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.
This Karn gives you a ton for only 4 mana. Starting at 5 loyalty is a pretty big deal, especially because he can tick up to 6 right away. If you play this on turn 4, he is almost impossible to kill. His +1 will always let you draw a card, and his -1 can improve your card quality, while his -2 can protect him if that’s what you need. The -2 ability doesn’t always create something bigger than a 1/1, but there are enough artifacts in this set that it will be a 2/2 or so often enough. Karn’s a bomb, he can draw you a ton of cards and add to the board with creature tokens.
This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
This has decent French Vanilla stats, and not much else.
A 4-mana 2/4 with Vigilance wouldn’t be a very good card, but it would probably be passable, and Baird comes with a lot more upside than that! First, his “Ghostly Prison”-type effect is quite nice, as it will make your opponent have to choose between adding to the board or paying the mana to attack in the early game, and that can significantly slow them down. He is, of course, also legendary and a “historic” spell, which means he brings some extra synergy to the table. Sometimes his tax effect doesn’t do a ton – like in the extreme late game, but this does often make your opponent make difficult decisions in the early to mid-game.
This is alright, but even with the large number of legendaries in this set, this will be a two mana 2/2 most of the time, and usually not much bigger than 3/2. It is also a knight, which matters.
This whole cycle of triple-colored mana rares is good, but also kind of tricky, because being able to play them on turn 3 is so difficult in your typical limited deck, and getting three mana of the same color in Limited is far from a foregone conclusion. Still, of this cycle, the Marshal is probably the one that is the most useful even if you play it late, as a 3-mana 3/3 with an Anthem stapled to it is pretty good all game long. If you can be a mono-colored deck (which will happen on rare occasions), it will be one of the best cards in your deck, but in a typical deck, it is definitely going to be held back by the mana cost.
This is kind of expensive, but the price is going to be worth it most of the time. Exiling creatures and Enchantments is nice. Sometimes exiling is especially nice, as recursion is a thing. This is also an Instant, which means you can sometimes manufacture a 2-for-1 with it. It isn’t premium removal, but it is certainly solid, and the first copy will usually make the cut.
This is almost unplayable. Even with all of the historic stuff in this set, you’ll find yourself whiffing with this way too often for it to be worth it. And, even when it does its thing, it just draws you one card. If you end up with a deck with a ton of Historics, including some bombs, you can sometimes play it, but you mostly won’t.
This makes creatures reasonably efficiently, and they even have a useful creature type. It isn’t exciting, but it does a decent job of making your board presence bigger.
Pumping your whole board with this isn’t the best thing to be doing in a format that can be as grindy as this one, but it does do the job reasonably efficiently, and if you’re going wide enough you might end up playing it.
This has decent stats and an okay historic trigger. Tapping stuff down can often really enable attacks you just didn’t have before, and that’s a good place to be in an aggressive deck.
There are lots of reasonable Equipment and Auras in this set, but even if there weren’t, Danitha would be quite good. A 3-mana 2/2 with those keywords is just going to do a lot of work. But yeah, the fact that there are good Auras and Equipment that she discounts for you, AND the fact that she’s great with them, makes her even better.
It isn’t that hard in this format to get an Artifact from your graveyard when you cast this. If you can do that consistently, you’re going to have a 4-mana 3/3 that draws you a card, and that’s really good. Then, obviously, it gets bigger the more historic spells you play (including the Artifact you got back!), so it can get quite large.
This is nice, because it is a one mana 2/1 that is good all game long. If you play it early, it is going to crack in for some pretty real damage. If you get it late, it may not be able to attack as effectively, but because it can sacrifice itself to save one of your creatures, it still has really nice utility.
This is a pretty solid Aura, mostly because the stats boost it gives will often make a creature into something your opponent has to kill, and if they can’t, you probably win. Still, it is quite swingy – if your opponent can kill your guy, that means you just got 2-for-1’d, and that’s not always easy to recover from.
This is a pretty wacky card. A 6-mana 4/4 with lifelink isn’t very good, but the “exchange life total” effect can sometimes be crazy good. Even if your opponent can block and kill Evra, if you’re able to make its power like 12 or 13, you’re going to end up with a pretty nice net-gain of life. Now, there’s a lot of stuff that’s not so good here. It dies to a ton of removal in this format that costs less than it does, which is rough. Its ability is also quite clunky. In the end, the whole package here is pretty medium. There will be games where it gets dealt with easily and you aren’t in good shape, but you’ll also sometimes take over games with it.
Like most cards with Kicker in this set, Excavation Elephant is a decent creature when you cast it regularly, and then in the later part of the game you can kick it for some extra value. There are enough Artifacts in this set that casting this with Kicker and getting something back is very doable.
You mostly don’t want to play this. Blowing up lands is fun and all, but most of the time it just isn’t going to help you. If you’re ahead, it can be kind of nice, since your opponent won’t be able to defend themselves, but at both parity and behind, this doesn’t do a whole lot.
This is situational, but it is efficient enough that it still makes it into the lower range of premium removal. Attacking and blocking does happen a fair bit, and because of that, it doesn’t feel all that situational.
Strictly better Healing Salve is still not a playable card.
This adds a ton to the board for a very low investment. For three mana you get those two Knight tokens, and then they get pumped later. This is great even if you have 0 other Knights, and if you have other Knights, it gets to be absurd.
There are enough targets for this in this format that you end up main decking it sometimes.
This has really good base stats and a useful creature type, and if you are lucky enough to go up against someone who is playing Black, it gets even better.
Two mana 3/1s tend to be kind of alright, and this one has a useful creature type.
A 4-mana 2/2 with Double Strike is sort of passable, and upgrading all of your First Strikers to double strikers is pretty nice. Now, a lot of the time that part of the card won’t matter, but it does have a reasonable baseline and a nice ceiling.
Obviously, this is a bomb, even in the absence of other Angels. A 5-mana 5/5 with those keywords will just take over the game. It attacks incredibly well if that’s what you need, and the lifelink creates a gap of 10 life between you and your opponent every time it hits them. Even if you’re behind, you also have a nice card, because it blocks incredibly well too. It is capable of killing most things in combat and gaining you life at the same time, and that’s nice.
Two mana 2/2s with Lifelink are usually nice little cards in Limited, and that’s the case here.
This makes almost any creature into a threat, but it does have the downside of costing a wopping 4 mana. This means that if your opponent manages to kill the creature you put it on, you’re going to get out-tempo’d pretty hard. So, be prepared for that, and play this when the coast is clear.
This is perhaps White’s best Common. Its base stats certainly aren’t good, but being able to send other creatures to the sky is the kind of ability that can really alter a game state all game long.
It is cool that this can become indestructible, but a lot of the time when you play this, you find yourself not really wanting to discard a Historic card to save it, as a 3/2 with lifelink isn’t exactly a worldbeater.
This is situational, but it is cheap enough that it is incredibly good removal.
This is another card with Kicker where both options don’t exactly seem efficient, but having the choice between them is great. You either get a 3-mana 2/3 or a 6-mana 2/3 that makes two 1/1 tokens. When you kick it, it can really allow you to stabilize in situations even when you are pretty far behind.
This has been a great card for 25+ years at this point, and it is still great in Limited. That stat-line and those keywords just aren’t something we see very often for only 5 mana.
This has been a great card for 25+ years at this point, and it is still great in Limited. That stat-line and those keywords just aren’t something we see very often for only 5 mana.
This has great base stats and the hexproof ability can really put a damper on your opponents plans. Now, if they have removal that can kill Shalai, it will be a little sad, but sometimes making your opponent have to kill Shalai before targeting other things is upside on its own. Shalai gets absolutely bonkers in a deck where you can use the activated ability though, as pumping your whole board – including Shalai, can quickly snowball.
This starts with some mediocre stats. However, you’ll find yourself getting one card back with this reasonably often, and that’s a nice effect to have.
This isn’t great, even in a set with Sagas.
This is one of the more underwhelming Sagas in the set. You have to have a creature to put the counters on in the first place, and often times you won’t have that on turn two. Then, it sort of puts all of your eggs in one basket, and that’s a dangerous plan. Now, it isn’t unplayable or even close to it, but it won’t do what you want it to as often as you might think.
There are a lot of legendaries in this set, but not so many that you can just count on being able to cast these Legendary Sorceries. You’ll end up with a deck about half the time where playing a legendary sorcery doesn’t work, and that means that this will have a miserable floor. You probably need 4+ legendaries before it makes sense to play one of these, but when you can they are all pretty powerful (except the Green one). Urza’s Ruinous Blast is a good example, as nuking most of the board is quite good, and since you have to have a legendary creature in play to play it, it means that you will at least hold on to one creature. Now, there are a lot of legendaries in this set, so sometimes your opponent will be able to keep a permanent alive too, and that will be annoying, but this is still pretty powerful if you can cast it.
In the early part of the game, this is a Wind Drake, which is always serviceable, and in the late game it can be significantly larger. Like most cards with Kicker, the second mode isn’t exactly efficient, but it is nice upside to have on an already reasonable card.
Man-O’-War effects are always good in Limited – adding to your own board and subtracting from your opponent’s at the same time is always good. Even if you can’t reduce the cost of this, it plays pretty well, and if you can lower the cost to 4 it is going to feel great.
