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.
There’s really only one tribal deck in the format – UW Soldiers - and this will definitely fit in nicely there. However, you might be surprised how easily this can fit into other decks too – the format also has tons of humans and Phyrexians! I think that probably means this will work out often enough to value fairly highly.
You won’t ever gain enough life with this for it to matter, and you’re certainly never using that ability.
This format has enough big monsters in it that I think Altar of Dementia has a bit of potential – plus you can use it to mill yourself, and some decks in this format are interested in that. There is also a pretty legitimate sacrifice deck in the format that could use this an outlet. It won’t work in most decks, but it has some buildaround potential
This isn’t too bad as a sacrifice outlet, and there’s definitely a market for those in this format. It can also ramp you into some big scary things, though with all the powerstones I don’t really think you’re hurting for this. It is tempting to look at this and think of the crazy upside where you slam a huge creature by giving up a bunch of creatures, but you’re playing with fire if you do that in Limited, since removal just completely wrecks you. You will sometimes have expendable creature to sacrifice which makes it better of course, but it will be hard to make this work consistently
This is mostly just a three mana rock that can tap for one mana of any color. And that’s passable in a format with a bunch of artifact and ramp stuff going on. You can use a bunch of powerstones to make it better than that of course, which is some decent format-specific upside, but this still isn’t that impressive.
Last time we saw this was Dominaria, a set with lots of legendary creatures, so it was pretty easy to equip it for the lower cost. There aren’t enough legendary creatures in this format for you to be able to consistently equip this for the lower cost. However, with powerstones around, actually paying to Equip this is going to be a little bit easier than it was last time we saw it
0 mana artifacts are exciting for constructed, but they aren’t nearly as good in Limited because what you get is usually a card that isn’t worth an entire card – and that’s definitely what Bone Saw is. Especially in a set without any real equipment theme. Playing this will feel like you took a mulligan
This is a great source of ramp and fixing, and it has a baseline as a gray ogre with a useful card type.
This is powerful of course, but seems pretty awkward in this format. First of all, yo’ure usually a two-color deck, so all of your creatures aren’t going to get buffed by this – and not all of your lands will be augmented. Additionally, there are lots of artifact creatures and artifact creature tokens that are colorless, which also don’t get any help from Caged Sun. One bit of good news: if you cast a creature for its prototype cost, it does have a color – but still, this seems a little too specific about what it benefits in a format where you’ll almost always be fairly evenly divided between two colors
This gives you great fixing and a little bit of ramp, things that are reasonably beneficial, but you do have to remember it doesn’t add to the board in any meaningful way.
Because this is a noncreature spell and an artifact that replaces itself, it is going to be very playable, as multiple decks in this format care about that stuff. It also fixes your mana of course, though it is a bit clunky if you’re just using it for those purposes
Using up a card to reduce the cost of one card type just isn’t worth it most of the time in Limited. You really want to add to the board in some way and get this effect, and that isn’t an option here. Even in a world where you ramp a lot, using up a card and mana to play this thing doesn’t feel very good.
Yeah, this is too narrow. It is a sweet sideboard card in constructed of course, but there aren’t decks that are just all about leaving their mana up and interacting with you on their turn. Against most decks this will do very little.
This format doesn’t have very good fixing, so you’re almost never going to be able to utilize this to win the game and uh..that’s all this can do.
This replaces itself, and that is enough in this format for it to be decent enough, since the UR deck likes casting nocnreature spells and several decks like artifacts. It can also fix your mana a bit, but that’s a small part of what this card does.
This looks amazing in this format, because most decks are going to have 7+ artifacts, and some will have even more! This makes your artifacts easy to cast while adding a very real body to the board – that makes it a heck of a lot better than something like Cloud Key.
This is pretty bad in most Limited formats, but I think the fact that this deck has many high-mana things to ramp into, coupled with the fact that you can accelerate into the Lotus itself with powerstones, actually makes it playable.
Yeah, this is another niche card that just doesn’t do anything in Limited. You can’t build a landless deck and go wild here.
This might look a little clunky, but it was an incredible bomb last time we saw it. For 4 one turn, and then 5 on the next turn while you get to churn out a copy of a creature every single turn. Things quickly get out of hand and you run over your opponent.
