-mana 2/3 that gains you 2 life is a decent card. Adding Eternalize to the mix is what really makes this a nice card, since it will come back as a 4/4 that gains you 4 life. And sure, you do have to discard a card unlike most Eternalize Effects, but you also pay only 4 mana for that copy, and that’s actually pretty incredible. All these Embalm/Eternalize effects just give you great value over the course of the game.
A 5-mana 3/5 isn’t something you want, but this will give you a 1/1 token like half of the time, and that makes it decent.
This has an Exert trigger that can be quite impressive on the right board. The downside is that the board won’t always be right for it. The fact it dies to pretty much all the removal in the set despite costing 4 mana is also pretty rough.
You’ll play this if you have enough Zombie synergies, but that’s pretty much it.
Cards that pump your whole board and give it Vigilance tend to be quite nice, since they drastically alter the state of a race. You’re suddenly doing way more damage, your creatures are harder to block, and your creatures can hang back to block. The Cartouche clause comes up more often than you’d think here too!
+3/+3 and flying for three mana isn’t that great at Sorcery speed. It is tempting to look at this as giving you that effect every turn or something, but even with all the Zombies around, it just won’t happen that often. Plus, it isn’t that hard for your opponent to respond to.
This can be nice in conjunction with ETB abilities, or to remove an Aura based removal spell from one of your creatures, but those things just don’t seem to happen enough for this to be especially good.
This is a two mana 2/1 with some very minor upside for the format. You’ll play it if you really need a two drop, but that’s about it.
As always, Wrath is incredible. At only four mana, it very efficiently wipes the board, and because its so cheap, if you have it in your opening hand, you can sometimes choose to just let your opponent add to the board and not play anything yourself, and then really get them on turn four. Even outside of that amazing scenario, Wrath is an incredible bomb in Limited.
This is a great Common. Wind Drake stats are kind of passable, and giving another attacker Flying is a pretty big deal, and Aerial Guide can quickly account for a ton of damage as a result of that ability.
This format has lots of cheap creature who can gain evasion or stats boosts as a result of exerting or other effects, and that makes Ancient Crab pretty unimpressive here.
This is far too difficult to set up in Limited.
4-mana 3/2 flyers are okayish. Adding Embalm here is quite nice, since it will give you another copy of the Initiate in the late game, albeit at a very steep price.
This Cartouche draws you a card to get around the risk of getting 2-for-1’d, and I’m all for that. This actually gives you a lot for only two mana, as Flying and +1/+1 is no joke.
Counterspells that only ask the opponent to pay 1 to ignore them usually aren’t very good except for in the very early game. The nice thing here, is that once you get to the late game and Censor doesn’t look so good, you can just Cycle it away and get another card.
This gives you some pretty nice card selection when it is cast normally, and when you Eternalize it in the late game it also gives you card advantage, which is pretty incredible. Even if you never get to Eternalize this, it is going to be a nice card in your deck, and when you do Eternalize it in the late game, it will often do enough to win you the game.
The Commit half here is where most of the value comes from. Putting a permanent or spell two cards deep in your opponnet’s deck is actually pretty nice, as you are trading 1-for-1, and if that permanent or spell is really scary, you even get a little bit of time before seeing it again. The Memory half does come up sometimes – you might find yourself using it in the later part of the game when your opponent has way more cards than you for example, since Memory letting both players go to 7 cards means that you will be on equal footing in terms of cards.
There’s not really a mill deck in this format, but this does cycle for only one Blue mana, so you’ll play it sometimes.
This will sometimes perform quite well as a counterspell, and if you’re in a situation where it doesn’t, you can just Cycle it away.
Lowering the cost of this to around 5 isn’t too difficult, and sometimes you’ll be able to go even lower. Still, it isn’t like you’ll be slamming this on turn three or four or anything like that.
A 4-mana 4/4 with Flying is always great, and this one Scries every time you cycle, and you can even Cycle it away if you need to!
Obviously enough, this is a heavy buildaround. You need a significant amount of cards with Cycling to make it worth it, as just getting one drake out of it isn’t really enough, and even two won’t be insane. As a result, this needs a buildaround grade. It will be unplayable in many decks, but in decks that get their on cycling, it will be an incredible engine!
Creature spells are the most common type of spell in Magic, so Essence Scatter always tends to be a pretty solid playable in Limited. Its easy to cast and has lots of targets.
The idea here is that your opponent would rather leave this unblocked than take two damage, but it just doesn’t pan out that way very often. A 1/3 is quickly outclassed, and you just won’t find this drawing you cards all that often.
This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Opponents do have to respect that this might turn into a ¾ out of nowhere, but it isn’t exactly like a ¾ is a world beater to begin with.
4 mana to draw 2 at instant speed isn’t the greatest thing ever, but this has an alternate mode where you pay a single Blue to draw a card, and having both of those options is pretty nice.
This Jace starts with high loyalty and nice abilities. If you’re ahead, you’ll use that +1 to gain incredible card advantage, and you even get to Scry first! If you’re behind, you’ll use the -2 to bounce a thing. And yeah, sometimes if you’re behind he just bounces a couple of things and dies, but that’s a pretty good deal for the mana cost, especially because it has such huge upside in other situations.
Even with Kefnet’s ability, making it so this God can attack and block just isn’t very easy in Limited. The ability is obviously quite nice as a man sink late, and sometimes you’ll get Kefnet online, but don’t expect this to be a turn 3 3-mana 5/5 Flyer that can attack right away. It will often just be a blank card apart from its activated ability.
This dies to everything, but it gives you two pretty relevant bodies and its only one card, so if your opponent wants to use spells to kill both copies, you aren’t exactly going to be broken up about it.
Mind Control effects are hugely powerful in Limited, since they effectively kill your opponent’s best creature and give you a copy of it. 7 mana is a little steep to be sure, but since you can Cycle this away in a game where you need to find some more immediate action, it really overcomes that downside.
This isn’t very good. A 4-mana 2/4 needs to do something pretty relevant to be good, and it just doesn’t. It gives you a bit of card selection/graveyard stocking, but that’s not really enough.
This is mostly just a 6-mana draw 3 in Limited, and that’s pretty clunky when it isn’t on an instant. Tapping out to not add to the board just isn’t a great idea. It is tempting to look at the Cycling part of the card and just imagine cycling through your whole deck, but it just won’t happen.
A 3-mana 3/1 with Flash and Flying is already something you’d always play, so adding Cycling to the mix is nice, especially because sometimes it will le you counter an activated or triggered ability. Still, because this is so cheap and aggressive, you’ll usually just cast it.
This has nice stats and a pretty decent Cycling payoff effect that can really wreak havoc on your opponent, especially during combat.
Being able to counter any spell without leaving mana up can definitely feel pretty good, but of course this isn’t quite as flexible as that sounds, since you’d better have 5 mana in play on your next turn, or you risk losing the game.
This is an Instant speed draw spell that can scale all game long, and that’s pretty nice, even if it is a pretty dead card in the early game.
If you’re in a spell deck, Riddleform can do some pretty serious work. If you’re not, it is pretty terrible.
This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.
Not really a mill deck in this format, and that makes this pretty bad.
A 5-mana ¾ flyer is solid, and you can cycle this one away in situations where that doesn’t help you.
This is a great place to put Cartouches and stuff like that since its unblockable, but it is pretty unimpressive in most other decks.
Afflict and Prowess on a two mana 2/1 is a pretty good deal. The Eternal will make sure it does damage to the opponent one way or another in most scenarios, and because of Prowess your opponent has to be pretty careful about how they block. This is yet another impressive two drop in a format that is loaded up with them!
You just won’t want to do this most of the time. It has a very minimal effect that doesn’t impact on the board, and it is very replaceable.
A 7-mana 5/5 isn’t great, even with Hexproof, but the fact you can Cycle this away early is pretty awesome. Then, in the late game, it is pretty difficult to interact with and not the worst finisher ever.
Neither mode here is an especially good card in Limited, but having the option between them really means you can utilize whichever one is optimal. Countering a spell when you can is great, but if that option doesn’t present itself, you’ll usually go for the card draw.
Paying four mana for an effect that doesn’t immediately impact the board isn’t great in this format, but this does give you a pretty nice effect.
All on its own, Unesh is a 6-mana 4/4 Flyer that basically casts Fact or Fiction when it comes down. It will always end up netting you at least one card, and often times it will give you two. The large flying body + the 2-for-1 or better potential is enough for Unesh to be a bomb, even without any other Sphinxes!
It isn’t that difficult to get enough deserts for this to do the more powerful thing. Not tapping the creature when you don’t have a desert definitely isn’t great, but that is a pretty reasonable floor on a card that can shut down most creatures in the format for only two mana.
At 4 mana, this comes down as a copy of whatever the best creature on the table is, and that’s often going to feel like a pretty reasonable deal for 4 mana. Then, it can of course Embalm and do it all over again, and for only 5 mana! Like other Embalm/Eternalize creatures, you really have to look at the fact that you get two very real bodies out of only a single card, and that is some pretty great value.
As long as you have at least a couple of Embalm/Eternalize creatures, Vizier of the Anointed is going ot be pretty darn good. He searches one of them up – ideally one you can use from the graveyard on your next turn, at which point you not only get value out of a card in your graveyard, you also get to draw an additional card! It isn’t that easy to turn the Vizier into a straight up engine – doing the card draw more than once doesn’t happen very often – but its pretty good even when that’s the case.
The ability to untap permanents is pretty nice, as you can use it to help you ramp, or give creatures pseudo-vigilance, or ambush block an opponent. That’s especially nice because it also has Cycling, which will also let you untap a permanent. Sometimes – like in the late game – you just might not need the Vizier, so trying to find something else is pretty nice.
Two mana to bounce a nonland permanent is always an okay card in Limited. It doesn’t let you trade 1-for-1 all the time, but the tempo is sometimes worth it. On occasion, you may also mill something useful into your graveyard.
A 5-mana 5/4 Flyer is great, and the Archfiend comes with an absolutely insane cycling/discard payoff. -1/-1 to only your opponent’s side of the table is great, and can really bust open just about any combat, in addition to straight up killing all of their X/1s. In short, this can destroy your opponent in the air with its efficient flying body, and it can wreak havoc on their board in general. That’s certainly a bomb.
On its own, the Ammit is a 3-mana 3/2 with Lifelink, which is acceptable. In many situations, you’ll have somewhere else to put the counter though, and when that’s possible and you have somewhere good to put it, the Ammit can be quite the beating for your opponent.
A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
A 4-mana 3/2 with Flying and Deathtouch is the fail case here, and that’s a very playable fail case! Sometimes, it will only cost a single Black mana, and when that happens, you’ll really feel like you’re getting there.
Bontu is a little easier to get going than the other Gods, mostly because he only needs to use his activated ability once, and any time he does, he’ll be able to attack. That said, having to give up a creature every time is a pretty steep cost, even with the life drain and Scry, and you can easily find yourself running out of fuel for him. Still, when he can attack with his indestructibility and menace, he won’t be easy to deal with.
This obviously has a massive downside, but three mana for a Wrath is a good deal. Now, the problem wraths usually have is that your opponent will get to rebuild first, and that problem is even more pronounced here, since you don’t get to untap lands on the next turn! However, because Reckoning is so cheap, that won’t always mean that all your lands are tapped, and sometimes you’ll even be able to cast it and drop like a 4-drop right away. Still, that downside is very real, but the effect here is undeniably powerful.
Sticking a -1/-1 counter somewhere, +1/+1 and lifelink is a pretty good deal for three mana, and the whole package usually makes it so one of your creatures can rumble that just couldn’t before. Sometimes the counter part of the card will outright kill something too, in which case you’re going to feel pretty great about things.