This really requires you to have a ton of Artifacts around to make it work, and having enough of them is far from a foregone conclusion in this format. There are Artifacts, sure, but actually getting enough to go off with this is a tall order. If you can draw two cards off of it and turn a couple things into a 5/5 it won’t feel too bad, but it isn’t going to be amazing either.
This gives a nice boost for the cost, especially with Flying in the mix. It is especially nice on the hexproof turtle, but its efficiency makes it worthwhile in some other Blue decks too.
This has decent base stats, but the Scry trigger here just doesn’t happen often enough for this to be very good.
This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Even without Kicker, this would be a playable card. Adding kicker to the mix is great, because it keeps you from going down a card for tempo. Instead, you get to bounce their thing and draw a card, which tends to feel pretty good for 4 mana.
This card really overperforms. 5-mana ¾ Flyers are usually somewhat passable, but in this format that statline is especially good. Additionally, Scry 2 is a nice thing to add to an already solid creature.
Yep, there’s a common with hexproof in this set! This is a great place to put Auras like Arcane Flight, and is sort of passable as top curve in other Blue decks too.
It is really hard to ever set this up effectively. Giving one permanent Hexproof might sound appealing, but you need to have a permanent that is worth giving hexproof too, otherwise this just feels like wasting a card. And, even then, you have no way of knowing whether adding hexproof to a thing will actually accomplish anything. It is neat that there’s some Historic upside, but I still think you should almost never play this.
This is typical of most Blue removal. It does the job of turning off a creature, but the downside is that creature can still block. This means this type of effect isn’t great if you’re really aggressive, but still – at least the creature can only block once! This isn’t premium, but it is solid removal.
There just isn’t a viable mill deck in this format, so this mostly doesn’t do anything.
As usual, Divination is fine. It is a 3-mana 2-for-1, and while you don’t want too many cards that don’t add to the board, having one of these is fine in most Blue decks.
There isn’t enough of a payoff for milling yourself or your opponent for this to be very good.
This is an Uncommon bomb, which isn’t something you see every day! Mind control effects are among the strongest thing you can do in Limited, as you end up using a card to steal your opponents’ best creature, which basically amounts to a 2-for-1. It is also nice that this will give you two legendary permanents if your deck is interested in that. It does have the downside of being an Aura – so if your opponent bounces the target or destroys the Clutches, they get their creature back, but that’s reasonable downside on a very powerful card.
As with all of these Legendary Sorceries, you can’t always play them, as you need a decent number (like 3-4+) of Legendary creatures, and even in this format, that just won’t always happen. However, when you can make it happen, the effect here is very powerful. Time Walk + Bounce is a good deal for six mana, and if you do manage to cast this, it will often win you the game.
This has a lot of utility for a two drop. A two mana 2/2 with Flash is already fairly passable, but the ETB ability here is quite good. You can use it to simply tap down an attacker you don’t want to attack you – or to tap down a blocker that you don’t want to be in your way. But, you can also use it to turn abilities of a creature off at instant speed, and this can sometimes really allow you to blow out your opponent. It won’t always come up, but when it does, it’ll feel pretty good.
This isn’t that difficult to make work in this format. Sure, you do need a decent number of Instants and Sorceries, but setting that up, especially in UR, isn’t hard. If you’re able to use it to get two spells back, and then double one of them, you’re going to find yourself in incredible shape.
This has a very specific ability, one that won’t always come up. There are a few Wizards in UR where it will matter (for example, Merfolk Trickster), but not a preponderance of them.
This is pretty dang strong if you are a Wizard deck, and still passable if you aren’t. Now, actually copying a spell with it won’t happen a ton, just because you are paying 4 mana for Naru Meha, so you have to be casting something pretty cheap to copy it. This is certainly doable, I’m just saying there will be plenty of times where you can’t make that part of the card do its thing. Pumping all your Wizards is great, especially at Instant speed, and can sometimes manufacture blowouts.
As usual, this is fine. Seeing two cards for one mana feels pretty good.
This is very hard to actually make work, as you really need a ton of instants and sorceries, or it is just a straight up blank.
This is unblockable often enough that it is a pretty nice little two-drop.
This can do some things – like help you reset a Saga – but it is mostly too narrow to ever really want to play.
The effect here is pretty strong, as cashing in artifacts for cards can be a good deal, but it isn’t always easy to set up.
This is just too expensive for what it is. Its ETB trigger won’t do anything far more often than it will. And sure, resetting a Saga or triggering an ETB ability again seems cool, but it won’t happen as often as you’d think.
This is a pretty legitimate finisher in this format. This format is grindy enough that casting Slinn Voda with Kicker, especially in a deck like UG, is very doable, and adding an 8/8 to the board that bounces pretty much all creatures is excellent. It does get its score dinged by the massive cost, but if you do manage to resolve it with Kicker, it will often feel like a bomb.
This is a Counterspell that can sort of stay relevant all game since you can pay X, but there will still be times where you just can’t use it to effectively counter something because your opponent has too much mana. Like a lot of counterspells, it has some significant downside as a result of being so situational, but this one is good enough that you’ll play it a decent chunk of the time.
This card is pretty awkward for Limited, mostly because being one color – like this really wants you to be – is not very easy. If you are mono-Blue or mostly Blue this does become one of the better cards in your deck, though.
So, on his own, Tetsuko is a two mana 1/3 that is unblockable. You would already play that sometimes! He comes with the additional upside of also making a few other creatures in your deck unblockable too, and that’s pretty nice.
This tends to play out pretty well, and this is especially true if you are the beatdown. Tapping down a single creature can have a significant impact on a race, so this does something pretty real right off the bat – then, with chapter two, it does it again! Then, Chapter III really discourages your opponent from attacking you at all, and even if they don’t, you get to bounce whatever the last creature you locked down was. This just tends to give you a ton of tempo for a reasonable cost.
In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
This is generally too narrow for you to really want to play. It is better out of your sideboard, as bringing it in against someone who has a lot of noncreature spells will work out okay.
This has decent stats and allows you to make some extra mana for Instants and Sorceries, something that is a pretty nice effect to have, albeit not one that will come up all the time.
Even in this relatively slow format, Weight of Memory often feels very clunky. Still, 5 mana to draw 3 isn’t too shabby, even if the mill part of the card will have very little impact.
Cancel usually is something like a 1.0 in Limited, it comes with all the downside that is inherent to counterspells – most notably, you better have the mana at the exact right time for it to actually do something! But, the Wizard clause here is a big deal, as this turns into straight up Counterspell, which is a significantly better card. If you’re in Blue (and uh, you are if you’re playing this), being able to cast this for UU will happen pretty often.
At worst, Zahid is Mahamoti Djinn. While not as impressive these days as it once was, a 6-mana 5/6 with Flying is still a card that would almost always make the cut in Limited decks! The additional upside here is big too, as casting this for 4 mana quickly puts your opponent under a ton of pressure. There are enough playable cheap artifacts in this set that setting that up isn’t too difficult.
This is a mediocre trick, even if you use it on a legendary creature.
A two mana 2/2 with no other text tends to not be worth playing unless you’re desperate for a two drop.
This has a pretty nice Historic ability, as it can really chip in a ton of damage, but it comes on a pretty terrible body. A 4-mana 4/2 dies to a whole lot of stuff that costs 1-2 mana, and that never feels very good.
This is another card with Kicker where neither option is terribly efficient, but it turns out that it doesn’t really matter – the flexibility and late game usefulness make up for that. In this format, people tend to hold on to card a fair bit, so kicking the Skin-Witch ends up hitting two cards way more in this format than in most, and can often just be the kind of thing that shifts the game in your favor.
There are a lot of legendary creatures in this format, but this is still excellent removal that will kill almost everything in the set for two mana.
Most of the time, paying 4 mana for this won’t feel worth it. Most of the time, you’ll do some damage and gain some life up to 12 or 14, and then make like a 6/6 that lowers your life back down to 6. It does this all really slowly too, and the fact that you played this on turn four will often mean your life is pretty low, assuming your opponent has also added to the board. Don’t get me wrong, this does win games sometimes, but it seems like it does very little even more often than that.
This is basically Black Divination, and that means having one copy of it in your Black decks is usually decent.
This has solid base stats that makes it easy for it to trade, and then it leaves behind a Saproling – that’s a pretty good deal for three mana.
People always overrate this type of card, as it is easy to imagine putting it on a really good creature and making sure you get it back. However, more often than not, you won’t have an amazing creature to put it on, and you’ll often get back something that isn’t super relevant.
6-mana for a 6/6 with Flying and Trample that draws you at least one card is great. Don’t get too scared about the life loss side of things, you won’t usually be losing more than 1-2, so even if you’re a little low on life, don’t worry about him killing you.
This is a sideboard card. People frequently won’t have enough targets to make it worth it.
Like the other cards in this cycle, this sort of wants you to be mono-colored, but that isn’t super doable in this format. If you do get there, this will be one of the better cards in your deck, but don’t force it too hard, as you are usually going to end up giving up more than you gain.
A 3-mana 2/1 that can become indestructible for three mana isn’t very good. Both parts of that are pretty inefficient. The Sentinel isn’t an especially good attacker or blocker, so you mostly just won’t play it.