I like drawing extra cards. I don’t like letting my opponent draw extra cards too, especially when they get to draw first – which they will once you play the Mine. Generally this benefits your opponent more than it benefits you because of that, and that really hurts this card’s value
This is another 2 mana artifact that replaces itself, and that’s nice – especially because you can also sacrifice it and turn it into a 2-for-1, something that feels pretty doable, especially in Black-Red
This is kind of cool, as it sort of makes it so your powerstones can tap to cast nonartifact spells. However, this is another instance where you use up a card for a mana discount, and cards are a massively important resource in Limited – using one just to help you cast spells is suboptimal, and this is a little too particular for me to like it very much
This isn’t good in Limited. You need to be a draw go style control deck to really make this gain you life that matters, and that just doesn’t happen in Limited. This will frequently do nothing or close to nothing.
This is a pretty clunky way to loot, but the Blue-Black deck in the format is probably interested in this, as it gives you a way to consistently trigger all of your payoffs for drawing a second card in a turn.
This does basically let you draw a card for three mana, even if that card is always a land. Still, that does give you card advantage and even thins out your deck and helps you fix your mana. Powerstones make it more likely you can use this too, but there will still be a whole lot of times where you just don’t have the time or mana to use it.
Mill strategies are often bad in Limited, but this is one that might have some uses in the format, especially if you’re playing against the Black/Green self-mill deck, which will rapidly load its graveyard, allowing you to mill them out with one or two uses of this thing. Still, it costs a ton of mana to play and a ton of mana to activate, and sometimes won’t do anything at all! It is probably just a sideboard card – and not even that good of one.
This is a pretty nice card. Unblockability is the kind of thing that allows you to close out a game – or just allows you to pressure your opponent no matter what they are doing – and while you have to discard a card for the effect, you are ultimately just rummaging, since you can pay mana to draw a card when it untaps. Powerstones can pay for that ability too! This was nice last time we saw it, and I think it is pretty good here too.
You don’t want to be doing this. For the most part, this effect is meaningless! There are of course some cornercases – like if you have a card that destroys artifacts you can make it destroy any permanent – or if you need another artifact in play for some effect it can do that, but there’s a reason I said “corner cases.” This just doesn’t do enough.
So, this is a 4-mana 5/3, which is close to a 2.0, and it does have an extra effect that adds a tax to non artifacts! Problem is, the effect is symmetrical, and is likely to hurt you and your opponent similar amounts. If you end up with a deck that I very heavy in artifacts and your opponent’s deck is surprisingly low on them, it will overperform.
This was pretty good last time we saw it, and that will continue here. Using the Scry effect when you’re low on mana is fine, and actually drawing cards with this is very powerful, and also easier to do because of power stones. Gaining the 4 life helps make up for the fact that you sunk some mana into something that didn’t actually add to the board, too.
This is a symmetrical mill card, and not really something you should be playing. It is hard to have much control over who has more permanents to untap, and you never know if this will hurt you more than your opponent. It is true that it will hurt your opponent first since they will untap first, but that still isn’t enough for me to ever play this thing.
Now we’ve got the original mill card, which is where the mechanic gets its name! And…it also isn’t great in Limited, though the fact that you actually can control who this hurts more makes it better than something like the Orb. This can actually win you some games if you’re a control deck, but most of the time you’d rather just have something that actually adds to the board.
This is pretty good, as it effectively lets you draw 2 cards a turn – and sometimes more! With powerstones in the format, both casting this and paying the mana to draw the card are going to come pretty easily too. It is still a 5-mana artifact that doesn’t add to the board, which holds it back – but it is quite the card advantage engine.
This is a free artifact that replaces itself, though it does take a whole turn to actually replace itself, so the UR deck won’t be quite as excited about this one
There aren’t enough legendary creatures in this format for you to ever play this here.
This has the ability to draw you a pretty significant number of cards because this set is so artifact-heavy. Your deck isn’t going to be so filled with artifacts that this will be completely insane of course, but I see this as drawing you several cards most of the time you play it, especially because you can exile away lands and nonartifacts.