If I’m paying 7 mana for something, it had better win the game in a hurry. And…Cruel Reality just…doesn’t. It really needs time to accumulate value and snowball, and it certainly does win you the game eventually, but your opponent will often have spare creatures to sacrifice to this, and it won’t really impact them for a couple of turns. This certainly isn’t unplayable – after all, it does win the game eventually! But it is so slow at doing it that it isn’t something you should take very highly.
Mostly, I don’t think you play this. First, you pay four for a card that has no immediate effect on the board, then you get three separate effects in an order that you choose. And yeah, life drain, Mind Rot, and drawing two cards will feel pretty great for the 4 mana investment. But the problem is, after you get that third mode, you’ll just lose the game outright. And sure, those first three modes will increase your chances of winning the game, but they aren’t powerful enough to get you there often enough, especially because your opponent can just change their game plan to not die over the next several turns, since you will inevitably lose.
These kinds of “Cranial Extractoin” effects are always terrible in Limited, and this one is even worse than usual, since it can only hit Artifacts!
On the face of it, Doomed Dissenter is a solid little card – he gives you a 1/1 and a 2/2 for only two mana, and that’s quite the deal, even if you don’t get them both at the same time. In addition to that, he has some added utility in this format. First, he makes a Zombie – that means BW likes him. Second, he gives you value when you dies, and that makes him an awesome place to stick -1/-1 counters in the BG deck, where you’ll effectively get to ignore that downside on those creatures.
This is either an overcasted edict effect or Coercion. While neither side is great on its own, there is some real value in putting both on the same card, since you can always choose the best option.
In the early game, this one mana 2/1 can do some decent damage, and then in the later part of the game, he can just keep coming back from the graveyard. One nice thing here is that he can actually block, unlike some other similar cards, so in the late game he’ll still have some serious utility, even if he does enter the battlefield tapped. Still, in the middle part of the game, where a 2/1 body isn’t very good and it won’t be able to come back from your graveyard, it isn’t going to feel great.
If you need a defensive two drop, you could do worse than this I guess.
This can create 2-for-1 situations on some board states – like when your opponent has two X/1s, and it has both Zombie and -1/-1 counter upside.
This is expensive, but it also answers any creature – and because it exiles them, it can even shut down annoying cards with Embalm. This is premium removal.
Gravedigger is always a pretty nice card in Limited, as he is very easy to create 2-for-1s with. In this format, he also has a very nice creature type!
In the early game, you can cycle this away, and in the late game it can be a very legitimate finisher in a deck with a reasonable amount of Cycling. It has a very reasonable floor, and a decent enough ceiling.
This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
This is a cheap way to kill any creature, and the downside can turn into upside in some situations. Still, the set up is real, and that makes it hard for it to be premium.
Liliana can make Zombie tokens to protect her with her +1, and she can reanimate a creature to protect her with her -3. The two synergize well together too, because her +1 also mills you! Her ultimate is obviously quite good too, and because she starts at 5 loyalty, it isn’t insane to imagine getting here there, especially since she can raise her loyalty while making bodies to protect her. Liliana is an incredible bomb.
This will be great against Black and terrible against everyone else. Leave this in your sideboard.
On its own, this is 5 mana for two 3/3s, and that’s a great deal! The format is also loaded up with other Zombies, so it will often add more stats to the board than that.
This is a nice Zombie lord. It has okay stats and will often impact the board immediately – having the option of giving all your undead guys Menace is some nice added upside too.
This has decent stats and a useful creature type, so you’ll play it a decent amount of the time.
The symmetrical discard isn’t something you’re all that interested in in the format, and this is just a 2/2. It is a Zombie, so that matters, but you won’t play this all that often.
Obviously, this is a build around, and one that will mostly only work in the BG deck, which is all about -1/-1 counters. If you have few or no ways to make counters, Nest of Scarabs is terrible. However, if you get there on a critical mass of -1/-1 counter cards, and it is doable in this format, Nest of Scarabs gets pretty crazy, since it will start spitting out a significant number of tokens.
Obviously, the “Never” side here is premium removal, and a card that always makes the cut. This has a huge added bonus too, in that you can pay 4 mana to make a 2/2 Zombie from your graveyard later in the game, and the fact you also get to exile a card from a graveyard actually matter sometimes too.
This guy has a very real threat of activation. A 4/2 hits hard, and there aren’t that many creatuers that can block this and survive, and in those situations your opponent has to gauge whether or not you have the Cycling card that just blows them out entirely.
If I’m spending 8 mana, I better be getting something amazing! And, I don’t really think Razaketh quite gets there. I mean yeah, a huge flying trampling creature is nice, and the fact that he has an ability that costs no mana means you can play him and immediately tutor something up, but the cost of doing that is very, very real. Most decks just won’t be able to cast this to begin with, and even in the decks that can it isn’t completely insane.
This is a solid Cycle/Discard payoff, as sticking -1/-1 counters on things can really cause problems for your opponent.
This format has a lot of graveyard stuff, but you still mostly won’t play this. The only reason it isn’t just a sideboard card is because of Cycling.
You won’t be able to do much with this in Limited.
All on its own, Soulstinger is a 4-mana 2/3 that puts two -1/-1 counters on something when it dies. That’s the kind of card that can really create 2-for-1s, and that’s sort of the baseline here. You can also just play the Soulstinger as a larger creature if that’s what you need, and put the counters somewhere else.
This is pretty solid, though not premium. There are enough small creatures in this set that it sometimes give you a 2-for-1, but it isn’t that impressive against larger creatures, though weakening them still has some value.
This is a pretty impressive combat trigger. The +2/+0 is enough to make many creatures capable of trading when they couldn’t before, and the additional effect on the card makes it so you get that creature back anyway. This can feel especially powerful on an ETB creature. The low cost here is great, and can really accomplish a lot.
Trading 1-for-1 with discard spells isn’t always great in Limited, but Thoughtseize is cheap and capable of taking any nonland permanent, and that makes it far better than most cards like it that we see. It will do a thing almost all game long, and really disrupt your opponent when it does.
You need to pump a ton of mana into this for it to be worth it, and even when you do it won’t always be enough, since your opponent can make whatever decision is optimal to them, and there will often be one mode on this card that just doesn’t effect them much.
This doesn’t do anything apart from the life drain effect, and that just isn’t going to be worth a card most of the time.
Playing this on turn two to kill your opponent’s only creature feels great, and all game long it will at least subtract from the opposing board some. Because it is so cheap, it also isn’t that difficult to play a cartouche and replay the Trial in the same turn, which will feel pretty great.
Mind Rot usually isn’t very good in Limited, but you can use that part of the card when its good, and Cycle it away when its not, which makes it somewhat playable.
This underwhelms as a Cycling payoff for the most part. This is largely because it doesn’t have any evasion to speak of. It will often start life as a two mana 0/4 and slowly grow, which isn’t terrible of course, but it is a pretty intense build around with a pretty mediocre ceiling.
The first copy of this type of effect is solid in virtually every Limited format. This is because they give you some serious gas in the later part of the game. And, the nice thing here, is that you can cycle it when its useless in the earlier part of the game. There are some serious diminishing returns after that first copy though, even with Cycling.
So, the “Bolas” part here will basically never matter, but that’s okay, because a two mana 2/1 Flyer is a pretty serious stat-line in Limited, and can really do a ton of damage in the air before your opponent can get their shields up.
Deathtouchers can trade with anything, and that’s pretty nice! That does mostly make this a defensive card, though. And, like a lot of cards in the set, you can also cycle this away when it isn’t very good.
Two mana for 3 damage at Instant speed is always premium, and the added upside of hitting an Artifact with it sometimes is nice.
This guy is a beating, and will lead to a whole lot of games ending quickly. A 3-mana 3/2 with Haste is already fine, but his Exert trigger is where things really get silly. Making your opponent’s best blocker unable to block out of nowhere can just completely alter a game a huge chunk of the time, and if you ever get to attack with the Crasher again, its probably game over for your opponent.
This can kill a lot of creatures in this format – including yours. However, because its so cheap, you can definitely sort of slow roll your opponent, let them add to the board, and then use Anger of the Gods to clean up, at which point it is impossible for your opponent to recover in most cases. And, obviously, even outside of that situation, it has a game-altering effect.
On its own, this is a two mana 2/2 that can Exert itself to Rummage. If you have more Exert creatures, it will rummage even more! It isn’t exactly the biggest payoff for exerting, but its fine.
This kind of card isn’t always very good, but this format is fast enough that the Inciter is actually pretty decent. Giving Haste to every creature you play is quite nice, especially the ones that have scary Exert effects.
Sometimes this will get a blocker out of the way and damage your opponent, and suddenly their dead to an Alpha strike. That makes it a reasonable inclusion in aggressive decks, especially because it will always have a pretty decent effect in those decks.
This is a decent trick. The small toughness boost is a bit of a bummer, and means that sometimes you won’t be able to avert a 2-for-1 when you use it, but it can also result in a ton of unexpected damage for your opponent.
A two mana 2/1 with First Strike is something you always sign up for, and this one has the ability to pump its power. That’s something your opponent has to pretty much always respect, making it quite challenging to attack through or block the Minotaur. Of course, sometimes if they don’t block, you can also do lethal, so you put your opponent in a really rough situation.
There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Chandra can kill small creatures and damage the opponent with the +1, in addition to the fact that it makes any creature it targets unable to block. And, her 0 effectively draws you cards, which is pretty nice. Her ultimate will often be enough tow in you the game too! However, she doesn’t do a very good job of protecting herself, and can die quite easily on many board states. She usually gives you enough value before that happens to be quite good, but she isn’t a bomb.
Like the rest of this cycle, this is great out of your sideboard, but terrible too often to put anywhere else.
A 3-mana 4/1 isn’t ideal, but the Exert trigger here can be quite impressive. Additional combat steps can do serious damage, and one of the great things here is that because your creatures all untap, your other Exert creatures can exert themselves again if they need to. Still, the 1 toughness here is a real problem, and usually you’ll just end up getting a few extra damage in when you exert him, not really breaking the game wide open. Obviously enough, that is something that can happen in the late game, though.
In the UR spell deck this is okay, as just triggering all your Prowess stuff and drawing a card, AND giving trample to your board is worth the one mana.
If you cast this normally, it can deal with just about any creature in the format, and if you cycle it, you can kill a small creature and get a 2-for-1. This is definitely premium removal.
Like a lot of creatures with cycling, this doesn’t have great stats, but the fact you can throw it away for a new card when the 6/4 isn’t worth it makes it pretty solid.
Creatures are pretty small in this format, and as a result, the Khenra can come down and make something unable to block on most board states. Now, that won’t always matter, but the fail case here is perfectly reasonable, especially because in the late game he can Eternalize and come back much larger, while also making even larger creatures unable to block.
A 3-mana 3/1 that can ping the opponent is kind of okay, and adding the ability to exert to ping anything is pretty nice, and certainly a problem for any deck with lots of X/1s.
This performs surprisingly well as a spell payoff, and can really chip in a ton of additional damage, while also providing pretty good reach in the later part of the game.
While effects that make something unable to block play pretty well in this format, the Cerodon is a little too expensive to be in the same class as something like Ahn-Crop Crasher.
The downside here is almost never worth it.
So, this is a 5-mana 4/4 with Flying and Haste, a card that can end the game rapidly for the opponent. That’s already a great card for Limited! But it of course can exert itself and also kill the vast majority of creatures in the format! So, this is a huge hasty flyer that can end games in a hurry with damage, and it can also easily pick off opposing creatures. That’s definitely a bomb.
This two mana 2/2 will punish your opponent often enough to make it a decent two-drop.
Hazoret’s requirement to attack or block is something that just tends to happen in the later part of the game, even without using Hazoret’s ability. And, an indestructible 5/4 with Haste can attack and block well pretty much all game long. So yeah, you’re not normally going to drop it on turn four and be able to rumble right away, but it will be active before long, in addition to Shocking your opponent with any card you draw that isn’t useful. Hazoret’s a bomb.