This is an Uncommon bomb, and a card that always does a ton for the investment. Up front, it makes your opponent lose a creature. And sure, it is an Edict, so your opponent chooses which creature they lose – and that can be kind of a bummer, but you still have the next two chapters! Your opponent has to discard a card on their next turn, and then you get to reanimate something on the turn after that. This is certainly sort of slow, but it amounts to a 3-for-1 in the end, and you really make your opponent’s life difficult because with Chapter I and II, your opponent has to keep Chapter III in mind, as putting something in the graveyard you can make use of is a big problem.
This is premium removal. 4 to kill something at Sorcery speed isn’t incredible, but this format is slow enough that it does the job without feeling too clunky.
This is a kind of okay finisher if you’re desperate for one.
5 mana for a tutor effect just isn’t worth it 99% of the time. And yeah, you do get to tutor up two things, but this is still woefully inefficient, and spending a turn casting this and not adding to the board is rough.
This ends up lining up surprisingly well. Sometimes you can use this to just kill an X/2, other times you can use it to kill two X/1s, and still other times you can use it help a creature win combat while also getting a Saproling. Sure, sometimes a Saproling and -1/-1 won’t do a ton, but even in those fail cases you can at least get a blocker.
Kicking Josu Vess isn’t easy, but since he starts out as a 4-mana 4/5 with Menace, that’s perfectly fine. That’s an excellent creature you always play, so the fact that you can pay 10 in the late game to make 8 2/2 Zombies is great, especially because when Kicked he basically reads You win the game.
Obviously you have to BR to fully take advantage of this, but if you are, he is pretty amazing. The big downside here are the mediocre stats for the cost – he is pretty easy to kill. However, if you are allowed to untap with him in play, you usually win, as you start picking off creatures and making Karazov bigger, which will quickly allow you to win the game.
This is already a good card as a two mana 2/2 with First Strike, and it gets a big upgrade against an opponent who is playing White.
This card has a cool design, but it is impossible to make it work in Limited.
This has bad stats to be sure – as 6-mana 5/4 isn’t where you want to be, but the fact that you can just get it back all game long for a single B is nice. Sure, you have to have Historic spells to be triggering that consistently, but even just having a few of them around is doable. Now, this does cost 6, and sometimes you just won’t be able to keep casting it, but if that’s true, it is because you have other stuff to do. Lingering Phantom is something you can get back and then cast when you whiff on your draw step.
This is crazy good! Chapter I isn’t going to be incredible at first, but it sets up Chapter II really well, and that’s where the value is. This will frequently be a Wrath that lets you keep one creature while blowing up all of your opponents, and then Chapter III exiles the graveyard for good measure.
So, I wouldn’t advise jamming a bunch of these into your deck in most cases (though, if you have Tetsuko Umezawa, things might get interesting). Still, it is a kind of okay two drop, and they do get better in multiples.
Chapter I and II here aren’t the most impressive, but getting a few bodies can sometimes help you stabilize – and that can be nice, especially if it is enough to get you to Chapter III, where you’ll gain a 6/6 Demon. Sure, he has to gobble up another creature every turn, but that’s what the clerics are for! This can sometimes be too slow, but it is a pretty powerful card.
The planeswalker part of this will almost never come up, but exiling a creature for 4 mana is a good deal anyway.
As usual, most Black decks tend to end up wanting one of these most of the time, but usually not more than one. They are bad to get in the early game, when they are effectively blank cards, but in the late game it is a good way to help you pull ahead of your opponent.
A one mana 1/1 with Menace and a 4-mana 3/3 with Menace are both kind of okay, and having the flexibility to be either is quite nice.
You will end up having this on many board states where your opponent always has to block it, since it can get big so quickly and so cheaply. Saprolings pair really well with it, not only because of the life gain, but also because there are plenty of cards in this set that make multiples, and that’s just what Thallid Omnivore is after.
Cashing in creatures for cards is nice on a late of board states, especially if you have a bunch of Saprolings.
So, it is pretty easy to make Torgaar a 6 mana 7/6 with a pretty nice ETB ability. Just having a single creature to sacrifice is not far-fetched, especially in BG, where it is likely you have a few Saprolings lying around. The ETB ability here is an interesting one, because it can be used two different ways. If your opponent has more than 10 life, you can target them and lower them to 10 life. And, if you have less than 10 life, you can target yourself, and go up to 10 life. Sometimes the ETB will make very little difference, but because it can be used in two different ways, it will often do a little something, which is nice on a 6-mana 7/6 – and it will be cheaper than that a decent chunk of the time!
If this guy is left alone, he can do some serious work ripping apart your opponents’ hand. It is also nice that, unlike with most specters, Urgoros will draw you a card once your opponent runs out of things to discard. However, Urgoros is really held back in this format because there is so much cheap removal that can kill him, and you’ll often find yourself really far behind on tempo if your opponent has one of those answers – and they often will.
Even without Kicker, this has a pretty nice baseline as a two mana instant that gives -2/-2. That’s something you would play most of the time! The kicker upside is great though, as -5/-5 can take down even more stuff. It feels especially good to give up a Saproling with it.
It isn’t that easy to set Whisper up in this format – you need to be going wide and you need to have something worth reanimating, and neither of those are guaranteed. You’ll be able to pull it off sometimes, and it is also nice that Whisper can sacrifice itself if need be.
The ETB trigger here is surprisingly solid. The life you gain and the cards you mill can be some really significant value on a reasonable evasive creature.
This 5-mana 9/3 is pretty silly! And, actually fairly playable too. It is a historic spell, which definitely matters, and also a funny place to put something like Arcane Flight.
This is the best card in this cycle of Legendary Sorceries, but – like with all of them, actually setting it up isn’t very easy. You need a decent number of Legendary creatures to make it happen, and you won’t always have that going for you. When you do though, this ends up letting you reanimate the best creature (or planeswalker) in the graveyards AND kill your opponent’s best creature, and that is often enough to win the game.
A two-mana 2/2 isn’t a bad baseline, but this often isn’t much more than that. That’s because, by the part of the game where you can pay kicker costs, a 3/3 with Menace usually isn’t going to be the most…well…menacing creature around.
It is really tempting to want to go all in on this guy since he gets huge so fast, but it is definitely a risky strategy with Auras, since if the Champion dies you lose those forever too. If your main plan is putting Equipment on him, that’s far more palatable, but he still starts out with some pretty awful stats.
This is a one-mana trick that can help a creature win a decent number of combats. That’s what makes it a decent enough trick for aggressive decks.
This isn’t premium since it is a Sorcery and 5 mana, but it does kill a lot of stuff in this format, and having the addition upside of blowing up a problem artifact sometimes is nice.
If this didn’t have Kicker at all, it would be premium removal. Adding Kicker to the mix here is a significant upgrade though. There are enough ways to recur it (Ghitu Chronicler most notably) that you’ll pretty regularly find yourself playing it as removal in the early game, and then getting it back and Kicking it in the later part of the game. When you Kick it, it is usually going to win you the game, either by clearing out a couple of creatures or just doing lethal to your opponent on the spot.
The stats here aren’t great, and there’s not any payoff in this set for Elementals, so you won’t play this most of the time.
On its own, this is a 5-mana 3/3 that does 1 damage to a creature, which isn’t great, but even if you can just have this do two damage consistently you’re going to be in business, as that will frequently allow you to take something down while adding to the board.
This Saga isn’t a great one. Chapter I often won’t do anything, or worse – it could hurt you more than your opponent. Chapter II’s ramp isn’t too bad, and neither is Chapter III letting you sacrifice a mountain for 3 damage. Still, you won’t always have some way to make use of Chapter II, and Chapter III takes a long time if what you’re really looking for is removal.
This isn’t as good in Limited as it is in constructed, mostly because you have to wait until the pretty late game to play this, as discarding your hand won’t be worth it until you’re out of or almost out of cards. It is kind of nice to play late because it does give you some extra fuel. Then, Chapter III will only be really good if you’re mono-red, and that’s unlikely.
+2/+1 and Menace for two mana is very aggressive, and can make many creatures into a threat. Now, it does have the same downside of all Auras – namely, the huge risk of getting 2-for-1’d, but it is worth doing in some of the more aggressive decks.
This can be a two mana 1/3 early – and you need that sometimes. However, the real value of the card comes when you kick it. 6 mana for a 1/3 that returns a spell is surprisingly potent in this format, especially if you’ve got Fight With Fire, but even if you just have reasonable spells to get back, this still feels pretty good.
In a Red deck, especially a UR deck, this will be a 3-mana 3/2 that does 2 damage to the opponent a decent chunk of the time, and that’s a decent enough card.
One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
This certainly isn’t premium removal, 4 mana for 4 damage at Sorcery speed really never is. The Kicker here is nice, and you’ll sometimes pull that off, at which point it certainly will feel better. Doing 4 to the opponent too is pretty nice! You’ll find yourself unwilling or unable to kick it a decent chunk of the time, though.
Like this whole cycle, actually playing the Chainwhirler is a bit of a challenge, but if your deck can support a triple Red card, it ends up being pretty good. A 3-mana 3/3 with First Strike is nice, and doing 1 to your opponent and all their stuff will often allow you to kill at least one thing, especially because you can wait until after combat to do some damage. Still, your average deck in this format just won’t be able to cast the Chainwhirler easily enough.
Don’t let this card fool you. Goblins are not well-supported in this format. This will basically just be a 3-mana 2/2 with Haste most of the time, and that isn’t worth it.