This is another 0 mana artifact that doesn’t really give you a full card of value. You just don’t get enough out of playing a 0/2 Flyer to make it worth the card, and that matters a ton in Limited. This can basically come down and chump block something – and sometimes you can equip it or give it some counters, which makes things more interesting – but that’s a lot of work to make a terrible card passable
This is a lot of mana of course, but it is also quite the reset button, as it rids the board of all permanents apart from lands, and it even exiles them! The effect is almost unrivaled in its ability to change the state of the game, and power stones make it more doable. All that good stuff out of the way, it does still have the very real problem of being bad in situations where you’re ahead of your opponent or at parity – but it is just about the best thing you can do when you’re behind.
This can churn out some beefy tokens, and that’s something made a bit easier by power stones. It does cost a fair bit of mana to get it going, but it does become a pretty nice engine before long.
You won’t always actually do something with the ETB ability here, but when you do get to shut down activated abilities it feels pretty nice, and the fail case is still a two mana 2/1 with a useful card type.
Making it so you can’t lose and your opponent can’t win is pretty oppressive, and the Angel can even help you win the game with its 4/4 flying body. The downside of the card is always the massive mana investment coupled with the fact that it dies to a whole lot of stuff, and while the latter is still going to be true, the mana will be easier to come by in this format than normal. If she sticks around, your opponent just can’t win – obviously – and that’s enough for her to get into the lower bomb range. She doe still die to a lot, and gives you absolutely 0 value in situations where your opponent untaps and kills her, and that keeps her from being completely absurd. But she’s still great
5 mana for three 3/3s is absolutely insane, though the Golem does give up one of the big advantages of producing multiple bodies. Usually, the fact that you make multiple bodies makes your opponents spot removal pretty bad, but that’s not true here – if your opponent casts removal on one golem, it hits every single one of them! The upside is that your combat tricks that target one golem also target all of them, and while that isn’t quite as big of a deal as the downside, it is nice that the effect isn’t just all negative. Be careful if you have some other golems too by the way, as the set does have them, and they will all get blown up by a single removal spell! That said, if your opponent doesn’t have removal, you add a significant presence to the board very efficiently
Three mana for a mana rock that only produces colorless is far from ideal, but the fact this format has a big ramp and artifact theme makes a difference. The incidental life gain doesn’t hurt either
In most games of Limited, it is hard to keep the Crawler at a reasonable size,. It is nice that your card draw effects really hurt your opponent though, and this format does have a card draw deck in the Blue-Black color pair, so this is pretty good, though not really something I want to take very highly.
Yeah, no. This kind of effect is easy to overrate because you think of the ideal situation of slamming some monster into play, but that’s hard to consistently line up in Limited, and this asks for so much mana to do its job that it almost isn’t worth it anyway. This kind of thing also never gives you an actual card of value, because it basically just gives you a discount. It does let you play a creature at instant speed, which is something – but we’ve seen this card and cards like it before, and they’re always awful in Limited.
This isn’t very good. 3 to play and 3 to equip for death touch is a lot even with power stones. And sure, if you hit your opponent they lose some life! But the creature wielding this really can’t kill the opponent on its own since it is always half, and you’re far from guaranteed to actually get your creature in for damage. Sure, your opponent has to trade with whatever you equipped it too, but that’s often a pretty big deal because of the amount of work it takes just to equip this
This is pretty powerful! A 6-mana 4/4 flyer is right around a 2.0, and this has the massive upside of gaining counters when you cast colored spells. This format doesn’t hve a huge multicolored theme, so most of the time you’ll just be gaining one counter at a time, but that’s plenty on a Flyer. You won’t really find yourself ever using the ability to remove counters, but that doesn’t matter – the rest of the card is plenty strong.
In the right deck, this makes any creature into a threat that just can’t be blocked effectively, and luckily this format does have a deck interested in instants and sorceries – and there is also a pretty hefty self-mill theme. It is definitely a build around, because this is bad if you aren’t granting a significant power boost to go with the first strike.
If you can have this trade and get you an artifact back, you’re going to feel pretty good about it – and that isn’t an insanely tall order. It obviously gets better if you can trade other artifacts and get back value, and if you can combine it with sacrifice effects – which this format has – it gets even sillier. Basically, this is a 3-mana 3/2 with fairly attainable 2-for-1 upside.