Sweepers can be pretty good, though they are also kind of awkward in many decks, since if you’re the beat down you’re much less interested in a card like this. Still, I always value cards like this relatively highly, since they are able to alter the game so significantly, and they can get you out of situations that virtually no other card can.
This is too difficult to get going in Limited.
This Aftermath card really wants you to be casting both halves in the same turn, and when you do, what you get is pretty incredible. You do 4 to a creature and 4 to your opponent, and all of your creatures can do double damage. Most of the time when you’re able to cast both sides in a single turn, you’ll find yourself just winning the game because you get rid of a blocker and do a ton of damage to your opponent. Obviously, the fact you can cast them on separate turns is definitely upside, but you’ll only do that if you’re desperate.
Like a lot of these Exert creatures, once this starts Exerting itself, it is difficult to block effectively, and a 4/3 with Menace can do a ton of damage in a hurry.
One mana for 2 damage is pretty much always premium, and Magma Spray can even deal with pesky embalm creatures permanently.
Keeping this a 4-mana 5/5 or 4/4, even in a spell deck, isn’t always the easiest thing to do. And, even when you can, the card isn’t exactly a worldbeater.
This is yet another Exert two-drop who, once it starts exerting itself, can attack pretty much all game long.
A 5-mana 4/6 with Afflict 3 would be a nice playable, so adding the fact that Neheb can generate additional mana is great. And, because it only looks at “life lost,” it means that any time Neheb attacks, you’ll be getting some mana back. Now, you can’t always use that mana in a game of Limited, but this format does have a decent number of places to spend mana – like on Embalm and Eternalize.
This is fine if you have enough spells, but even when you do, it isn’t exactly the most incredible prowess creature.
This kills a ton of creatures in this format, and it can even go to the dome, so its definitely premium removal.
Making small creatures unblockable definitely has a place in this format, especially when you can exert them to make them bigger after you make them unblockable.
This is definitely a clunky sorcery, but it also kills almost everything in the format, and the “Exile” clause actually matters in this format. This gets into the lower range of “premium” removal for me.
This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.
This feels like Flame-Tongue Kavu most of the time in this format. It adds to your board while subtracting from your opponent’s, and that is always a big deal. Getting 2-3 deserts really isn’t that much of a challenge here, though if you have Sand Strangler and some other awesome Desert payoffs, you should probably try to get even more than that.
This is an artifact hate card in a format with very few artifacts.
This is an impressive card in constructed – not so much in Limited, where it can be quickly outclassed. It still has some relevance all game long, as it can always threaten to be a 2/3 and the -1/-1 counter thing can matter sometimes, but still, it isn’t great.
This is another cheap sweeper that can take down a huge chunk of the creatures in this format. And, when you get it in a situation where you’re the one who is ahead, you can just cycle it away!
When this attacks, it isn’t very hard for it to be a 3/3 with First Strike, and that’s not an easy creature to block.
This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
This kind of effect is always very replaceable, as you’re just getting some card selection and not impacting the board. It can be at its best, though, in UR spells, as it can trigger your spell payoffs while also hopefully finding you more spells.
3 mana for 3 damage to anything is great, and with the Cartouche upside here, Trial of Zeal can get completely insane.
A 4-mana 4/3 is reasonable, and this has an ability that is a solid enough mana sink.
This can help you fix and ramp, which some decks wants, and unlike a lot of ramp spells – which are terrible late game top decks – you can Cycle away Beneath the Sands.
This thing has pretty good size to stop many of the creatures in this format, and also attacks pretty well.
The whole Cartouche cycle is good, but Cartouche of Strength is the best of the bunch. Giving a creature +1/+1 and trample, and punching an opposing creature is amazing, and often enough to really change the complection of a game.
This does have a powerful Exert ability, but you’d be surprised how often you just dno’t have anything worth putting into play with it, especially in scenarios where you the Champion will die in combat – which will be a lot of them.
The composition of most Green decks in this format means you have a pretty good chance of hitting two creatures with it. Now, sometimes you’ll only get one, and that won’t feel great for 4 mana, but I think this will get you two creatures at instant speed often enough to be worth a reasonably high pick.
On its own, this is basically a 4-mana 4/3 with Haste, something quite reasonable! And of course, like all of these -1/-1 counter cards, you can put the counter on a different creature to make the Crocodile even larger.
On its own, this is a 3-mana 2/3..which isn’t great, but the fact it can also remove other -1/-1 counters actually makes it pretty good in the BG deck.
There aren’t a ton of Artifacts in this set, but this does Cycle, so you’ll put it in your main deck some.
If you play this on turn two, it can potentially get out of hand, but for a lot of the game, it is basically just a two mana 1/1 that becomes a 2/2 and gains you 1 life when it attacks. That’s…not great, even in a format with various -1/-1 counter synergies.
It is unfortunately pretty hard to trade Feral Prowler for anything, since basically all the best small creatures in the format can evade it or get to big when they are exerted. That doesn’t make it terrible, but it is definitely worse here than in most sets.
This is a solid finisher, and when he’s not what you’re looking for, you can just cycle him away.
Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
This 3-mana 3/2 can swing as a 5/4 once his base stats aren’t doing it for you anymore, and that’s enough size to be relevant all game long.
If you’re not exerting this, it doesn’t do a whole lot other than be a 2-mana 2/2. Simply untapping a single land just isn’t that big of a deal, you’re essentially just filtering mana. Still, it can ramp for you when it exerts and it has fine base line stats.
If you can get to the part of the game where you can cast Hornet Queen, she will absolutely take over the game. 4 death touch bodies virtually guarantees you a 4-for-1. They can attack hard in the air if you’re ahead, and if you’re behind, they can trade for your opponent’s best creatures. In short, She can pull you back to parity from behind, and she can pull you ahead if you’re at parity. She does cost 7 in a relatively fast format, but I still think she’s a bomb.
Most of the desert payoffs in this set are fairly doable, but this one is a bit more of a challenge, since you need to have at least three deserts to make it worth playing. Five mana for ramp just isn’t great in this format, and is a good way to get run over. However, if you can ramp and get those 2/2 zombies, then you’re in business, since you’re actually impacting the board. The good news is, as long as you get one of those three deserts in play before you cast it, you’ll be getting those Zombies. So, basically, value deserts a little higher if you have this – and that’s true of a lot of Desert cards in the set!
Thing is fine. A two mana 3/1 is, as usual, a decent aggro creature, and its combat damage to a player effect kind of matters. Its most notable use is untapping an exerted creature.
This is sideboard material that you might bring in against a really aggressive deck, where the life gain legitimately makes it hard for them to win. That’s not going to go down very often, though.
So, if you have at least two more creatures in play, this is a 5-mana 6/6, and it might even be gaining some keywords, which is pretty sweet. And sometimes you’ll have way more creatures than that! The bad news is, sometimes you just don’t have those creatures, and the Myriarch is a pretty big dud if it isn’t at least a 6/6.
There aren’t really enough artifacts in this set for it to be worth it.
3-mana to make a 3/3 token is a fine deal, and then in the later part of the game you can cast Feed from your graveyard to draw a few cards. That’s some nice value.
This is pretty decent at ramping you, and sometimes you’ll be interested in that.
This isn’t very good. An 0/3 body just doesn’t stand up very well in this format, since all the Exert creatures can just manhandle it, and its ability to search up a basic land is clunky and slow. Sure, if you need fixing and/or ramp, you’ll play the cultivator, but you kind of hope you end up with some of the better ramp in the set, like Oasis Ritualist.
This card is really nice. It has enough toughness to stand up to most common Exert creatures, and it provides significant fixing and ramp.
On its own, this is a 3-mana 2/3, which isn’t very good. If you put the -1/-1 counter somewhere else, especially somewhere where you get some nice value, it will feel pretty good.
This is kind of okay. It can flash in and ambush block stuff, but there’s not much that it can survive blocking because of its mediocre stats.
Obviously you have to be GW to get the most out of Pride Sovereign, but if you are, he gets out of hand in a hurry. He can very cheaply make 1/1 white cat tokens with lifelink, and when he does, he also buffs himself! This means you can assign him to block and then exert him, at which point he will grow to at least a 4/4. The Sovereign gets huge in the hurry and really makes you go wide. It is a bit fragile at first, and I think that makes it fall a bit short of being a bomb.
This is mostly just a creature with nice vanilla stats, which is a nice thing to have, but not something that is especially impactful.
Quarry Hauler brings a decent body to the table, and its ETB trigger will be useful a surprising chunk of the time. You can use it to add -1/-1 counters to opposing things, subtract them from yours, add +1/+1 counters, and so forth.
Playing lands from the graveyard does matter a little in this format. Both the cycling deserts and the Uncommon desert cycle tend to end up in the graveyard, and getting those back can have some serious value.
When this comes down early, it will immediately impact the board, often enabling an attack you didn’t have without it. Even without Eternalize, a two mana 2/2 with that effect would be a pretty high quality card! Then, you add Eternalize to the mix, and you get something pretty amazing, since it can come back in the later game is a 4/4 that gives +4/+4 to something. Those are two pretty powerful cards, and you only have to use up one card to get them!
Rhonas does a really good job of making sure he will be able to attack or block. His ability to give something +2/+0 will usually be enough to make something else have 4 power, at which point Rhonas enters the fray with the creature he just made bigger and granted Trample to, and that’s pretty scary! Rhonas is a bomb.
Look, yet another really good common two-drop with Exert! Like the others, this has a fine baseline that can attack reasonably well, and then in the later game in can start exerting to make itself larger and more evasive.
If you can cast this, you’ll generally win within a few turns, but casting it is no small feat.
This is an alright trick. One mana for +2/+2 is fairly passable, and sometimes you’ll also get rid of a -1/-1 counter, which will make it feel like Giant Growth!
This card is really good. In the early game, you can cycle it away, and you get to draw two cards in the process! One will be a basic land of course, but that’s fine, it is still giving you a 2-for-1 off of a Cycle, which is pretty awesome – and good for your mana! Then, in the late game, Shefet Monitor towers over many board states, and can be a passable finisher.
This will sometimes be a 4/2 with Trample, which is fine, but it wouldn’t be an incredible card even if it was always a 4/2 with trample.
This is expensive, but it does enough stuff when it ETBs to help you stabilize, and that’s great! You not only get a huge creature that can likely block your opponent’s board effectively and start attacking for a ton the next turn, you also get some serious card selection and life gain in the process.
This kind of Aura is always sort of hard to get behind. Because it gives no stats boost, the creature you put it on has to already be capable of getting in to draw you the card, and you’ll find yourself unable to create that situation pretty frequently.
This is good at hating on flyers, and because it has cycling, you can get away with in your main deck.
Tricks with 2-for-1 potential are always nice, and that’s certainly what you have here. When you have this in your hand, you’ll be surprised how often you can just attack with everything and then use the Strike to blow up blockers and save your creatures. Because the creatures untap, it can also be used defensively, though that’s generally the sub-optimal use of the card.
3-mana for a 4/2 is fine, and you might find yourself casting this more than once over the course of the game, which feels pretty nice.
This is a bomb. Not really in the sense that it is a huge creature that is unstoppable or anything like that – but it is a pretty insane value engine. Being able to play creatures off the top of your library effectively draws you extra cards, and it even effectively fixes for those creatures, which is nice. Even if you just cast one thing off the top with the Vizier, it will feel really good, and anything more than that and you’re just going to win.
This has sub-par stats but a pretty nice Exert ability. Even if the Naga is dead to blockers when it attacks, you do at least get a card. The most ideal scenario, of course, is to attack when your opponent can only trade with it at best, in which case they find themselves having to just take the hit or get 2-for-1’d, but that situation isn’t around for a super long time in most games.
This has nice stats as a 4-mana 4/4, and its exert ability has some nice uses. One can simply use it to grant the other creatures something akin to vigilance, or more ideally, you can use it to untap exerted creatures, who will then be able to exert themselves and become better attackers on a subsequent turn.