This card might look super random and inconsistent. And…well, it kind of can be, but it is usually going to give you your 6 mana’s worth. After all, you get to destroy 3 permanents in the process, and that’s a 3-for-1! You do need to choose permanents to put the counters on wisely, and keep in mind you can choose lands! Though most of the time going after nonland permanents is going to be better.
This planeswalker doesn’t remove creatures, net you cards, or protect herself very effectively, and that’s not a great place to be in Limited. Her first +1 does help you ramp with spells, and her other +1 lets you rummage, which isn’t too bad. Her emblem, while strong, also needs significant set up to really shine. Overall, Jaya just isn’t the greatest planeswalker for Limited, her abilities are too narrow and she will die pretty easily. She’s still a very playable card, don’t get me wrong, but she’s nowhere close to being a bomb.
Legendary Sorceries really need a deck with 3-4+ Legendary creatures/planeswalkers to be playable, as having this be a dead card in your hand is just not something you can afford, and even with 3-4 legendaries, it will still be that sometimes! So, there’s very real downside here, and you shouldn’t always be playing the Inferno. That said, if you have a deck that lets you cast this reasonably often, it will be one of if not THE best card in your deck. Paying 5 to do 3 to three different targets is insane, and that’s pretty conservative!
Another card with Kicker where neither the unkicked OR kicked version seems very efficient, but the upside offered by that flexibility is very real. Kicking this late and Threatening an opponents creature will add a lot of damage to the board in most cases, and will often really allow you to attack in a situation where it didn’t look like a good idea.
A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
If you have Artifacts, being able to hurl them at your opponent’s dome and creatures feels pretty good, but this format doesn’t have so many that doing that is really easy.
This will often just feel like 4 mana to do 3 to an opponent, and that’s not worth it. Doing 1 damage to opposing creatures will sometimes actually do something, but it will be irrelevant more often than not.
This is a 4-mana 4/4 with downside, which seems kind of rough, but it kind of turns out that his statline is good enough for that to be worth it. 4/4 is just very large in Limited, and while the double block clause is rough, most of the time you’ll still be trading at least with your opponent, so it isn’t the biggest disaster.
This isn’t super great in this format. There are too many ways to interact and the format is far too grindy for this trick to really shine, as we’ve seen it do in some other formats.
This isn’t very good. Sometimes Red decks will end up playing a card that makes an opponent’s stuff unable to block, but only targeting two creatures with this is a big bummer for 4 mana. And yeah, I know it blows up a land too, but that effect is pretty much never good in Limited.
This is premium removal. One mana to do 2 at instant speed already is, and adding the additional upside of being more potent with Kicker is just great.
5 mana for a 2/2 and three 1/1s is already something I would sign up for, but what really pushes the Commander into bomb range is his ability to turn Goblins into damage. If you’re allowed to untap after playing the commander, you probably have 6 mana, which will give you the ability to do 2 three times. You won’t always want to do that, but it will often be the right play, as that really lets you reshape the board. And, if the ability isn’t useful, it probably means you’ll be attacking with the Goblins anyway.
There aren’t enough Goblins in this set for this to be worth it. It can sacrifice itself to its own ability to help you ramp, but giving up a card for such minor ramp just isn’t worth doing in Limited.
This is a nice aggressive creature that can do a bunch of damage out of nowhere. A 4-mana 5/3 with Trample and Haste that has to die at the end step isn’t amazing, but it is something you would play in some aggressive decks. Adding Kicker means that you pay one more mana for it to stick around longer. Now, with only three toughness that doesn’t always mean it will actually get to stick around, as your opponent can likely block and kill it, but Trample makes sure you still get some damage.
Most of the time, this format plays pretty slow and grindy, so a card like Squee, who really doesn’t stay dead no matter the situation, is actually pretty nice. He can block indefinitely if that’s what you need, and he can also be an obnoxious attacker. Now, as a 2/1, he isn’t going to be incredible at either of those things, but still. One note about Squee – he is especially good with Legendary Sorceries, as he can really help you make sure you control a legendary creature, as you always have access to one provided you drew him.
This has some random stuff going on of course, but whatever the coin lands on, you’re looking at an efficient creature. A 4-mana 4/4 is a great baseline, and it will be attacking with Menace or Double Strike a reasonable chunk of the time. Now, sometimes you’ll really be crossing your fingers for a flip to go a certain way, and when it doesn’t it won’t feel so good, but most of the time you’ll feel like you got your mana’s worth out of this.
This is a nice buildaround for Equipment/Auras, as a free Spark Elemental every turn isn’t too shabby. The downside, of course, is having to put a bunch of Auras/Equipment on a single creature is very risky, but the payoff is sometimes worth it.
One 4-mana 4/4 with Flying is great. 7 mana for TWO 4/4s with Flying is even better. This isn’t the most exciting card ever, but it is definitely a bomb.
This isn’t efficient, but it is nice that it can keep coming back when you attack with enough creatures, and that kind of persistence can be pretty great.
There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
I would always play this if it was 3-mana for 3 damage to any target, but the fact it turns into straight up Lightning Bolt if you have a Wizard makes it incredible!
This can often allow you to find a creature or a land, and sometimes you really need one of those and not the other. It does wiff sometimes, but usually this costs one mana for some card selection, and while that is a fairly replaceable effect, it is something you’ll play often enough.
Getting the counter with this won’t come up a ton, but being an instant speed fight effect is a fine baseline.
This is a mediocre trick, but it does give the counter permanently. Still, tricks that are defensive always seem super awkward. You can of course use it offensively, but Reach doesn’t matter in that situation, and +1/+1 just isn’t always going to be enough to win combat.
This is a very good common, as playing it as a 4-mana 4/4 feels pretty good, and then in the late game it has the added utility of being an 8-mana 7/7, which, while not efficient – is not upside to have on an already efficient creature.
There’s enough Artifacts and Enchantments in this set that you can play this in the main deck some, and sometimes it will even ramp you a bit.
There is Equipment in this set, but not so much that this ability is amazing. Most of the time, Corrosive Ooze is just a Bear.
This is some pretty nice ramp, especially for spells with Kicker. This format makes sure you usually have something to do with mana as a result of Kicker and lots of activated abilities too, so even in the late game, when a mana dork can be kind of rough to draw, it can be useful. Though it still really shines the most early.
This card is a pretty sweet build around and value engine. It doesn’t work out in every deck, but being able to exile creatures to make Saprolings tends to feel pretty good – the real value, though, comes from being able to sacrifice saprolings to draw cards and gain life. Note that that ability works with ANY saprolings too, not just the ones that Fungal Plots makes, and that’s pretty nice.
This is mostly a cantrip in Limited, and not really an efficient one.
This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
This trick will often allow your creature to win combat early, and sometimes the kicker side of things can get you lethal out of nowhere, in addition to also being the sort of boost that will allow almost any creature to take down any other creature. It is still a trick of course, and comes with the significant downside those have.
Fixing and ramp are big in this format as a result of kicker and various mana sinks, and Grow from the Ashes is really good at giving you both of those things, especially when you kick it. It can even allow you to splash double colored cards, which is nice upside.
Grunn is a 6-mana 5/5, and that’s not very good, but the fact that he becomes a 10/10 when he attacks is pretty nice, that’s not something to easily contend with. If you can kick him, he gets even bigger. This format does have some efficient removal that can make Grunn feel bad sometimes, but he does represent a very real threat.
Most of this cycle is pretty good, but that’s not really the case here. Needing to have a legendary creature in play is a pretty big requirement, but even if you do manage to fulfill it, there’s no guarantee this will do anything, since you also need a significant amount of mana to make it do its thing, and you’re still at the mercy of variance. Getting a few lands won’t usually be worth it, you really need to be getting a creature, or you aren’t really getting there, and there aren’t so many legendary creatures that that is super easy.
Early in the game, the Druid gives you a reasonable body, and in the late game in can gain you a ton of life, enough that it can often allow you to stabilize, and that’s some really nice upside! You won’t always get the opportunity to kick it, of course.
Magic’s classic mana dork is back, and it is once again pretty good. If you play it on turn one, the boost it gives you will often be game-winning. That is of course balanced by the fact that if you draw it light, it is a pretty big dud, but still – that early game upside makes it pretty good.
This offers a mediocre body and mediocre fixing. You’ll play it sometimes if you need both of those things.
People often really overrate this type of effect. It is easy to imagine simply always ramping with it, but the problem is that you have to have lands to put into play in the first place. That might sound like a foregone conclusion, but it really isn’t – what makes other ramp cards great is that they get you the land from your library, which effectively draws you a card – in this case, you have to have the land to ramp, and that’s a big difference.
This creature has some very nice stats for the format, and can stonewall a lot of creatures on the ground and in the air.
There are enough Elves in this format that Marwyn tends to feel pretty good. Even on her own, she is a 3-mana 1/1 that taps for G, and while that isn’t awesome, it is a nice fail case on a creature that will often do significantly more than that.
This is slow, but if you have the time, it gives you a ton of value. You end up with at least a 2-for-1 in most cases, and then you will also get a significant mana boost from Chapter III. Even getting up to 10 or so mana is big in this format because of all the kicker, so that ability is better than it looks.