This format has lots of artifacts you can copy, including the ones your opponent plays! It won’t always be easy to get 3 mana of value in the early game, but in the mid to late game it will be pretty hard not to get something pretty sweet
Last time we saw this, it was the only Assembly-Worker in the set, so you needed multiple copies of it to get it going – and that was actually fairly doable. And a 5-mana 4/4 that draws you another 5-mana 4/4 is pretty nice in Limited. Efficiency matters in Limited, but outcarding your opponent matters a lot too, so the inefficiency didn’t matter! In this set, there are plenty of other assembly-workers for you to search up, so it is probably even better! It does need a build around grade, as you don’t want to play this if you have 0 Assembly-Workers to search up, and even just having one other assembly-worker can be a little sketchy, as once you draw them both you’re kind of in trouble. So, you really need 2+ assembly-workers to get this going – but the good news is, that’s doable
2-for-1ing yourself to get a discount on one type of spell isn’t what you want to be doing in Limited 99% of the time. You end up really putting yourself back, and only for a discount, which is basically never what you want to do
This seems like it will be kind of alright. It is definitely rough that sometimes it offers no bonus at all, but there are enough boards in the mid-to-late game where equipping this does some work,. Only attacking with one thing is definitely a big restriction, but this can also make just about any creature into a threat on a lot of board states. The set up and restriction are pretty real, though – and it definitely underperformed last time we saw it
This is another artifact that replaces itself, making it useful in the format. It also hates on the graveyard – something else of value in a format with Unearth and a couple of graveyard decks. You can main deck this pretty happily
It is surprisingly hard to set up this kind of mana ramp in Limited. This can get your mana going incredibly fast provided you have some early creatures, but that’s far from guaranteed, and then by the mid-to-late game it has waning usefulness
This isn’t close to efficient at utilizing any of these effects, but it does make for a kind of interesting win condition for powerstone ramp decks, which should be able to utilize these abilities multiple times. Still, the first few turns after you play it it feels pretty bad, since you aren’t really doing anything with it for awhile, and then once you do it takes some pretty amazing effort
This is a big monster that you can definitely ramp into, and in the majority of games you can probably use the land destruction effect to hurt your opponent more than it hurts you. Though, if you and your opponent are in completely different colors, it is going to hurt you both equally. The effect is often negligible when you play this creature, though. And yeah, A 7/10 is some business, but it also doesn’t come with evasion or anything. There are definitely some commons and uncommons in the set that have prototype that are just better if you’re in the market for ramping into artifacts.
The Boots are pretty nice on the right creature, though the downside they always have is that the creature you put it on already has to be pretty impressive, otherwise it makes very little difference! That said, once you have a creature worth protecting, the Boots are a nightmare for your opponent! It doesn’t hurt that they can also give haste, something that can really change your attacks.
Two to play and two to equip for this bonus is probably a 1.5, but this format actually has some stuff going on that makes this interesting. While you can’t go full on Thopter-Sword combo, the format does have a lot of 1/1 creature tokens. So, sacrificing this to something in the Black-Red deck, and then making a creature token one way or another means you get it back and at that point you’ve gotten some nice value – and you can even sacrifice it again if you have the means.
If you are a super heavy creature deck, the tax this puts on your opponent can be interesting, but ending up in such a deck is tough in Limited – and this is still something that doesn’t add to the board in a meaningful way
This has some potential applications in this format. With powerstones and a plethora of mana sink activated abilities, you may actually be able to generate some value with this. It also gives your artifact creatures pseudo-vigilance. But, those are sort of the ideal situations for the card, and there will be plenty of times where it is meaningless.
There are ways to gain life in this format, and I think there are actually enough of them that this isn’t a straight up F. It will be an F in most decks in the format, but if you have 5+ ways to gain life – especially if those ways are repeatable – this can draw you a ton of cards, and powerstones will make it easier for you to pay the cost. It is a bit of a bummer that this is the only life gain payoff in the deck, making it less organic for you to find somewhere to play this.