If you can cast both halves of this in the same turn, this can have a pretty big impact, since one of your creatures will get a decent boost and trample, two opposing blockers will be tapped, and your creatures will have vigilance. Still, you did not some decent set up for this to do that ideal thing, including a decent number of creatures. And, in the end, you use up a card here for temporary effects that don’t permanently add to the board in any way, and I don’t love that.
A 4-mana 2/3 with Flying and Vigilance is already a decent thing to have, so granting those keywords to all of your tokens is pretty nice – especially because embalmed and Eternalized things are creature tokens! And of course, the Wind Guide itself comes with Embalm too.
Reanimating a small creature for only Black mana is kind of okay, though it is pretty darn restrictive on the mana cost. If you cast both halves in the same turn, you can reanimate a thing, and then also give it +2/+0 and Haste, which is kind of alright, but the reanimation being as restrictive as it is really limits how good this card can be.
Thing thing really over performs. In the early game, you can bounce a problem permanent to slow your opponent down, or maybe blow them out when they try to use a trick or something, and then in the late game you have a Mind Rot sitting around in your graveyard. Basically, the consign half of this is already a solid playable, and the Oblivion half gives you some nice late game value. Now, your opponent won’t always have the cards to discard, but they do often enough that this card often feels like a steal.
The Cut half of this card is premium removal, and the fact that you can, in the later game, cast Ribbons from the graveyard is awesome, as it will often help you finish off your opponent. This is another one of these where the part you cast from your hand is already really good, so the additional upside is amazing.
The Destined side of this is a decent combat trick, though it isn’t quite as good as Supernatural Stamina. +1/+0 won’t win that many combats, but because of indestructibility, your creature will likely survive combat at least, and you can use it in response to removal, too. The Lead side also has some pretty nice uses, as Lure effects often do in very specific situations. Forcing everything to block one of your creatures means all of your other creatures will get through that turn, and that can often be game-ending. Obviously, casting both of these on the same turn on the same creature is also pretty powerful, but you’ll often find a use for Destined earlier in the game.
If you have a decent board state, both halves of this card can be pretty potent, especially when cast on the same turn! Four mana for Trample + Menace that draws you a couple cards and makes your opponent discard a couple can be pretty back-breaking. The problem is that you do need to have set up your board pretty well, or this just feels like a blank card.
This is a nice payoff for the UR spells deck, as it can become quite the threat in the air.
The Failure half of the card is where most of this card’s value comes from, as two mana to effectively counter a spell isn’t too bad. The Comply half is less impressive, though the idea here is to cast both and name the spell you bounced, but even doing that isn’t always very good, since your opponent can just play their other stuff and be perfectly happy until they have the ability to cast the other thing.
This is a pretty impressive card. Neither half of these are exactly efficiently costed, but the fact that this card does both of these things is great. Farm lets you kill any attacking or blocking creature, and while htat’s somewhat restrictive, it does deal with anything that decides to enter combat in one way or another, and there’s a whole lot of that in this format. The Farm part likely would be a solid playable all on its own, so the Market half giving you a double loot effect in the later part of the game is really nice, and will improve your card quality.
The Grind Half of this will sometimes just allow you to kill a couple of X/1s, which is really good, but the ideal use of this card is to Grind and Dust on the same turn, or on subsequent turns. When you do that, you end up paying 6 mana to exile at least two creatures, which is a great deal, even at Sorcery speed! If your deck has some other -1/-1 counter stuff going on – or if your opponent does – it can be even more backbreaking.
Getting Hapatra in for damage isn’t always easy, but when you can, she feels pretty insane, since she gives you a 1/1 with deathtouch and puts a -1/-1 counter on one of their creatures. That’s a ton of value! And the great thing is that she doesn’t care how counters are put on things, or even if they are put on your opponent’s things – as long as you have ways to put counters on stuff, she’ll be churning out those 1/1 tokens that can trade for everything. That makes her a pretty impressive card for the BG deck.
One card being both Hurricane and Earthquake is a neat design, and it seems like a pretty solid card. You might not always be able to go after flying creatures, but the Earth half will almost always make an impact on the board in one way or another.
RW is very aggressive int his format, and Honored Crop-Captain is a big part of that! It has great stats as a two mana 3/2, and pumping the power of your whole board is quite potent, especially in combination with exert.
This kind is a little underwhelming as far as signpost uncommons go, but he is very efficient and grants your creatures a nice keyword, so its still a pretty nice card.
This is incredibly difficult to set up in Limited, and should mostly be avoided.
This is, unsurprisingly, a bomb. It’s a 6-mana 4/4 flyer that gives you a 1/1 flyer every time you draw a card – in other words, at least 1/1 flyer every turn! It also has an activated ability that lets you draw cards, so if you have nothing else to do, you can just churn out even more of them! Then, of course, it has the God clause, where you get to return it to your hand even if it dies, making it near unstoppable.
This is kind of a weird card for them to include in this Remastered set. Yes, this set has a graveyard theme, but all the embalm/eternalize cards exile themselves, so they won’t be contributing to the Lord’s power and toughness. Most of the time, this will be a really efficient vanilla creature, but not much else.
This card is a little bit disappointing. It seems like it would be able to make your aggro deck do all kinds of awesome stuff, and sometimes it does – but both the mana and the card are very real costs, and you’ll find yourself in situations where you just don’t want to be doing that.
This set has a decent number of Minotaurs, so granting First Strike to other cards isn’t exactly far-fetched. But, even if your deck has 0 other minotaurs, Neheb is a 3-mana 2/2 with First Strike that becomes a 4/2 when you have few enough cards and it makes the opponent discard every time it hits them, and that’s pretty sweet.
He might be three colors and cost 7 mana, but Nicol Bolas is well worth the price. He comes with several amazing abilities, and all of them allow him to take over a game pretty quickly. His +2 lets you basically draw a card and play it from free from your opponents library, his +1 goes after your opponents hand, and his -4 can kill basically everything in the set, in addition to being able to go after the opponent! Obviously, his ultimate is insane too, and getting there is actually kind of doable, though your opponent will probably be dead well before you get to that point.
This X-costed planeswalker can come down whenever you want her too, and she packs some pretty nice abilities. Her +2 doesn’t net you a card or anything, but it does Scry 2, which is some nice selection. Her 0 ability does net you cards, and can even put some into play for free! Meanwhile, her ultimate is quite easy to reach, and it can do 10 damage to your opponent out of nowhere, which is often enough to just end the game. She is challenging to take over the game with all alone though, and for that reason I don’t think she’s quite a bomb.
This X-costed planeswalker can come down whenever you want her too, and she packs some pretty nice abilities. Her +2 doesn’t net you a card or anything, but it does Scry 2, which is some nice selection. Her 0 ability does net you cards, and can even put some into play for free! Meanwhile, her ultimate is quite easy to reach, and it can do 10 damage to your opponent out of nowhere, which is often enough to just end the game. She is challenging to take over the game with all alone though, and for that reason I don’t think she’s quite a bomb.
It is temping to look at this thing as a card that will just end the game on the spot, but the sad thing is – it really won’t very often. Just pumping power a bunch isn’t that impressive – your creature already has to get through for damage or be able to win combat for it do anything, and then the Victory half is only a Sorcery, and that means you can’t also use it in the same turn unless you do everything pre-combat, and that’s pretty ugly.
Prepare is a pretty nice combat trick – Lifelink and +2/+2 for two, and an untap, is pretty nice overall. It is enough to win combat, and lifelink can really alter the race. Meanwhile, Fight is…well, it’s a fight effect, and that’s a nice thing to have in your graveyard. If you ever cast both together, you’ll kill a thing and gain a bunch of life, which is pretty great.
Rags kills a surprising number of creatures in this format, and that makes it a pretty attractive card. However, Riches isn’t that great. Mind Control is sweet and everything, but because your opponent chooses the creature, you often won’t be getting much. Still, it is some nice upside to have on a card that can really wipe boards in this format.
One blue mana for Scry 3 isn’t a complete disaster…though it certainly isn’t good either. Ideally, you want to cast both of these halves together, because individually they just aren’t guaranteed to do much. If you cast them together, you can make sure you get a creature card with Believe. That said, even when you do manage to do that, chances aren’t amazing that the six mana you just paid was worth the creature in the first place, so it isn’t like you’re getting an amazing deal or anything.
On one side, you have a mediocre counterspell. On the other, you have a card that can deprive your opponent of mana for a single turn. While some of these cards overcome being inefficient or situational by being split cards, that doesn’t really happen here. Both sides are quite situational and expensive, with Rubble especially being useless a huge chunk of the time.
Both sides of this are situational and overcosted, and not really worth your time in Limited.
If you can get to the part of the game where River Hoopoe can start using that ability, you’re going to feel pretty great. The life gain really helps you stabilize, and the cards you draw will allow you to ultimately overwhelm your opponent. The problem is, getting to that point of the game isn’t always easy, and if that’s the case, this is just a two mana 1/3 Flyer – and that’s not a body that is particularly good at blocking in this format. Still, the mid-to-late-game upside is very real.
This is a powerful planeswalker, though not quite a bomb. This is largely because Samut has no way to protect herself. Still, the ability to give something double strike right out of the gate can sometimes really change things for you, and obviously her -2 can pick off a whole lot of creatures. You aren’t all that likely to pull off her ultimate most of the time, but if you do, obviously that can be game changing.
Samut is a pretty scary creature to have to face down. 5-mana for a ¾ with Flash, Double Strike, Vigilance, and Haste is just great. Flashing her in to ambush block and kill something really isn’t that hard with those stats and all those keywords, and then the fact that she grants haste to all your stuff is amazing. That means you can flash her in on your opponent’s turn, and then untap and every creature you play has Haste! So you end up adding a ton to the board that makes an immediate impact out of nowhere! She also has the ability to untap another creature, which is nice additional upside, but don’t really feel obligated to find a way to fit White into your deck just for that ability, it just isn’t that important.
The Scarab God is a stone cold bomb. It has great stats as a 5-mana 5/5, and comes with the ability to effectively eternalize any creature you want – including creatures in your opponent’s graveyards! It isn’t hard to generate silly amounts of value with The Scarab God! And it even has a Zombie payoff ability that works with all of his reanimate friends, since it also starts hurting your opponent and you get to scry for every Zombie. And killing him won’t even get rid of him forever!
This is a 5-mana 6/5 that can put -1/-1 counters on stuff, and draw cards any time something with a counter dies, which is pretty nice. Even with just its own ability, it is pretty incredible! But the format has other -1/-1 counter stuff going on too, so you’ll be able to do a little bit more with it. Still, The Scorpion God is a notch below the other two two-color gods in this set, as they can take over the game without a whole lot of effort – The Scorpion God is much slower to do so, and needs some help to really go crazy. Still, it doesn’t stay dead, and that coupled with everything else is still enough to make it a bomb.
This can do some decent damage in the air when combined with discard and cycling effects, and there are certainly enough of those in this format for the Vizier to be pretty good – though it may be the most underwhelming of this cycle of signpost uncommons.
If you can get to the point in the game where you can pump a ton of mana into this, it will be great – but getting there isn’t a cake walk. You probably need to get to at least 6 mana before you feel like you’re doing it with this, and even that isn’t exactly incredible.
This can ramp and fix early, and draw you some much-needed gas late, and that’s something I really like.
Three mana for two 1/1 tokens with Vigilance isn’t a bad deal, and having an expensive Bone Splinters sitting around in your graveyard isn’t too shabby either. Because the Start half is an Instant, you can also pretty easily cast this on your opponent’s turn, and then untap and use Finish to give up one of those tokens and kill their best creature.
The Struggle half is where almost all the value for this card comes from. It is a premium removal spell that scales all game long. The Survive half rarely comes up, but hey, sometimes you need to not draw the last card in your library.