This is a scary creature to have to deal with. First, it comes down as a 6-mana 6/6 with Reach and Trample in most cases – that’s already a good card. In addition, Multani gets progressively larger as the game goes on and you play more lands and it can recur itself! There are very few cards in this format that outright get rid of Multani, and having a creature this huge that refuses to stay dead is a good way to win the game.
This can be somewhat appealing if you have some significantly powerful permanents, but just spinning your wheels for this kind of card selection can be a bit of liability.
This is mostly a sideboard card – it pretty much kills all the flyers in the set.
You’re kind of hoping you get something better than this for the top of your curve, especially in a set with a ton of Kicker, which allows multiple cards to be curve toppers and early plays, but if you really need a big boi at the end of the game, the Wurm is passable.
Both modes on this are quite good, and can allow you to go wide in a hurry. In BG there are some significant Saproling/go wide payoffs too, which make it even nicer.
This thing ends up doing way more than you might think (certainly more than I thought when first reviewing the set). If you can get just two creatures in play ahead of casting this, it ends up being an absolute beating for your opponent. Chapter I and II give you both fixing and extra mana, which will of course allow you to add more creatures to the board, and then chapter III comes along and gives you what amounts to a free attack – your whole board gets permanently larger and gain vigilance and indestructible until end of turn, which means you don’t have to worry about the crack back, or any of your creatures dying in combat. It does take that bit of set up – but if you’re playing a deck with a normal number of creatures, it is very doable.
Three saprolings at Instant speed for 4 isn’t too shabby, especially in a set that can pay you off significantly for them.
There are enough Saprolings and Fungi in this set that the Thallid ends up pumping a decent number of creatures.
Like all of this cycle, the Champion is going to be hard to cast on turn three in most Limited decks. However, if you’re mono-green or close to it, it does end up being a pretty powerful card. Nice thing is, even if you play it late, it isn’t terrible, as those stats and the evasive ability still play pretty well.
It is tempting to look at a card like this and see how much damage it could potentially do, but the thing to remember is that you have to tap three lands to play this in the first place, so even if you have like 6 in play – which is a pretty good number – you just get three 2/2s until your next turn. Now, you can use that more offensively sometimes, like to do lethal – or you can be more defensive with it. However, that defensive mode basically amounts to it being a convoluted fog, which isn’t particularly good. Sometimes you’ll have a huge number of lands and this will get you there, but it will be a dead card for a significant chunk of many games.
You’ll always play a 4-mana 5/5, and one that can be a 7-mana 5/5 that kills a creature is just excellent.
This isn’t the worst thing to ramp into or have at the top of your curve, it is nice that you can just make the 7 damage hit your opponent no matter what, and that does really discourage little chump blocks and the like.
This is really efficient no matter which mode you use, with the 5-mana 5/5 version obviously being the more attractive one in most scenarios.
This is a pretty good win condition if your deck is good at ramping. Saproling tokens will accumulate incredibly quickly since they are made on every upkeep, and not just your own, and this usually also assures you’ll get some value out of the card even if your opponent finds removal for it.
This isn’t especially good without kicker, but sometimes that boost will mean the difference between winning combat and losing it, and can sometimes result in lethal! Kicking it is where a ton of damage can really come out of nowhere in a hurry, though it is pretty darn expensive to do it.
3-mana 2/2s that make a 1/1 are always really good in Limited, and this comes with the added bonus of the creature types of the creatures it makes.
If you end up with enough Wizards and spells (which won’t be very hard in a UR deck), this will be one of your best cards, as it will just make combat a nightmare for your opponent. Pumping your whole board is no joke, and even if Adeliz is alone, she effectively has Prowess for herself, and that’s pretty nice on a creature with Haste and Flying.
Even if Arvad didn’t pump legendary creatures at all, he would be a card you’d usually run. He can trade with anything and gain you life in the process, and he’s a good creature to pump. There are enough other legendary creatures in this set, too, that Arvad does often end up pumping a few other creatures in your deck too.
On her own, Aryel is very powerul. Her stats are great, and then she has two really nice activated abilities – and having those abilities pairs really well with Vigilance. It means she can attack and you can still use her to make a Knight on your opponents turn or whatever. Her second ability does require a little bit more building around, but not a ton of it, since she is a Knight who makes Knight tokens, you will sometimes find yourself able to kill plenty of creatures. Basically, Aryel gives you a great baseline, and is the kind of creature where, if left unchecked she floods the board with Knights and starts killing something every turn. That’s definitely a bomb.
Darigaaz can end a game in only three swings, and because he comes with Flample and Haste, he really only needs three turns to do it. Darigaaz doesn’t stay dead either, though sometimes the whole Egg situation can take a little too long for you to recover.
Garna is kind of hard to get serious value out of. You have to leave up significant mana, and then set up a situation where some of your creatures die to give you value, and while that’s not impossible, it comes up less often than you might think. It is nice that she comes with Flash and gives Haste to your whole board though, as sometimes she can also just represent a ton of damage out of nowhere, between her 3/3 body and whatever other creatures you play on your own turn.
Radha does typically give you some serious mana, and in a format with lots of Kicker and other mana sinks, you usually have something to use it on. This is all coupled with a pretty reasonable body.
Hallar starts with a nice baseline, and then gets progressively larger as the game goes on, while also doing extra damage to your opponent. Even if you only have like 5 cards with Kicker, Hallar is going to feel pretty good.
Jhoira will turn a ton of your deck into cantrips, which is pretty great and can definitely snowball on your opponent. Her own stats aren’t great, and she can get blown up before doing anything for you, but if left unchecked the card advantage she gives you will be amazing.
Jodah is mostly just a fairly hard to cast 4-mana 4/3 with Flying, which isn’t bad, but the other part of the card just won’t come up in Limited because your mana won’t be good enough.
If you get Muldrotha in play and you’re allowed to untap, it will take over the game. Even if you just get one thing back with it, it will feel good, and you’ll often be able to do even more than that.
5 mana for a blink/flicker effect is just not going to be worth it, and you’re not likely to have a planeswalker to take advantage of the other part.
This set has a lot of legendaries, but not so many that this is going to be easy to set up. You probably need to get back at least two things to feel like you’re doing it, and that’s not going to be the norm.
Even if you never manage to make a historic spell have Flash with this, a 4-mana 3/3 Flyer with Flash is a good card, and any time you leave mana up and pass the turn, your opponent really has to ponder whether they might be getting blown out by something being played at instant speed that normally wouldn’t be castable. It just opens up so many options, and there are enough historic spells around that you’ll be able to take advantage.
Rona is pretty glacial, but she does become a pretty nice source of card advantage. Even if you only ever take advantage of the one thing she exiles, you’re probably going to get a 2-for-1 out of the deal. Exiling cards from your library for 4 isn’t exactly efficient though, and the effect is also incredibly random, so you won’t always be getting something worthwhile.
Shanna is often just a large vanilla creature which gets a little bit of upside against creature abilities, but you know, two mana for a creature that can potentially get larger is quite good. Of course, the flipside is that she can also shrink at an inopportune time.
Draining 1 life any time a Saproling dies is pretty amazing. If you’re in BG, you’re going to have plenty of Saprolings, and even if you don’t, Slimefoot can make his own! Even if you don’t do something like pair them with sacrifice effects, just chumping with Saprolings suddenly becomes a bit of a problem for your opponent. Slimefoot is a great mana sink that can really take over games.
Tatyova’s “landfall” effect is incredibly good, as gaining life and drawing a card is bonkers, and it will allow you to just get absurd card advantage. Now, Tatyova is a 5-mana 3/3, which is pretty miserable, and also means it dies to a whole lot of removal. The best thing to do is wait until you can play Tatyova and a land in the same turn, that way you get some value no matter what, and if you’re allowed to draw even 1-2 other card with Tatyova after that, you’re probably just going to win.
The +1 ability here is pretty nice, as it draws you a card and even ramps you a little bit! That tends to make sure you’ll get some immediate value out of Teferi most of the time, and that’s probably what you’re going to want to do if you’re ahead of your opponent. If you’re at parity or behind, the bounce effect is also pretty good, although it does take a significant amount of loyalty. Obviously, if you get to the ultimate, he just wins you the game.
There are a significant number of Auras and Equipment in this set, but Tiana rarely seems to work out how you want. Now, she’s a 5-mana 3/3 with Flying and First Strike, which is already passable, so it isn’t like the floor here is dismal, and yeah – if you do have any number of Equipment and Auras, she’s going to give you upside sometimes.
In a lot of formats this would be close to unplayable, but in this one – which features lots of Artifact/Historic payoffs, you end up playing the glider sometimes. A 3-mana 2/1 with Flying isn’t bad, but the fact it can’t block is a little miserable.
Even with all of the artifact/historic payoffs in this format, Amaranthine Wall is pretty bad. It just blocks, and a 4 mana card that does that isn’t really something you’re going to want most of the time.
This format is slow enough that, even without any Legendaries to put this on, you’ll often be able to Equip it late, and the stats boost it gives is massive enough that it makes anything into a threat – especially if it has any evasive abilities. When you can put this on legendaries for only three mana, it will feel particularly busted.
This is not an efficient way to removal creatures, but this format has several payoffs for playing Artifacts/historic cards, and having a cheap one around isn’t bad, especially because some of those payoffs let you get Artifacts back from your graveyard, and recurring a removal spell – even an inefficient one, tends to feel pretty good.