A 6-mana 6/6 with Deathtouch and Lifelink is easily a 4.0, and this comes with the absurd effect of leaving behind two 3/3 tokens – each with one of those keywords – when it dies. So, your opponent either gets killed by this massive 6/6 that puts the game out of reach thanks to lifelink, or they get 3-for-1’d. Yeah, that’s a bomb – and definitely an A. Keep in mind exile effects and Aura-based removal do make the Engine a little sad, but yeah – still a bomb
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-rare||Artifact Creature — Construct
|
3.0 | 4.6 | 2.00 | 10 | 2.13 | 23 |
ss-mythic||Artifact
|
0.0 | 2.5 | 8.00 | 2 | 5.39 | 29 |
ss-mythic||Artifact
|
0.0 // 2.0 | 4 | 3.67 | 6 | 3.08 | 27 |
ss-rare||Artifact
|
0.0 // 2.5 | 2.9 | 7.00 | 9 | 6.10 | 69 |
ss-rare||Artifact
|
1.5 | 2.1 | 9.20 | 5 | 5.98 | 67 |
ss-rare||Legendary Artifact — Equipment
|
2.5 | 3.7 | 4.60 | 5 | 3.73 | 47 |
ss-uncommon||Artifact — Equipment
|
0.0 | 0.9 | 12.57 | 21 | 8.17 | 430 |
ss-uncommon||Artifact Creature — Elk
|
4.0 | 3.7 | 4.75 | 51 | 3.65 | 210 |
ss-mythic||Artifact
|
2.5 | 4.2 | 3.26 | 19 | 2.99 | 76 |
ss-rare||Artifact
|
2.0 | 3.5 | 5.12 | 8 | 3.49 | 49 |
ss-uncommon||Artifact
|
2.0 | 3.5 | 5.08 | 39 | 3.97 | 195 |
ss-rare||Artifact
|
1.0 | -0 | 15.00 | 0 | 4.84 | 64 |
ss-rare||Artifact
|
0.0 | 1 | 12.20 | 5 | 6.31 | 99 |
ss-rare||Artifact
|
0.0 | 1.6 | 10.55 | 11 | 6.64 | 109 |
ss-uncommon||Artifact
|
1.5 | 2.9 | 6.85 | 48 | 5.00 | 287 |
ss-uncommon||Artifact Creature — Construct
|
3.5 | 3.9 | 4.20 | 44 | 3.17 | 150 |
ss-rare||Artifact
|
2.0 | 2.2 | 8.86 | 7 | 5.07 | 69 |
ss-rare||Artifact
|
0.0 | 3.4 | 5.40 | 5 | 3.84 | 42 |
ss-mythic||Legendary Artifact — Equipment
|
5.0 | 4.8 | 1.50 | 4 | 1.80 | 5 |
ss-rare||Artifact
|
1.0 | 3.3 | 5.75 | 8 | 4.17 | 53 |
ss-uncommon||Artifact
|
2.5 | 3.6 | 4.81 | 48 | 3.75 | 229 |
ss-rare||Artifact
|
1.0 | 2 | 9.50 | 6 | 5.45 | 74 |
ss-uncommon||Artifact
|
0.0 | 0.4 | 13.97 | 29 | 8.94 | 510 |
ss-uncommon||Artifact
|
0.5 // 2.0 | 1.6 | 10.42 | 26 | 7.93 | 446 |
ss-rare||Artifact
|
1.0 | 2.4 | 8.29 | 7 | 4.94 | 76 |
ss-rare||Artifact
|
0.5 | 3.5 | 5.22 | 9 | 4.33 | 59 |
ss-rare||Artifact
|
3.5 | 4.1 | 3.53 | 15 | 3.32 | 38 |
ss-uncommon||Artifact
|
0.0 | 0.6 | 13.26 | 38 | 9.60 | 547 |
ss-rare||Artifact Creature — Golem
|
2.0 | 2.9 | 7.00 | 4 | 3.59 | 46 |
ss-rare||Artifact
|
3.5 | 4.7 | 1.92 | 52 | 1.88 | 94 |
ss-mythic||Artifact
|
0.0 | 3.6 | 4.80 | 5 | 4.24 | 36 |
ss-uncommon||Artifact
|
1.0 | 0.9 | 12.40 | 30 | 8.29 | 500 |
ss-mythic||Artifact
|
3.5 | 4.4 | 2.71 | 7 | 2.36 | 11 |
ss-uncommon||Artifact
|
1.5 | 3.5 | 5.31 | 52 | 3.89 | 229 |
Mox Amber