Naktamun is quite powerful alongside creature tokens, as unblockable + lifelink creates an incredibly difficult situation for your opponent, one where they can just never win the race. One great thing about Temmet too, is that once he’s Embalmed, he can target himself, so he doesn’t even necessarily need other tokens to really get going, though if you’re in UW, you’re likely to have a decent number of them anyway.
Draining an opponent every time you have a Zombie ETB is pretty nice, and keep in mind it includes embalmed and eternalized creatures!
As sweet as this seems, this is really hard to make work in Limited.
Reducing the cost of your black creature spells and draining your opponent for every creature spell you cast isn’t too bad, though sometimes it won’t really add up enough to feel like you’re getting a full card worth of value.
This is great, and one of the better non-rare first picks in the format since it is colorless and powerful. At first, it can only stop a creature from attacking, but it does for only one mana, so that’s not too bad! Eventually, it gets enough brick counters to reach the point where you can just completely shut down a creature until your next turn, and that’s pretty awesome. You can use it offensively or defensively, and it is basically removal that can move from creature to creature as needed, and that’s awesome.
Gaining 1 life and looting every time a creature dies is decent, though probably not something you would play very often. I think the only one this becomes worth playing is if you also have God-Pharaoh’s Gift, since it can search it up.
This is expensive, but that’s okay, because it has a huge impact on the game immediately. If you play it in your first main phase, you get that 4/4 creature from your graveyard right away, and it has Haste! Then, you get to continue to do that every turn. Now, in limited, there’s a good chance you will eventually run out of stuff to get back with it, but even if it just does that with a couple of things, while also threatening to do it with any creature of yorus that dies, God-Pharaoh’s Gift is doing its job, and its definitely a bomb.
This mostly isn’t worth it. A cost reduction + rummaging just won’t matter that much.
So, at worst this is a 5-mana 4/4 with Cycling 2, and that’s a solid card! Sometimes you’ll also get to reduce its cost, and that’s pretty nice.
This isn’t that good. The cost reduction can help sometimes, but the “whenever you cast a creature” part of the card is super underwhelming, in large part because it doesn’t actually tap the creature. It has to already be tapped or the effect does nothing!
This is a cool card. It costs mana every single turn of course, but it possesses the ability to become whatever the best artifact, creature, enchantment, or land on the battlefield is every single turn, and it turns out that’s pretty powerful. I think it falls short of bomb status, largely because having the mana to make it do its thing every turn isn’t always easy.
This is the only card in this cycle that is actively good in Limited. The cost reduction is nice, but the power here really comes from the ability to make 1/1 tokens. One kind of funny thing about this card is that you can actually play it pretty effectively in any deck that has lots of creature spells, and not just White ones, since adding a 1/1 to every creature spell you play is great! Obviously, it is better in White, since it will allow you to more efficiently cast spells, but yeah, it slots into most decks in the format as a pretty powerful card.
So, this can exile everything, which is pretty cool, but the downside is that, in most cases, your opponent knows it is coming too, though they won’t have been able to prepare as much as you have. They’ll see the Vault come down and just pass their turn, rather than play something else. This can create something of a stalemate though, as you can just wait to use it until its advantageous for you to do so! And in the end you’ll probably win out, since you can wait to use it until you can also cast something to rebuild your board. It is clunky as heck of course.
This is pretty decent, especially compared to the non-Oketra monuments. +2/+2 and trample is a pretty real boost, and often enough to make a creature able to attack that just couldn’t before.
This can slowly draw you some cards, and then start Scrying, but cards that don’t impact the board in any way ever are a pretty big liability in this format.
Even in a format this aggressive, this Throne is a little too finnicky to be worth it in most decks, as it will do absolutely nothing in many situations.
As a 0/4, this can actually block many of the exerters in the format, and its Desert payoff ability isn’t the worst way to slowly win a game, either. Don’t get me wrong, it isn’t great, but if you’re in a slower deck, this often ends up being a pretty solid card for you.
This is a two-mana 2/2 that can hate on the graveyard a bit in a set that has graveyard stuff, so its fine.
These all add two colors mana, which is great fixing, and if you get them at a point in the game where you no longer need lands, you can just Cycle them away. Don’t underestimate how good that is. Just imagine every time you’ve flooded out in a game of Magic, now imagine you can just throw away some of those lands for new cards, and you’ll know what I mean.
This isn’t good. It mostly hurts your mana base – up until the point where it can filter into mana for all five colors. This makes it a really weird version of a filter land, and as is usually the case with filter lands, you’ll play it if you’re super desperate for fixing, but think long and hard about whether its worth it.
Filter lands very rarely impress me, and this one can only filter into the Grixis colors, making it worse than most versions of this we’ve seen before! Gaining 1 life doesn’t make enough of a difference. If you need fixing in these colors, you might play this, but otherwise, steer clear.
Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
As usual, the Wilds provides some nice fixing for you, and is even quite good for your mana in a two-color deck.
These all add two colors mana, which is great fixing, and if you get them at a point in the game where you no longer need lands, you can just Cycle them away. Don’t underestimate how good that is. Just imagine every time you’ve flooded out in a game of Magic, now imagine you can just throw away some of those lands for new cards, and you’ll know what I mean.
These Desert utility lands are all pretty nice! In addition to counting as deserts for several cards in the set, they come into play completely untapped and can give you colored mana – even if you do have to pay life for it. If you don’t want that mana, it can also just tap for cololorless. Then, they can all do a thing by giving up a Desert. In this case, you get to pump a creature. And sure, it is only at Sorcery speed, but keep in mind that this thing has been a nice land for you all game, and in the late game it is having a very real impact! If you have enough deserts, you can do these effects repeatedly, which is sometimes nice.
This is probably the best of this cycle in Limited since it can function as a removal spell, and a repeatable one if you have enough deserts!
This is the weakest of the cycle, mostly because milling isn’t that relevant in the format, but it is still a desert with some upside.
These all add two colors mana, which is great fixing, and if you get them at a point in the game where you no longer need lands, you can just Cycle them away. Don’t underestimate how good that is. Just imagine every time you’ve flooded out in a game of Magic, now imagine you can just throw away some of those lands for new cards, and you’ll know what I mean.
The Ruins make it so you have some serious reach in the late game, especially if you have multiple deserts.
These all add two colors mana, which is great fixing, and if you get them at a point in the game where you no longer need lands, you can just Cycle them away. Don’t underestimate how good that is. Just imagine every time you’ve flooded out in a game of Magic, now imagine you can just throw away some of those lands for new cards, and you’ll know what I mean.
Graveyard hate isn't worth the hit to your mana, though you might find yourself sideboarding it in sometimes.
Pumping your whole board is a pretty nice thing for a nice unassuming land to do, and if you have multiple deserts, you can do it on back to back turns, which is pretty awesome.
These all add two colors mana, which is great fixing, and if you get them at a point in the game where you no longer need lands, you can just Cycle them away. Don’t underestimate how good that is. Just imagine every time you’ve flooded out in a game of Magic, now imagine you can just throw away some of those lands for new cards, and you’ll know what I mean.
So, you mostly don’t play this Desert, since it isn’t good for your mana at all. However, sometimes you might end up in a mono-colored deck, and if its an aggressive mono-colored deck that has a few Desert payoffs, Sunscorched Desert actually makes the cut. That doesn’t happen a ton, but I’ve seen it happen a few times.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-mythic|White|Creature — Angel