This pretty much does nothing in Limited. Don’t play it.
When you Equip this the first time it isn’t going to feel amazingly efficient, 6 mana total to give a creature +3/+0 , Vigilance and Trample is not a card you would feel great about. That said, the boost is enough to make virtually any creature into a good attacker, though the lack of a toughness boost does mean your creature isn’t less likely to actually die in combat, but that’s okay, since the Blade just gets equipped to something else for free any time the creature wielding it dies, and that’s where the real value is.
This is a particularly good format for the Lotus. First, its an Artifact in a format that has lots of payoffs for them, and it is in a format where fixing and ramp are excellent, and it provides both! You still won’t want it in all your decks, but a decent number of decks in the format will be interested.
The idea here is that you can bounce a Saga or other Historic thing to your hand that will give you value when you play it again, but a lot of the time this is just a 5-mana 4/4, and that’s not really something you want.
This would be wayyy too slow in many formats, the mana investment is just massive. HOWEVER, this format is slow enough that it turns out Helm of the Host is just bonkers. It will quickly add more bodies to your board, and while the Equip cost is certainly high, it will be well worth it in pretty much every combat.
Symmetrical draw isn’t amazing, but you do get to take advantage of the new card before your opponent, which is nice. Howling Golem gets extra points for being an Artifact in this format too.
This is awesome every time we see it. It will often just feel like removal that you can move around all game long, and it can be useful whether you’re being defensive or on the beat down.
The base-line here certainly isn’t efficient, but reducing the cost of your historic spells will come up enough that you’ll play this a decent chunk of the time.
This is another piece of Equipment that might be a little bit clunky in most formats, but in this one, Jousting Lance tends to be pretty good. +2/+0 and first strike is enough to make many creatures very difficult to block, so most creature-based decks are pretty interested in this.
Juggernaut isn’t nearly as good today as it was 25+ years ago, but it is still an okay card. A 4-mana 5/3 has passable stats, and while having low toughness and being forced to attack isn’t great, all the Artifact creatures in this format get some bonus points out of the fact that they are especially easy to recur in this format.
If you have a lot of historic spells, the Replicator can go pretty crazy. This is balanced by the fact that it does pretty miserably on the vanilla test and dies to almost all the removal in the set. And, unlike some other cards that’s true about, playing this and managing to trigger it in the same turn before your opponent untaps just won’t happen very often because of the high mana cost.
You will pretty much never have enough legendary creatures to make this worth playing. 0 mana mana rocks are tempting, I know, but this will effectively be blank way too often, and the upside isn’t worth it.
This kind of card is always overrated. People look at it and they really think of it as a form of fixing, and..well, it is, but you also use up an entire card for it, and you just modify a land you already have. This does nothing but fix for the most part. It does gain you a bit of life, and it is an artifact in a set that cares about them, but you can do a lot better than this.
This is something you’ll play in decks that have ways to recur Artifacts, as a 6-mana 5/5 with Trample that you can bring back is pretty nice.
This is hard to make work, but if you end up 3+ Powerstone Shards, you can start consider playing them, especially if you’re in a ramp deck. If you have 2 or less, it probably isn’t worth it.
This doesn’t give any real stats boost, but the effect it grants can often really tamper with combat. Of course, the problem is, you generally have to put it on a creature that is already good, because if your creature is just a 2/2 or something, adding this effect won’t make much of difference.
It definitely isn’t exciting, but this does give an efficient boost for the cost, and this set has enough Artifact and Equipment synergy around that you’ll play it a decent chunk of the time.
So, this is a 3-mana ½ that draws you any basic land, and I would be on board with that pretty much no matter the format. The fixing it provides is just that good – and in this format, it is even better! Especially because there is Artifact/historic synergy all over the place.
Even with a lot of Wizards in this set, it is pretty hard to set this up, and even when you do, it isn’t really going to be great in most situations.
This is passable, mostly just because it is an Artifact.
This is pretty difficult to utilize. Not only do you need historic permanents, you also need historic permanents that are worth cheating into play for 4 mana, and while there certainly are some of those, there aren’t so many that this will be worth it. It will just sit on the table doing nothing way too often.
This guy is absolutely huge, and there are enough historic spells around – and ways to untap it (see Voltaic Servant), that it ends up just being a creature who wins you the game pretty often. Now, the set up is real, and sometimes Traxos will be a real dud, but it will feel like a bomb often enough.
Even in a set like this one, this seems to be a little too clunky to make your deck on a regular occasion. It will often just loot for 3 mana, and that’s really not worth it.
There are a few pretty sweet combos you can pull off with Voltaic Servant in this format, with Traxos being the sweetest one around, but it is also just a two mana 1/3 that will be giving an artifact creature pseudo-Vigilance, and that’s not the worst thing ever.
This is quite good. The Crew Cost will usually be quite manageable and a 4/5 flyer can end games quickly, and most of the time you’ll be drawing a card when you hit your opponent too, which should certainly give you enough gas too finish off your opponent.
Mostly, you can’t play this. You just won’t have enough Swamps. However, if you do find yourself in mono-black, it is obviously quite good.
Like most two-color cycles of lands, these are some pretty nice fixing, and they’ll often come into play untapped.
Like most two-color cycles of lands, these are some pretty nice fixing, and they’ll often come into play untapped.
Like most two-color cycles of lands, these are some pretty nice fixing, and they’ll often come into play untapped.