0.0 There aren’t enough legendary creatures in this format for you to ever play this here.
ss-mythic||Legendary Artifact
|
0.0 | 3.1 | 6.33 | 3 | 6.27 | 27 |
ss-mythic||Artifact
|
3.0 | 4 | 3.75 | 4 | 3.19 | 22 |
ss-uncommon||Artifact Creature — Thopter
|
1.0 | 0.9 | 12.48 | 29 | 7.71 | 469 |
ss-mythic||Artifact
|
4.0 | 4 | 3.61 | 23 | 3.18 | 73 |
ss-mythic||Artifact
|
3.5 | 4.6 | 2.20 | 5 | 1.92 | 12 |
ss-rare||Artifact Creature — Phyrexian Horror
|
2.0 | 3.4 | 5.42 | 12 | 3.58 | 55 |
ss-mythic||Artifact Creature — Angel
|
4.5 | 5 | 1.00 | 2 | 1.50 | 4 |
ss-rare||Artifact Creature — Golem
|
4.0 | 4.8 | 1.68 | 57 | 1.55 | 83 |
ss-uncommon||Artifact
|
1.5 | 2.9 | 6.86 | 35 | 5.67 | 313 |
ss-rare||Artifact Creature — Phyrexian Horror
|
2.5 | 3.6 | 4.83 | 6 | 3.32 | 40 |
ss-rare||Artifact
|
0.0 | 2.6 | 7.71 | 7 | 4.65 | 48 |
ss-rare||Artifact — Equipment
|
1.0 | 3.2 | 6.00 | 2 | 3.91 | 33 |
ss-mythic||Legendary Artifact Creature — Dragon
|
4.0 | 4.6 | 2.14 | 7 | 2.18 | 12 |
ss-rare||Artifact — Equipment
|
1.0 // 3.0 | 3.8 | 4.29 | 7 | 3.45 | 38 |
ss-rare||Artifact Creature — Construct
|
3.0 | 4.3 | 2.91 | 11 | 2.23 | 27 |
ss-rare||Artifact
|
3.5 | 4.6 | 2.17 | 6 | 2.60 | 25 |
ss-uncommon||Artifact Creature — Assembly-Worker
|
0.0 // 3.0 | 2.8 | 7.21 | 48 | 5.62 | 298 |
ss-rare||Artifact
|
0.0 | 1.7 | 10.33 | 6 | 5.80 | 88 |
ss-uncommon||Artifact — Equipment
|
1.5 | 2.8 | 7.17 | 36 | 5.53 | 313 |
ss-uncommon||Artifact
|
2.0 | 2.7 | 7.34 | 47 | 5.27 | 298 |
ss-uncommon||Artifact
|
1.0 | 2.2 | 8.85 | 53 | 6.48 | 383 |
ss-mythic||Artifact
|
1.5 | 3.8 | 4.25 | 4 | 2.60 | 16 |
ss-mythic||Artifact Creature — Golem
|
1.5 | 4.4 | 2.60 | 5 | 2.40 | 16 |
ss-uncommon||Artifact — Equipment
|
3.0 | 2.6 | 7.70 | 46 | 5.64 | 312 |
ss-rare||Artifact — Equipment
|
2.0 | 2.1 | 9.20 | 5 | 4.95 | 46 |
ss-rare||Artifact
|
0.5 | 1.9 | 9.78 | 9 | 6.84 | 91 |
ss-rare||Artifact
|
1.0 | 3.1 | 6.29 | 7 | 4.70 | 66 |
ss-rare||Artifact
|
0.0 // 3.5 | 1.9 | 9.67 | 6 | 5.65 | 87 |
ss-mythic||Artifact Creature — Phyrexian Wurm
|
5.0 | 4.9 | 1.22 | 69 | 1.20 | 75 |
|
Golgari | 88 matches | 11 decks |
|
Selesnya | 71 matches | 9 decks |
|
Gruul | 65 matches | 8 decks |
|
Izzet | 65 matches | 8 decks |
|
Azorius | 59 matches | 7 decks |
|
Rakdos | 46 matches | 6 decks |
|
Simic | 42 matches | 6 decks |
|
Dimir | 34 matches | 4 decks |
|
Boros | 27 matches | 3 decks |
|
Mono Blue | 18 matches | 2 decks |
|
Mono Black | 18 matches | 2 decks |
|
Orzhov | 18 matches | 2 decks |
|
Mono White | 18 matches | 2 decks |
|
Bant | 9 matches | 1 decks |
|
Mono Red | 3 matches | 1 decks |
|
Colorless | 8 matches | 1 decks |
|
Grixis | 9 matches | 1 decks |
|
Mono Green | 8 matches | 1 decks |