|
5.0 | 4.7 | 1.68 | 28 | 1.63 | 30 |
ss-rare|White|Enchantment
|
0.5 | 4.2 | 2.91 | 33 | 3.40 | 92 |
ss-common|White|Creature — Human Cleric
|
2.5 | 1.6 | 8.94 | 298 | 7.67 | 2105 |
ss-rare|White|Sorcery
|
2.5 | 4.4 | 2.61 | 33 | 2.48 | 78 |
ss-rare|White|Creature — Bird Wizard
|
3.0 | 3.9 | 3.60 | 42 | 3.27 | 105 |
ss-common|White|Creature — Bird Cleric
|
2.5 | 2.2 | 7.72 | 316 | 6.82 | 1934 |
ss-common|White|Creature — Zombie
|
3.0 | 2.6 | 6.82 | 320 | 6.35 | 1754 |
ss-common|White|Enchantment — Aura Cartouche
|
3.0 | 3.1 | 5.46 | 363 | 5.30 | 1504 |
ss-uncommon|White|Enchantment
|
4.0 | 4 | 3.34 | 131 | 3.25 | 307 |
ss-common|White|Enchantment — Aura
|
3.5 | 3.2 | 5.20 | 435 | 5.13 | 1469 |
ss-mythic|White|Creature — Horse
|
2.5 // 4.5 | 4.7 | 1.77 | 22 | 1.75 | 28 |
ss-common|White|Creature — Bird Warrior
|
2.5 | 2.4 | 7.11 | 311 | 6.56 | 1721 |
ss-uncommon|White|Enchantment — Aura
|
4.0 | 3.9 | 3.61 | 167 | 3.84 | 366 |
ss-common|White|Creature — Zombie Jackal
|
1.0 | 1.1 | 10.20 | 214 | 8.26 | 2406 |
ss-common|White|Instant
|
1.0 | 0.9 | 10.71 | 203 | 9.00 | 2468 |
ss-rare||Sorcery
|
3.0 | 4.7 | 1.82 | 39 | 2.42 | 69 |
ss-common|White|Creature — Zombie
|
3.5 | 2.8 | 6.19 | 319 | 5.84 | 1500 |
ss-common|White|Instant
|
1.5 | 0.8 | 10.81 | 191 | 8.79 | 2577 |
ss-mythic|White|Legendary Planeswalker — Gideon
|
4.0 | 5 | 1.17 | 18 | 1.14 | 22 |
ss-rare|White|Enchantment
|
2.0 | 3.5 | 4.52 | 31 | 4.38 | 151 |
ss-rare|White|Creature — Human Warrior
|
4.0 | 4.6 | 1.92 | 53 | 1.96 | 74 |
ss-common|White|Creature — Human Wizard
|
3.5 | 3.4 | 4.94 | 417 | 5.15 | 1352 |
ss-rare|White|Sorcery
|
3.0 | 4.2 | 2.92 | 40 | 3.25 | 87 |
ss-common|White|Instant
|
2.5 | 2.1 | 7.82 | 318 | 7.00 | 1982 |
ss-common|White|Instant
|
1.5 | 0.9 | 10.61 | 211 | 8.76 | 2448 |
ss-common|White|Instant
|
1.5 | 1 | 10.45 | 189 | 8.77 | 2551 |
ss-mythic|White|Legendary Creature — God
|
5.0 | 4.9 | 1.40 | 20 | 2.00 | 22 |
ss-uncommon|White|Creature — Bird Soldier
|
3.5 | 4 | 3.52 | 128 | 3.40 | 341 |
ss-common|White|Creature — Human Warrior
|
3.5 | 2.5 | 6.89 | 396 | 6.49 | 1744 |
ss-mythic|White|Enchantment — Aura Curse
|
2.0 | 4.5 | 2.14 | 14 | 2.10 | 29 |
ss-uncommon|White|Enchantment
|
1.0 | 1 | 10.46 | 69 | 7.19 | 799 |
ss-uncommon|White|Instant
|
2.0 | 1 | 10.37 | 78 | 7.08 | 791 |
ss-rare|White|Enchantment
|
0.5 | 3.9 | 3.72 | 36 | 4.40 | 152 |
ss-common|White|Creature — Cat
|
2.5 | 2.3 | 7.33 | 319 | 6.79 | 1875 |
Solemnity
0.0 This is just unplayable in this format. There aren’t enough counters for it to matter.
ss-rare|White|Enchantment
|
0.0 | 3.2 | 5.30 | 27 | 4.69 | 151 |
ss-common|White|Creature — Camel
|
2.0 | 1.5 | 9.37 | 271 | 8.18 | 2362 |
ss-uncommon|White|Creature — Human Warrior
|
3.5 | 3.6 | 4.33 | 138 | 4.33 | 427 |
ss-uncommon|White|Creature — Human Wizard
|
4.0 | 3.9 | 3.70 | 166 | 3.62 | 394 |
ss-common|White|Creature — Camel
|
2.0 | 1.2 | 9.90 | 264 | 8.76 | 2458 |
ss-common|White|Creature — Bird Warrior
|
2.5 | 2.7 | 6.52 | 315 | 6.03 | 1692 |
Those Who Serve
1.0 You’ll play this if you have enough Zombie synergies, but that’s pretty much it.
ss-common|White|Creature — Zombie
|
1.0 | 1 | 10.46 | 186 | 8.40 | 2413 |
ss-uncommon|White|Enchantment
|
3.0 | 3.2 | 5.19 | 127 | 4.57 | 444 |
ss-uncommon|White|Sorcery
|
1.5 | 2.4 | 7.10 | 77 | 5.74 | 609 |
ss-uncommon|White|Creature — Human Cleric
|
2.0 | 3.2 | 5.41 | 93 | 4.59 | 480 |
ss-uncommon|White|Creature — Human Cleric
|
1.0 | 1.7 | 8.87 | 60 | 5.85 | 627 |
ss-rare|White|Sorcery
|
5.0 | 4.8 | 1.55 | 44 | 1.54 | 55 |
ss-common|Blue|Creature — Drake
|
3.5 | 2.6 | 6.68 | 288 | 6.67 | 1775 |
ss-common|Blue|Creature — Crab
|
1.0 | -0 | 12.79 | 182 | 10.28 | 2915 |
ss-mythic|Blue|Enchantment
|
0.0 | 4.4 | 2.47 | 15 | 2.53 | 37 |
ss-common|Blue|Creature — Bird Warrior
|
2.5 | 2.1 | 7.77 | 239 | 6.90 | 1833 |
ss-common|Blue|Enchantment — Aura Cartouche
|
3.5 | 2.9 | 5.96 | 327 | 5.75 | 1635 |
ss-uncommon|Blue|Instant
|
2.5 | 2.2 | 7.68 | 98 | 5.87 | 645 |
ss-rare|Blue|Creature — Naga Wizard
|
3.5 | 4.5 | 2.27 | 49 | 2.25 | 85 |
ss-rare||Instant
|
3.0 | 4.3 | 2.76 | 42 | 2.74 | 101 |
ss-common|Blue|Sorcery
|
1.0 | 0.2 | 12.32 | 163 | 9.41 | 2757 |
ss-common|Blue|Instant
|
2.0 | 0.9 | 10.78 | 171 | 8.52 | 2326 |
ss-uncommon|Blue|Creature — Serpent
|
3.0 | 2.5 | 6.85 | 104 | 5.67 | 608 |
ss-rare|Blue|Creature — Sphinx
|
4.0 | 4.6 | 2.14 | 44 | 2.30 | 78 |
ss-rare|Blue|Enchantment
|
0.0 // 3.5 | 4.3 | 2.63 | 30 | 2.63 | 70 |
ss-common|Blue|Instant
|
2.5 | 1.9 | 8.33 | 219 | 7.16 | 1992 |
ss-uncommon|Blue|Creature — Zombie Cleric
|
2.0 | 3 | 5.86 | 80 | 4.55 | 480 |
ss-common|Blue|Sorcery
|
1.5 | 0.5 | 11.57 | 240 | 9.27 | 2767 |
ss-common|Blue|Creature — Human Cleric
|
2.0 | 0.7 | 11.18 | 189 | 9.24 | 2705 |
ss-common|Blue|Instant
|
2.5 | 2.1 | 7.78 | 240 | 7.14 | 1986 |
ss-mythic|Blue|Legendary Planeswalker — Jace
|
4.5 | 4.9 | 1.41 | 22 | 1.79 | 29 |
ss-mythic|Blue|Legendary Creature — God
|
3.0 | 4.8 | 1.46 | 13 | 1.76 | 25 |
ss-uncommon|Blue|Creature — Illusion Warrior
|
3.0 | 2.8 | 6.27 | 106 | 5.08 | 551 |
ss-uncommon|Blue|Enchantment — Aura
|
4.0 | 3.8 | 4.00 | 131 | 4.03 | 426 |
ss-common|Blue|Creature — Naga Cleric
|
1.0 | 0.9 | 10.77 | 183 | 8.86 | 2577 |
ss-rare|Blue|Enchantment
|
1.0 | 3.3 | 5.04 | 26 | 4.99 | 183 |
ss-rare|Blue|Creature — Bird Wizard
|
3.5 | 4.4 | 2.46 | 41 | 2.49 | 77 |
ss-uncommon|Blue|Creature — Sphinx
|
3.5 | 3.6 | 4.39 | 108 | 4.08 | 431 |
ss-rare|Blue|Instant
|
1.5 | 4 | 3.47 | 34 | 3.36 | 110 |
ss-rare|Blue|Instant
|
2.5 | 4.1 | 3.16 | 32 | 3.20 | 90 |
ss-uncommon|Blue|Enchantment
|
0.0 // 3.0 | 2 | 8.07 | 44 | 5.39 | 526 |
ss-common|Blue|Creature — Human Wizard
|
2.0 | 0.4 | 11.76 | 214 | 9.65 | 2759 |
Seer of the Last Tomorrow
1.0 Not really a mill deck in this format, and that makes this pretty bad.
ss-common|Blue|Creature — Naga Cleric
|
1.0 | 0 | 12.70 | 186 | 9.94 | 2936 |
ss-common|Blue|Creature — Drake
|
3.0 | 2.2 | 7.57 | 276 | 7.01 | 1952 |
ss-common|Blue|Creature — Naga Rogue
|
1.5 | 1.1 | 10.30 | 175 | 8.31 | 2340 |
ss-common|Blue|Creature — Zombie Naga Wizard
|
3.0 | 2.2 | 7.62 | 247 | 7.16 | 2012 |
ss-common|Blue|Sorcery
|
1.0 | 0.6 | 11.35 | 191 | 9.09 | 2585 |
ss-common|Blue|Creature — Serpent
|
2.5 | 1.7 | 8.88 | 222 | 7.49 | 2073 |
ss-uncommon|Blue|Instant
|
2.5 | 3 | 5.78 | 79 | 4.70 | 484 |
ss-uncommon|Blue|Enchantment
|
2.5 | 3.1 | 5.64 | 111 | 4.72 | 530 |
ss-mythic|Blue|Legendary Creature — Sphinx
|
4.5 | 4.7 | 1.80 | 15 | 1.62 | 22 |
ss-common|Blue|Enchantment — Aura
|
3.0 | 2.5 | 7.04 | 332 | 6.95 | 1976 |
ss-rare|Blue|Creature — Shapeshifter Cleric
|
4.0 | 4.7 | 1.87 | 45 | 1.88 | 82 |
ss-uncommon|Blue|Creature — Human Cleric
|
3.0 | 2.8 | 6.21 | 131 | 5.19 | 587 |
ss-uncommon|Blue|Creature — Human Cleric
|
3.0 | 2.8 | 6.17 | 99 | 5.18 | 577 |
ss-common|Blue|Instant
|
2.5 | 0.8 | 11.00 | 244 | 8.99 | 2569 |
ss-rare|Black|Creature — Demon
|
5.0 | 4.9 | 1.33 | 46 | 1.60 | 64 |
ss-uncommon|Black|Creature — Crocodile Demon
|
3.0 | 3.8 | 3.85 | 110 | 3.43 | 372 |
ss-common|Black|Creature — Zombie Bat
|
2.0 | 1.2 | 9.99 | 188 | 7.94 | 2221 |
ss-uncommon|Black|Creature — Bird
|
3.5 | 3.9 | 3.58 | 99 | 3.12 | 311 |
ss-mythic|Black|Legendary Creature — God
|
3.5 | 4.8 | 1.53 | 15 | 2.14 | 23 |
ss-rare|Black|Sorcery
|
3.0 | 4.8 | 1.61 | 33 | 1.98 | 53 |
ss-common|Black|Enchantment — Aura Cartouche
|
3.5 | 3.2 | 5.21 | 304 | 4.95 | 1342 |
ss-mythic|Black|Enchantment — Aura Curse
|
2.0 | 4.6 | 2.12 | 16 | 2.97 | 33 |
ss-mythic|Black|Enchantment
|
0.0 | 3.4 | 4.88 | 8 | 2.95 | 45 |
ss-rare|Black|Sorcery
|
0.0 | 1.9 | 8.27 | 15 | 5.87 | 183 |
ss-common|Black|Creature — Human
|
2.5 | 2.3 | 7.30 | 245 | 6.27 | 1755 |