I love utility lands, and this whole Memorial cycle is certainly that! It enters tapped, but most of the time the Memorial will just feel like a way better Swamp, since in the late game it can get you the best creature back out of your graveyard, that’s a very real effect on a land – something most don’t have!
Having a land that can produce mana for you early, and then draw you a couple cards late is pretty nice!
This might come into play tapped, but it more that makes up for that with the ability to make a couple of creature tokens in the late game.
This is a land that will draw you the best creature in the top 5 of your library late, and that’s some nice utility!
This Memorial is kind of a dud compared the others, blowing up lands just isn’t a big deal in Limited – though, it is nice that it can blow opposing Memorials, and people will be fixing enough in this format that sometimes it has a real effect. Still, it pales in comparison to the others, but it is still a land with some very utility in the late game.
Like most two-color cycles of lands, these are some pretty nice fixing, and they’ll often come into play untapped.
Like most two-color cycles of lands, these are some pretty nice fixing, and they’ll often come into play untapped.
This basically isn’t worth it unless you end up mono-colored or almost mono-colored. It tends to do some very serious damage to your mana base, and that definitely is not worth the upside of having a scry land.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-mythic||Legendary Planeswalker — Karn
|
5.0 | 5 | 1.00 | 12 | 1.00 | 12 |
ss-common|White|Instant
|
1.5 | 1.3 | 9.66 | 99 | 8.16 | 899 |
ss-common|White|Creature — Bird Soldier
|
2.0 | 2.1 | 7.73 | 127 | 6.80 | 773 |
ss-uncommon|White|Legendary Creature — Human Soldier
|
3.0 | 4 | 3.43 | 44 | 3.38 | 136 |
ss-common|White|Creature — Human Knight
|
1.5 | 1.8 | 8.46 | 114 | 7.45 | 866 |
ss-rare|White|Creature — Human Knight
|
2.0 // 4.0 | 4.8 | 1.43 | 14 | 2.35 | 34 |
ss-common|White|Instant
|
3.0 | 3.2 | 5.22 | 155 | 4.79 | 528 |
ss-uncommon|White|Sorcery
|
0.5 | 0.9 | 10.57 | 28 | 7.55 | 414 |
ss-common|White|Sorcery
|
2.5 | 2.5 | 6.95 | 123 | 6.00 | 654 |
ss-common|White|Instant
|
1.5 | 0.7 | 11.24 | 100 | 9.52 | 1149 |
ss-common|White|Creature — Human Archer
|
2.5 | 2.2 | 7.67 | 114 | 6.67 | 688 |
ss-uncommon|White|Legendary Creature — Human Knight
|
3.5 | 4.5 | 2.26 | 53 | 2.28 | 97 |
ss-rare|White|Creature — Human Artificer
|
4.0 | 4.1 | 3.22 | 18 | 2.70 | 41 |
ss-uncommon|White|Creature — Human Knight
|
3.0 | 2.9 | 6.00 | 56 | 4.62 | 223 |
ss-common|White|Enchantment — Aura
|
2.0 | 1.7 | 8.84 | 101 | 7.24 | 783 |
ss-rare|White|Legendary Creature — Avatar
|
2.5 | 4.2 | 2.86 | 21 | 2.59 | 54 |
ss-common|White|Creature — Elephant
|
2.0 | 1 | 10.35 | 110 | 9.21 | 1023 |
ss-rare|White|Enchantment — Saga
|
0.5 | 2.1 | 7.80 | 20 | 5.52 | 99 |
ss-common|White|Instant
|
3.0 | 3 | 5.60 | 142 | 5.65 | 668 |
ss-common|White|Instant
|
0.0 | 0.2 | 12.26 | 78 | 10.20 | 1220 |
ss-mythic|White|Enchantment — Saga
|
4.5 | 4.8 | 1.36 | 11 | 1.33 | 12 |
ss-common|White|Instant
|
2.0 | 0.9 | 10.70 | 90 | 9.20 | 1094 |
ss-uncommon|White|Creature — Human Knight
|
3.5 | 3.8 | 3.79 | 61 | 3.02 | 151 |
ss-common|White|Creature — Human Knight
|
1.5 | 1.5 | 9.19 | 142 | 8.48 | 1040 |
ss-uncommon|White|Legendary Creature — Human Knight
|
2.5 | 3.8 | 3.89 | 45 | 3.60 | 134 |
ss-mythic|White|Legendary Creature — Angel
|
5.0 | 4.8 | 1.50 | 16 | 1.47 | 17 |
ss-common|White|Creature — Unicorn
|
2.5 | 2.7 | 6.36 | 120 | 5.83 | 677 |
ss-uncommon|White|Legendary Enchantment — Aura
|
2.0 | 4.2 | 2.93 | 42 | 2.80 | 122 |
ss-common|White|Creature — Pegasus
|
3.5 | 3.3 | 5.12 | 145 | 5.02 | 566 |
ss-uncommon|White|Creature — Spirit
|
2.0 | 1.7 | 8.82 | 34 | 6.10 | 297 |
ss-uncommon|White|Enchantment
|
4.0 | 4.2 | 2.96 | 54 | 2.90 | 125 |
ss-common|White|Creature — Human Soldier
|
2.5 | 2.4 | 7.10 | 123 | 6.72 | 789 |
ss-uncommon|White|Creature — Angel
|
4.0 | 4 | 3.38 | 64 | 3.22 | 130 |
ss-common|White|Creature — Bird Cleric
|
1.5 | 2.3 | 7.31 | 110 | 6.52 | 786 |
ss-rare|White|Legendary Creature — Angel
|
4.5 | 4.9 | 1.29 | 35 | 1.27 | 41 |
ss-rare|White|Legendary Creature — Bird Cleric
|
3.0 | 4.7 | 1.81 | 21 | 2.08 | 45 |
ss-common|White|Creature — Human
|
1.0 | 0.5 | 11.69 | 80 | 9.65 | 1140 |
ss-uncommon|White|Enchantment — Saga
|
2.0 | 3.8 | 3.78 | 46 | 3.57 | 169 |
ss-rare|White|Legendary Sorcery
|
0.0 // 4.0 | 4.2 | 2.91 | 11 | 3.41 | 41 |
ss-common|Blue|Creature — Drake
|
3.0 | 3 | 5.82 | 146 | 5.45 | 614 |
ss-common|Blue|Creature — Human Wizard
|
3.5 | 3.3 | 4.98 | 154 | 4.79 | 535 |
ss-rare|Blue|Enchantment — Saga
|
0.0 // 2.5 | 3.3 | 4.92 | 12 | 4.06 | 55 |
ss-common|Blue|Enchantment — Aura
|
1.5 | 1.4 | 9.57 | 93 | 8.49 | 962 |
ss-common|Blue|Creature — Bird
|
1.5 | 1 | 10.31 | 89 | 8.68 | 949 |
ss-common|Blue|Instant
|
1.5 | 0.9 | 10.77 | 106 | 9.34 | 1155 |
ss-common|Blue|Instant
|
3.5 | 3.6 | 4.36 | 159 | 4.36 | 484 |
ss-common|Blue|Creature — Sphinx
|
3.5 | 3.4 | 4.66 | 179 | 4.58 | 522 |
ss-common|Blue|Creature — Turtle
|
1.5 | 1.7 | 8.85 | 103 | 7.36 | 842 |
ss-uncommon|Blue|Enchantment — Aura
|
0.5 | 1.3 | 9.63 | 19 | 7.02 | 328 |
ss-common|Blue|Enchantment — Aura
|
2.5 | 2.3 | 7.36 | 124 | 6.47 | 731 |
ss-uncommon|Blue|Creature — Human Artificer
|
0.5 | 1.7 | 8.75 | 36 | 6.40 | 316 |
ss-common|Blue|Sorcery
|
2.0 | 3 | 5.81 | 118 | 5.76 | 641 |
ss-common|Blue|Creature — Homarid Scout
|
1.0 | 0.6 | 11.38 | 72 | 9.40 | 1040 |
ss-uncommon|Blue|Legendary Enchantment — Aura
|
4.5 | 4.5 | 2.17 | 72 | 2.41 | 115 |
ss-rare|Blue|Legendary Sorcery
|
0.0 // 4.0 | 4.1 | 3.07 | 15 | 3.33 | 44 |
ss-uncommon|Blue|Creature — Merfolk Wizard
|
3.0 | 2.8 | 6.10 | 50 | 4.40 | 207 |
ss-rare|Blue|Enchantment — Saga
|
4.0 | 4.2 | 2.94 | 17 | 2.47 | 42 |
ss-rare|Blue|Legendary Creature — Human Wizard
|
2.5 | 3.8 | 3.73 | 30 | 3.08 | 72 |
ss-mythic|Blue|Legendary Creature — Human Wizard
|
4.0 | 3.9 | 3.50 | 8 | 2.64 | 23 |
ss-common|Blue|Instant
|
2.0 | 2.1 | 7.93 | 119 | 7.15 | 784 |
ss-rare|Blue|Enchantment
|
1.0 | 2.6 | 6.75 | 12 | 5.11 | 71 |
ss-common|Blue|Creature — Human Rogue
|
2.5 | 1.4 | 9.57 | 142 | 8.75 | 982 |
ss-common|Blue|Instant
|
0.5 | 0.3 | 12.19 | 62 | 9.86 | 1126 |
ss-uncommon|Blue|Creature — Human Artificer
|
2.0 | 0.9 | 10.58 | 45 | 8.15 | 407 |
ss-uncommon|Blue|Creature — Merfolk Soldier
|
1.5 | 2.3 | 7.31 | 26 | 6.04 | 293 |
ss-uncommon|Blue|Legendary Creature — Leviathan
|
2.5 | 1.6 | 9.03 | 34 | 6.15 | 264 |
ss-common|Blue|Instant
|
2.0 | 2.1 | 7.94 | 109 | 6.94 | 797 |
ss-rare|Blue|Creature — Djinn
|
0.0 // 3.5 | 4.1 | 3.17 | 18 | 2.45 | 42 |
ss-uncommon|Blue|Legendary Creature — Human Rogue
|
2.5 | 2.8 | 6.15 | 27 | 4.68 | 192 |
ss-uncommon|Blue|Enchantment — Saga
|
3.0 | 4 | 3.27 | 49 | 3.03 | 121 |
ss-common|Blue|Creature — Human Wizard
|
1.5 | 1 | 10.33 | 111 | 9.37 | 1128 |
ss-common|Blue|Instant
|
0.5 | 0.6 | 11.39 | 84 | 9.23 | 1036 |