ss-uncommon|Black|Sorcery
|
2.5 | 3.4 | 4.84 | 87 | 4.27 | 398 |
ss-rare|Black|Creature — Zombie Jackal
|
2.5 | 4.2 | 2.89 | 35 | 2.65 | 66 |
ss-common|Black|Creature — Insect
|
1.0 | 0.4 | 11.88 | 201 | 9.41 | 2698 |
ss-common|Black|Creature — Zombie
|
1.5 | 1.9 | 8.34 | 175 | 6.94 | 1895 |
ss-common|Black|Instant
|
3.0 | 3 | 5.77 | 294 | 5.23 | 1396 |
ss-uncommon|Black|Creature — Zombie
|
3.5 | 3.6 | 4.37 | 92 | 3.65 | 415 |
ss-common|Black|Creature — Horror
|
3.0 | 2 | 8.20 | 240 | 6.84 | 1999 |
ss-common|Black|Creature — Zombie Jackal Warrior
|
2.5 | 1.9 | 8.36 | 210 | 6.83 | 1901 |
ss-common|Black|Sorcery
|
2.5 | 2.4 | 7.17 | 241 | 6.35 | 1810 |
ss-mythic|Black|Legendary Planeswalker — Liliana
|
5.0 | 5 | 1.16 | 19 | 1.16 | 19 |
ss-uncommon|Black|Sorcery
|
0.5 | 0.5 | 11.54 | 59 | 8.05 | 952 |
ss-rare|Black|Enchantment
|
4.0 | 4.7 | 1.77 | 35 | 1.69 | 54 |
ss-uncommon|Black|Creature — Zombie
|
3.0 | 3.9 | 3.64 | 98 | 3.27 | 342 |
ss-common|Black|Creature — Zombie Minotaur
|
2.0 | 1.6 | 9.16 | 214 | 7.52 | 2044 |
ss-common|Black|Creature — Zombie Jackal
|
1.5 | 1.4 | 9.56 | 189 | 7.88 | 2141 |
ss-uncommon|Black|Enchantment
|
0.0 // 3.0 | 2.4 | 7.12 | 57 | 5.10 | 502 |
ss-rare||Sorcery
|
4.0 | 4.6 | 2.00 | 35 | 1.85 | 60 |
ss-common|Black|Creature — Minotaur Cleric
|
2.5 | 1.1 | 10.10 | 228 | 8.33 | 2425 |
ss-mythic|Black|Legendary Creature — Demon
|
1.5 | 4.4 | 2.40 | 10 | 1.93 | 31 |
ss-uncommon|Black|Creature — Human Archer
|
2.0 | 3.2 | 5.34 | 77 | 4.47 | 458 |
ss-common|Black|Instant
|
1.0 | 0.3 | 12.05 | 194 | 9.77 | 2879 |
ss-rare|Black|Instant
|
0.0 | 3 | 5.65 | 23 | 4.74 | 186 |
ss-common|Black|Creature — Scorpion Demon
|
2.5 | 2 | 8.15 | 208 | 6.89 | 1884 |
ss-common|Black|Instant
|
2.5 | 2.6 | 6.70 | 250 | 6.18 | 1589 |
ss-common|Black|Instant
|
2.5 | 1.1 | 10.30 | 212 | 8.43 | 2437 |
ss-rare|Black|Sorcery
|
2.5 | 4.5 | 2.35 | 31 | 2.62 | 73 |
ss-rare|Black|Sorcery
|
1.0 | 4.5 | 2.31 | 16 | 2.45 | 41 |
ss-common|Black|Enchantment — Aura Curse
|
0.5 | 1.5 | 9.22 | 164 | 7.18 | 1937 |
ss-uncommon|Black|Enchantment
|
3.0 | 3.8 | 3.84 | 108 | 3.45 | 336 |
ss-common|Black|Sorcery
|
2.0 | 1.1 | 10.10 | 200 | 8.22 | 2317 |
ss-uncommon|Black|Creature — Horror
|
2.0 | 2.6 | 6.79 | 75 | 5.51 | 558 |
ss-common|Black|Sorcery
|
2.5 | 1.5 | 9.24 | 171 | 7.49 | 2115 |
ss-uncommon|Black|Creature — Insect Horror
|
3.0 | 2.6 | 6.78 | 87 | 5.55 | 617 |
ss-common|Black|Creature — Scorpion
|
2.5 | 2.2 | 7.68 | 193 | 6.20 | 1716 |
ss-uncommon|Red|Instant
|
4.0 | 4.2 | 2.85 | 130 | 2.74 | 279 |
ss-uncommon|Red|Creature — Minotaur Warrior
|
4.0 | 4 | 3.47 | 159 | 3.42 | 322 |
ss-rare|Red|Sorcery
|
3.0 | 4.6 | 2.03 | 39 | 2.16 | 59 |
ss-uncommon|Red|Creature — Jackal Rogue
|
2.5 | 2.9 | 5.99 | 110 | 5.01 | 534 |
ss-common|Red|Creature — Human Warrior
|
2.5 | 1 | 10.38 | 241 | 8.91 | 2569 |
ss-common|Red|Instant
|
1.5 | 1.2 | 9.96 | 233 | 7.88 | 2250 |
ss-common|Red|Instant
|
1.5 | 0.8 | 10.92 | 207 | 8.64 | 2459 |
ss-uncommon|Red|Creature — Minotaur Wizard
|
4.0 | 3.5 | 4.56 | 153 | 4.22 | 456 |
ss-uncommon|Red|Sorcery
|
0.5 | 0.2 | 12.34 | 59 | 8.50 | 940 |
ss-common|Red|Enchantment — Aura Cartouche
|
3.0 | 2.1 | 7.78 | 292 | 6.75 | 1830 |
ss-mythic|Red|Legendary Planeswalker — Chandra
|
4.0 | 4.9 | 1.37 | 19 | 2.05 | 21 |
ss-uncommon|Red|Instant
|
0.5 | 0.4 | 11.87 | 69 | 8.09 | 901 |
ss-mythic|Red|Creature — Human Warrior
|
2.5 | 4.7 | 1.71 | 14 | 1.88 | 26 |
ss-common|Red|Sorcery
|
1.5 | 0.8 | 10.96 | 204 | 8.88 | 2574 |
ss-uncommon|Red|Instant
|
3.5 | 3.7 | 4.04 | 133 | 3.68 | 377 |
ss-common|Red|Creature — Beast
|
2.5 | 1.5 | 9.37 | 279 | 8.37 | 2302 |
ss-rare|Red|Creature — Jackal Warrior
|
4.0 | 4.5 | 2.26 | 38 | 2.04 | 55 |
ss-uncommon|Red|Creature — Human Wizard
|
2.5 | 3.1 | 5.52 | 108 | 4.52 | 477 |
ss-common|Red|Creature — Human Archer
|
2.5 | 1.9 | 8.45 | 241 | 7.28 | 1992 |
ss-common|Red|Creature — Beast
|
1.5 | 1.3 | 9.78 | 263 | 8.63 | 2446 |
ss-mythic|Red|Instant
|
0.0 | 3.6 | 4.37 | 19 | 4.38 | 69 |
ss-rare|Red|Creature — Dragon
|
5.0 | 4.9 | 1.42 | 64 | 1.41 | 68 |
ss-rare|Red|Creature — Human Cleric
|
2.5 | 4 | 3.32 | 37 | 2.93 | 78 |
ss-mythic|Red|Legendary Creature — God
|
5.0 | 5 | 1.09 | 23 | 1.08 | 25 |
ss-rare|Red|Sorcery
|
3.0 | 4.5 | 2.17 | 40 | 2.92 | 65 |
ss-rare|Red|Enchantment
|
0.0 | 3.2 | 5.26 | 19 | 3.64 | 113 |
ss-rare||Sorcery
|
4.0 | 4.3 | 2.69 | 39 | 2.80 | 68 |
ss-common|Red|Creature — Jackal Warrior
|
3.0 | 2.4 | 7.13 | 362 | 6.47 | 1735 |
ss-common|Red|Instant
|
3.5 | 3.6 | 4.34 | 389 | 4.46 | 1241 |
ss-uncommon|Red|Creature — Elemental
|
2.5 | 2.2 | 7.61 | 109 | 5.84 | 626 |
ss-common|Red|Creature — Human Warrior
|
3.0 | 2.4 | 7.19 | 353 | 6.91 | 1903 |
ss-mythic|Red|Legendary Creature — Zombie Minotaur Warrior
|
4.0 | 4.8 | 1.53 | 15 | 1.38 | 21 |
ss-common|Red|Creature — Jackal Warrior
|
2.0 | 1.2 | 10.01 | 217 | 8.06 | 2181 |
ss-common|Red|Instant
|
4.0 | 3.5 | 4.61 | 426 | 4.71 | 1261 |
ss-common|Red|Creature — Human Wizard
|
2.0 | 1.1 | 10.19 | 243 | 8.47 | 2425 |
ss-common|Red|Sorcery
|
3.5 | 2.7 | 6.57 | 390 | 6.26 | 1637 |
ss-common|Red|Instant
|
2.0 | 0.6 | 11.42 | 236 | 9.54 | 2785 |
ss-uncommon|Red|Creature — Beast
|
4.0 | 3.9 | 3.62 | 160 | 3.59 | 385 |
ss-rare|Red|Sorcery
|
0.5 | 2.6 | 6.71 | 28 | 5.37 | 199 |
ss-rare|Red|Creature — Human Wizard
|
2.0 | 4.5 | 2.21 | 29 | 2.48 | 64 |
ss-rare|Red|Sorcery
|
4.0 | 4.3 | 2.67 | 33 | 2.85 | 55 |
ss-common|Red|Creature — Lizard
|
2.5 | 1.7 | 8.81 | 271 | 7.61 | 2123 |
ss-common|Red|Creature — Lizard
|
2.0 | 1.6 | 8.99 | 259 | 7.56 | 2129 |
ss-common|Red|Sorcery
|
1.5 | 0.7 | 11.23 | 195 | 8.92 | 2548 |
ss-uncommon|Red|Enchantment
|
4.0 | 4.1 | 3.15 | 141 | 2.85 | 299 |
ss-common|Red|Creature — Minotaur Archer
|
2.5 | 1.9 | 8.30 | 321 | 7.55 | 2067 |
ss-common|Green|Sorcery
|
2.0 | 1 | 10.46 | 175 | 8.31 | 2361 |
ss-common|Green|Creature — Jackal Archer
|
2.5 | 2.1 | 7.95 | 247 | 6.98 | 1969 |
ss-common|Green|Enchantment — Aura Cartouche
|
4.0 | 3.4 | 4.85 | 368 | 4.95 | 1399 |
ss-rare|Green|Creature — Jackal Warrior
|
2.0 | 4.8 | 1.67 | 30 | 2.02 | 58 |
ss-rare|Green|Instant
|
3.5 | 4.6 | 2.12 | 43 | 2.39 | 62 |
ss-uncommon|Green|Creature — Crocodile
|
3.0 | 3.5 | 4.70 | 97 | 4.05 | 397 |
ss-uncommon|Green|Creature — Hippo
|
3.0 | 3.2 | 5.38 | 78 | 4.44 | 431 |
ss-common|Green|Instant
|
1.0 | 0.2 | 12.28 | 179 | 9.99 | 2939 |
ss-uncommon|Green|Creature — Human Warrior
|
2.0 | 3.3 | 4.96 | 81 | 4.00 | 407 |
ss-common|Green|Creature — Cat
|
2.0 | 1.7 | 8.87 | 193 | 7.63 | 2080 |
ss-common|Green|Creature — Wurm
|
2.5 | 1.9 | 8.45 | 208 | 6.95 | 1851 |
ss-common|Green|Instant
|
0.5 | 0.2 | 12.22 | 115 | 9.11 | 2562 |
ss-common|Green|Creature — Naga Warrior
|
2.5 | 2 | 8.05 | 246 | 7.40 | 2065 |
ss-uncommon|Green|Creature — Human Druid
|
3.0 | 2.7 | 6.45 | 99 | 5.40 | 640 |
ss-mythic|Green|Creature — Insect
|
4.5 | 4.8 | 1.65 | 17 | 1.95 | 22 |
ss-rare|Green|Sorcery
|
3.0 | 4.1 | 3.30 | 33 | 3.21 | 83 |
ss-common|Green|Creature — Cat
|
2.0 | 1.3 | 9.74 | 239 | 8.11 | 2298 |
ss-common|Green|Instant
|
0.5 | 0 | 12.74 | 142 | 9.68 | 2838 |
ss-mythic|Green|Creature — Chimera
|
4.0 | 4.8 | 1.54 | 24 | 2.00 | 31 |
ss-uncommon|Green|Creature — Beast
|
0.5 | 1.8 | 8.57 | 53 | 5.82 | 628 |
ss-rare||Sorcery
|
3.5 | 4.3 | 2.67 | 36 | 2.57 | 64 |
ss-common|Green|Creature — Naga Druid
|
2.5 | 2.1 | 7.97 | 198 | 6.84 | 1836 |
ss-common|Green|Creature — Human Druid
|
1.0 | 0.7 | 11.21 | 169 | 8.89 | 2548 |
ss-common|Green|Creature — Naga Druid
|
3.5 | 2.3 | 7.38 | 257 | 6.83 | 1917 |
ss-common|Green|Creature — Antelope
|
2.0 | 1.2 | 10.08 | 207 | 8.40 | 2418 |
ss-common|Green|Creature — Cat
|
1.5 | 0.9 | 10.57 | 210 | 8.64 | 2482 |
ss-rare|Green|Creature — Cat
|
4.0 | 4.4 | 2.40 | 47 | 2.56 | 75 |
ss-rare|Green|Creature — Cat Snake
|
3.0 | 4.5 | 2.35 | 26 | 2.73 | 63 |
ss-common|Green|Creature — Camel
|
3.0 | 1.7 | 8.78 | 256 | 7.90 | 2255 |
ss-rare|Green|Creature — Naga Cleric
|
2.5 | 3.7 | 4.08 | 26 | 3.38 | 85 |
ss-rare|Green|Creature — Jackal Wizard
|
4.0 | 4.7 | 1.86 | 44 | 2.32 | 71 |
ss-mythic|Green|Legendary Creature — God
|
4.5 | 4.9 | 1.33 | 21 | 1.32 | 24 |
ss-common|Green|Creature — Human Warrior
|
3.5 | 2.1 | 7.80 | 298 | 7.23 | 1987 |
ss-rare|Green|Enchantment
|
2.5 | 4.7 | 1.76 | 25 | 2.39 | 58 |
ss-common|Green|Instant
|
1.5 | 0.7 | 11.06 | 199 | 8.99 | 2551 |
ss-uncommon|Green|Creature — Lizard
|
3.5 | 3.4 | 4.93 | 104 | 4.29 | 454 |
ss-common|Green|Creature — Naga Warrior
|
2.0 | 0.9 | 10.59 | 222 | 8.72 | 2426 |
ss-uncommon|Green|Creature — Wurm
|
3.0 | 3.7 | 4.21 | 103 | 3.55 | 370 |
ss-uncommon|Green|Enchantment — Aura
|
1.0 | 1.7 | 8.91 | 44 | 5.70 | 591 |
ss-common|Green|Instant
|
1.5 | 0.4 | 11.91 | 164 | 9.36 | 2736 |
ss-uncommon|Green|Instant
|
2.5 | 2.3 | 7.42 | 95 | 5.40 | 642 |
ss-uncommon|Green|Enchantment
|
2.5 | 3.6 | 4.38 | 90 | 3.93 | 356 |
ss-mythic|Green|Creature — Naga Cleric
|
4.5 | 4.8 | 1.50 | 16 | 1.52 | 23 |
ss-uncommon|Green|Creature — Naga Wizard
|
1.5 | 2.9 | 6.10 | 72 | 5.14 | 533 |
ss-uncommon|White|Green|Creature — Human Warrior
|
3.0 | 2.3 | 7.36 | 86 | 5.61 | 579 |
ss-uncommon||Sorcery
|
2.0 | 1.8 | 8.58 | 72 | 6.47 | 710 |
ss-uncommon|White|Blue|Creature — Bird Warrior
|
3.5 | 3.3 | 5.11 | 105 | 4.94 | 512 |
ss-uncommon||Sorcery
|
1.5 | 1.6 | 8.98 | 62 | 6.45 | 717 |
ss-uncommon||Instant
|
3.0 | 2.3 | 7.45 | 78 | 5.89 | 613 |
ss-rare||Sorcery
|
4.0 | 4.4 | 2.44 | 48 | 2.37 | 65 |
ss-uncommon||Instant
|
2.5 | 1.8 | 8.59 | 73 | 6.62 | 755 |
ss-rare||Sorcery
|
2.5 | 3.4 | 4.72 | 18 | 3.39 | 83 |
ss-uncommon|Blue|Red|Creature — Drake
|
3.0 | 2.6 | 6.81 | 81 | 5.56 | 582 |
ss-rare||Instant
|
1.5 | 2.6 | 6.65 | 23 | 5.28 | 154 |
ss-uncommon||Instant
|
3.5 | 3.1 | 5.43 | 139 | 4.99 | 548 |
ss-rare||Sorcery
|
4.5 | 4.5 | 2.35 | 34 | 2.88 | 87 |
ss-rare|Black|Green|Legendary Creature — Human Cleric
|
4.0 | 4.6 | 2.10 | 21 | 2.95 | 62 |
ss-rare||Instant
|
2.5 | 3.7 | 4.03 | 32 | 3.82 | 124 |
ss-uncommon|White|Red|Creature — Human Warrior
|
3.5 | 3.2 | 5.41 | 151 | 5.12 | 533 |
ss-uncommon|Red|Green|Creature — Jackal Warrior
|
3.0 | 2.8 | 6.19 | 86 | 5.74 | 568 |
ss-rare||Instant
|
0.5 | 2.6 | 6.70 | 44 | 5.46 | 197 |
ss-mythic|Blue|Red|Legendary Creature — God
|
5.0 | 4.9 | 1.35 | 17 | 1.40 | 21 |
ss-rare|Black|Green|Creature — Elemental
|
2.5 | 4.5 | 2.36 | 25 | 2.64 | 70 |
ss-uncommon|Black|Red|Creature — Minotaur Warrior
|
3.0 | 2.1 | 7.76 | 72 | 5.66 | 565 |
ss-rare|Black|Red|Legendary Creature — Minotaur Warrior
|
3.0 | 4.2 | 2.89 | 28 | 3.11 | 75 |
ss-mythic|Blue|Black|Red|Legendary Planeswalker — Bolas
|
5.0 | 4.8 | 1.50 | 16 | 1.61 | 18 |
ss-mythic|Blue|Green|Legendary Planeswalker — Nissa
|
4.0 | 4.7 | 1.73 | 11 | 1.79 | 20 |
ss-uncommon|Black|Green|Creature — Spider
|
3.5 | 3.3 | 5.09 | 97 | 4.71 | 460 |
ss-uncommon||Instant
|
1.0 | 1.4 | 9.58 | 78 | 7.02 | 809 |
ss-rare||Instant
|
4.0 | 4.3 | 2.65 | 34 | 3.43 | 97 |
ss-rare||Sorcery
|
3.0 | 4.3 | 2.80 | 35 | 2.86 | 87 |
ss-rare||Sorcery
|
2.5 | 2.9 | 5.92 | 24 | 4.97 | 154 |
ss-uncommon||Instant
|
1.5 | 1.3 | 9.84 | 64 | 7.41 | 800 |
ss-rare||Instant
|
1.0 | 3.3 | 5.03 | 30 | 4.92 | 166 |
ss-uncommon|Blue|Green|Creature — Bird
|
3.0 | 2.4 | 7.09 | 68 | 5.78 | 575 |
ss-mythic|Red|Green|Legendary Planeswalker — Samut
|
4.0 | 4.5 | 2.36 | 14 | 2.12 | 17 |
ss-mythic|Red|Green|Legendary Creature — Human Warrior
|
5.0 | 4.8 | 1.50 | 18 | 1.74 | 23 |
ss-mythic|Blue|Black|Legendary Creature — God
|
5.0 | 4.9 | 1.26 | 19 | 1.29 | 21 |
ss-mythic|Black|Red|Legendary Creature — God
|
4.5 | 4.8 | 1.47 | 30 | 1.46 | 37 |
ss-uncommon|Blue|Black|Creature — Human Cleric
|
3.0 | 2.1 | 7.84 | 73 | 6.21 | 684 |
ss-mythic|White|Blue|Instant
|
3.0 | 4.5 | 2.23 | 13 | 2.44 | 35 |
ss-uncommon||Sorcery
|
3.0 | 2 | 8.11 | 70 | 6.47 | 719 |
ss-uncommon||Instant
|
3.5 | 3.2 | 5.31 | 121 | 4.95 | 530 |
ss-uncommon||Instant
|
4.0 | 3.2 | 5.41 | 118 | 4.83 | 503 |
ss-rare|White|Blue|Legendary Creature — Human Cleric
|
4.0 | 4 | 3.51 | 39 | 3.31 | 91 |
ss-uncommon|White|Black|Creature — Zombie
|
3.0 | 2.8 | 6.12 | 97 | 4.77 | 569 |
ss-rare||Artifact
|
0.0 | 3.1 | 5.55 | 22 | 3.96 | 102 |
ss-uncommon||Legendary Artifact
|
1.5 | 2 | 8.02 | 52 | 5.57 | 482 |
ss-uncommon||Artifact
|
4.0 | 3.8 | 3.85 | 125 | 3.74 | 396 |
ss-uncommon||Artifact
|
1.0 | 1.4 | 9.62 | 72 | 7.19 | 819 |
ss-rare||Artifact
|
4.5 | 4.7 | 1.76 | 54 | 2.03 | 63 |
ss-uncommon||Legendary Artifact
|
1.0 | 1.4 | 9.46 | 56 | 6.49 | 694 |
ss-rare||Artifact Creature — Golem
|
2.5 | 4.2 | 3.03 | 30 | 3.22 | 84 |
ss-uncommon||Legendary Artifact
|
1.5 | 1.4 | 9.53 | 43 | 6.44 | 656 |
ss-rare||Artifact
|
4.0 | 4.6 | 1.96 | 46 | 2.05 | 66 |
ss-uncommon||Legendary Artifact
|
3.5 | 4 | 3.46 | 122 | 3.36 | 328 |
ss-rare||Artifact
|
3.0 | 4.3 | 2.65 | 34 | 2.64 | 84 |
ss-uncommon||Legendary Artifact
|
2.5 | 2.6 | 6.81 | 77 | 5.16 | 530 |
ss-uncommon||Artifact
|
1.0 | 2.9 | 6.01 | 75 | 4.95 | 541 |
ss-rare||Legendary Artifact
|
1.0 | 4.5 | 2.37 | 30 | 2.50 | 78 |
ss-common||Artifact Creature — Wall
|
2.0 | 1.6 | 9.11 | 189 | 7.43 | 2120 |
ss-uncommon||Artifact Creature — Cat
|
2.0 | 1.3 | 9.81 | 74 | 7.43 | 828 |
ss-rare||Land — Swamp Mountain
|
3.0 | 3.8 | 3.89 | 35 | 3.76 | 113 |
ss-rare||Land
|
1.0 | 3.6 | 4.41 | 22 | 3.97 | 116 |
ss-uncommon||Land
|
1.0 | 1.8 | 8.59 | 63 | 6.70 | 793 |
ss-common||Land — Desert
|
3.0 | 2.1 | 7.91 | 325 | 7.35 | 2119 |
ss-common||Land — Desert
|
3.0 | 2 | 8.08 | 241 | 7.18 | 2025 |
ss-common||Land — Desert
|
3.0 | 1.9 | 8.43 | 259 | 7.25 | 2068 |
ss-common||Land — Desert
|
3.0 | 1.6 | 8.94 | 280 | 7.86 | 2291 |
ss-common||Land — Desert
|
3.0 | 1.8 | 8.54 | 320 | 7.61 | 2174 |
ss-common||Land
|
3.0 | 2.3 | 7.51 | 346 | 6.74 | 1950 |
ss-rare||Land — Island Swamp
|
3.0 | 3.7 | 4.04 | 51 | 3.47 | 142 |
ss-uncommon||Land — Desert
|
3.0 | 2.4 | 7.19 | 98 | 5.67 | 647 |
ss-uncommon||Land — Desert
|
4.0 | 3.1 | 5.48 | 133 | 4.72 | 510 |
ss-uncommon||Land — Desert
|
2.5 | 1.6 | 9.02 | 92 | 6.74 | 787 |
ss-rare||Land — Plains Island
|
3.0 | 3.7 | 4.05 | 44 | 3.39 | 118 |
ss-uncommon||Land — Desert
|
3.0 | 2.7 | 6.50 | 115 | 5.17 | 567 |
ss-rare||Land — Forest Plains
|
3.0 | 3.5 | 4.54 | 41 | 3.70 | 129 |
ss-rare||Land — Desert
|
0.5 | 3.4 | 4.75 | 28 | 4.54 | 164 |
ss-uncommon||Land — Desert
|
3.0 | 2.3 | 7.35 | 135 | 5.63 | 677 |
ss-rare||Land — Mountain Forest
|
3.0 | 3.7 | 4.20 | 45 | 3.92 | 121 |
ss-common||Land — Desert
|
1.0 | 1.3 | 9.86 | 204 | 8.02 | 2315 |
|
Boros | 1241 matches | 146 decks |
|
Azorius | 966 matches | 114 decks |
|
Gruul | 773 matches | 91 decks |
|
Orzhov | 767 matches | 89 decks |
|
Rakdos | 670 matches | 79 decks |
|
Selesnya | 612 matches | 71 decks |
|
Izzet | 549 matches | 65 decks |
|
Golgari | 549 matches | 64 decks |
|
Dimir | 434 matches | 52 decks |
|
Simic | 233 matches | 27 decks |
|
Grixis | 130 matches | 15 decks |
|
Abzan | 128 matches | 15 decks |
|
Esper | 121 matches | 14 decks |
|
Jund | 105 matches | 12 decks |
|
Bant | 95 matches | 11 decks |
|
Temur | 86 matches | 10 decks |
|
Naya | 66 matches | 8 decks |
|
Mardu | 71 matches | 8 decks |
|
Mono Red | 51 matches | 6 decks |
|
Jeskai | 44 matches | 5 decks |
|
Mono White | 44 matches | 5 decks |
|
Mono Black | 34 matches | 4 decks |
|
Sultai | 27 matches | 3 decks |
|
Mono Green | 27 matches | 3 decks |
|
Mono Blue | 17 matches | 2 decks |