ss-common|Blue|Creature — Merfolk Wizard
|
2.0 | 1.6 | 9.02 | 122 | 7.72 | 876 |
ss-uncommon|Blue|Sorcery
|
2.0 | 2.4 | 7.06 | 36 | 5.37 | 264 |
ss-uncommon|Blue|Instant
|
2.5 | 3.1 | 5.55 | 49 | 4.78 | 240 |
ss-rare|Blue|Legendary Creature — Djinn
|
4.5 | 4.7 | 1.71 | 38 | 1.74 | 45 |
ss-common|Black|Instant
|
1.0 | 0.4 | 11.75 | 87 | 9.79 | 1135 |
ss-common|Black|Creature — Human Cleric
|
1.0 | 0.7 | 11.16 | 95 | 9.49 | 1197 |
ss-common|Black|Creature — Human Knight
|
2.0 | 1.7 | 8.85 | 68 | 7.61 | 888 |
ss-common|Black|Creature — Human Wizard
|
3.0 | 2.6 | 6.70 | 103 | 5.94 | 694 |
ss-uncommon|Black|Instant
|
4.0 | 4.5 | 2.21 | 48 | 2.16 | 98 |
ss-uncommon|Black|Enchantment — Saga
|
2.0 | 1.5 | 9.33 | 21 | 5.42 | 274 |
ss-common|Black|Instant
|
2.0 | 1.3 | 9.81 | 90 | 7.92 | 943 |
ss-common|Black|Creature — Fungus
|
3.0 | 3.2 | 5.15 | 119 | 5.08 | 555 |
ss-common|Black|Enchantment — Aura
|
1.5 | 0.7 | 11.26 | 86 | 9.01 | 1105 |
ss-mythic|Black|Legendary Creature — Elder Demon
|
5.0 | 4.7 | 1.67 | 6 | 1.50 | 8 |
ss-common|Black|Sorcery
|
0.5 | 0.4 | 11.77 | 73 | 9.10 | 1078 |
ss-rare|Black|Creature — Shade
|
0.0 // 3.5 | 2.8 | 6.25 | 8 | 3.20 | 48 |
ss-common|Black|Creature — Skeleton Warrior
|
1.0 | 0.3 | 11.99 | 75 | 9.53 | 1122 |
ss-uncommon|Black|Enchantment — Saga
|
4.5 | 4.5 | 2.09 | 46 | 1.89 | 83 |
ss-common|Black|Sorcery
|
3.5 | 4 | 3.36 | 129 | 3.23 | 322 |
ss-common|Black|Creature — Thrull
|
1.5 | 0.7 | 11.15 | 84 | 8.93 | 996 |
ss-uncommon|Black|Sorcery
|
0.5 | 0.7 | 11.11 | 27 | 7.69 | 372 |
ss-common|Black|Instant
|
2.5 | 2.6 | 6.74 | 119 | 5.44 | 626 |
ss-rare|Black|Legendary Creature — Zombie Knight
|
4.5 | 4.8 | 1.44 | 27 | 2.24 | 36 |
ss-rare|Black|Legendary Creature — Vampire
|
4.0 | 4.2 | 3.00 | 17 | 2.71 | 42 |
ss-uncommon|Black|Creature — Human Knight
|
3.5 | 4 | 3.33 | 45 | 3.10 | 130 |
ss-rare|Black|Legendary Enchantment
|
0.0 | 2 | 8.06 | 16 | 5.71 | 95 |
ss-uncommon|Black|Creature — Spirit
|
2.5 | 1.8 | 8.43 | 28 | 6.07 | 253 |
ss-mythic|Black|Enchantment — Saga
|
5.0 | 4.8 | 1.43 | 7 | 1.57 | 7 |
ss-common|Black|Creature — Rat
|
1.5 | 0.4 | 11.79 | 87 | 9.89 | 1150 |
ss-rare|Black|Enchantment — Saga
|
3.5 | 4.3 | 2.58 | 24 | 2.48 | 32 |
ss-uncommon|Black|Sorcery
|
3.5 | 4.1 | 3.18 | 50 | 2.76 | 130 |
ss-common|Black|Sorcery
|
2.0 | 1.7 | 8.82 | 91 | 7.10 | 789 |
ss-common|Black|Creature — Human Cleric
|
2.5 | 1.8 | 8.43 | 96 | 7.38 | 848 |
ss-common|Black|Creature — Fungus
|
3.0 | 2.1 | 7.79 | 122 | 6.75 | 774 |
ss-uncommon|Black|Creature — Fungus
|
2.5 | 3 | 5.79 | 33 | 4.59 | 218 |
ss-rare|Black|Legendary Creature — Avatar
|
4.0 | 4.3 | 2.76 | 25 | 2.43 | 68 |
ss-uncommon|Black|Legendary Creature — Specter
|
2.5 | 4 | 3.25 | 32 | 3.59 | 146 |
ss-common|Black|Instant
|
3.5 | 3.5 | 4.61 | 142 | 4.25 | 483 |
ss-uncommon|Black|Legendary Creature — Human Cleric
|
2.0 | 2.9 | 6.00 | 22 | 4.40 | 187 |
ss-common|Black|Creature — Cat Warrior
|
2.0 | 1.7 | 8.68 | 107 | 7.16 | 866 |
ss-uncommon|Black|Legendary Creature — Frog Spirit
|
1.5 | 2.5 | 6.95 | 20 | 4.95 | 223 |
ss-rare|Black|Legendary Sorcery
|
0.0 // 4.5 | 4.3 | 2.70 | 10 | 2.69 | 35 |
ss-common|Red|Creature — Goblin Warrior
|
2.0 | 1.6 | 9.12 | 114 | 8.41 | 939 |
ss-uncommon|Red|Creature — Human Warrior
|
2.0 | 1.9 | 8.23 | 26 | 6.07 | 287 |
ss-common|Red|Instant
|
1.5 | 0.5 | 11.72 | 88 | 9.91 | 1156 |
ss-common|Red|Sorcery
|
2.5 | 2.7 | 6.46 | 107 | 6.64 | 686 |
ss-uncommon|Red|Sorcery
|
4.0 | 4.2 | 2.95 | 63 | 2.56 | 135 |
ss-common|Red|Creature — Elemental
|
1.0 | 0.3 | 11.98 | 97 | 10.27 | 1220 |
ss-uncommon|Red|Creature — Human Wizard
|
3.0 | 2.9 | 5.91 | 34 | 4.51 | 187 |
ss-rare|Red|Enchantment — Saga
|
1.5 | 3.5 | 4.64 | 14 | 4.82 | 82 |
ss-uncommon|Red|Enchantment — Saga
|
1.5 | 1.4 | 9.42 | 26 | 6.83 | 312 |
ss-common|Red|Enchantment — Aura
|
2.0 | 0.7 | 11.03 | 95 | 9.24 | 1091 |
ss-common|Red|Creature — Human Wizard
|
3.5 | 2.7 | 6.51 | 135 | 6.26 | 711 |
ss-common|Red|Creature — Human Wizard
|
2.5 | 2.3 | 7.39 | 132 | 6.93 | 726 |
ss-common|Red|Creature — Human Wizard
|
1.5 | 1.9 | 8.28 | 116 | 8.08 | 944 |
ss-uncommon|Red|Sorcery
|
2.5 | 3.5 | 4.59 | 39 | 4.33 | 183 |
ss-rare|Red|Creature — Goblin Warrior
|
0.0 // 3.5 | 3.6 | 4.40 | 10 | 3.29 | 48 |
ss-uncommon|Red|Creature — Goblin Warrior
|
0.5 | 1.2 | 10.06 | 31 | 7.09 | 346 |
ss-rare|Red|Enchantment
|
4.0 | 4.1 | 3.10 | 20 | 3.67 | 50 |
ss-mythic|Red|Legendary Planeswalker — Jaya
|
3.0 | 4.8 | 1.50 | 2 | 2.70 | 10 |
ss-rare|Red|Legendary Sorcery
|
0.0 // 4.0 | 4.1 | 3.15 | 20 | 2.87 | 57 |
ss-common|Red|Creature — Human Warrior
|
2.5 | 1.5 | 9.33 | 94 | 7.83 | 883 |
Keldon Raider
2.5 A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
ss-common|Red|Creature — Human Warrior
|
2.5 | 1.6 | 8.94 | 142 | 8.32 | 996 |
ss-common|Red|Creature — Human Warrior
|
1.5 | 0.6 | 11.49 | 103 | 9.73 | 1159 |
ss-uncommon|Red|Creature — Orc Warrior
|
1.5 | 0.4 | 11.84 | 31 | 8.37 | 431 |
ss-common|Red|Instant
|
1.0 | 1 | 10.51 | 80 | 9.04 | 1075 |
ss-common|Red|Creature — Cyclops
|
2.5 | 1 | 10.40 | 104 | 9.47 | 1101 |
ss-common|Red|Instant
|
1.5 | 1.2 | 9.85 | 110 | 8.37 | 986 |
ss-common|Red|Sorcery
|
0.5 | -0 | 12.79 | 90 | 10.53 | 1260 |
ss-common|Red|Instant
|
3.5 | 3.7 | 4.09 | 127 | 3.98 | 440 |
ss-rare|Red|Creature — Goblin
|
4.5 | 4.7 | 1.62 | 21 | 1.62 | 28 |
ss-common|Red|Creature — Goblin
|
0.5 | 0.1 | 12.47 | 79 | 10.20 | 1255 |
ss-uncommon|Red|Creature — Elemental
|
2.5 | 2.4 | 7.22 | 37 | 5.32 | 251 |
ss-rare|Red|Legendary Creature — Goblin
|
3.0 | 3.8 | 3.88 | 24 | 3.85 | 76 |
ss-rare|Red|Creature — Giant Warrior
|
3.5 | 4.4 | 2.50 | 18 | 2.26 | 36 |
ss-uncommon|Red|Legendary Creature — Human Shaman
|
3.0 | 3.2 | 5.29 | 24 | 4.63 | 158 |
ss-mythic|Red|Legendary Creature — Dragon
|
5.0 | 4.8 | 1.50 | 20 | 1.52 | 25 |
ss-uncommon|Red|Creature — Phoenix
|
2.0 | 2.7 | 6.41 | 32 | 4.92 | 242 |
ss-common|Red|Sorcery
|
1.5 | 0.9 | 10.58 | 85 | 9.21 | 1079 |
ss-uncommon|Red|Instant
|
4.0 | 4.1 | 3.19 | 52 | 2.89 | 133 |
ss-common|Green|Sorcery
|
1.5 | 0.8 | 10.88 | 80 | 8.40 | 967 |
ss-common|Green|Instant
|
2.5 | 2.2 | 7.65 | 83 | 6.51 | 745 |
ss-common|Green|Instant
|
1.0 | 0.3 | 12.07 | 72 | 9.77 | 1247 |
ss-common|Green|Creature — Beast
|
3.5 | 3.1 | 5.42 | 113 | 5.09 | 591 |
ss-common|Green|Sorcery
|
1.5 | 0.4 | 11.74 | 62 | 9.17 | 1052 |
ss-common|Green|Creature — Ooze
|
1.5 | 0.8 | 10.92 | 76 | 8.79 | 992 |
ss-uncommon|Green|Creature — Elf Druid
|
3.5 | 3.6 | 4.20 | 25 | 3.71 | 144 |
ss-uncommon|Green|Enchantment
|
1.0 // 3.0 | 2.9 | 5.94 | 34 | 4.71 | 206 |
ss-uncommon|Green|Sorcery
|
0.5 | 0.8 | 10.80 | 25 | 7.19 | 369 |
ss-common|Green|Creature — Elemental Warrior
|
0.5 | 0.4 | 11.94 | 54 | 9.41 | 1144 |
ss-common|Green|Instant
|
2.0 | 1.2 | 10.05 | 75 | 8.06 | 937 |
ss-common|Green|Sorcery
|
3.5 | 3 | 5.80 | 116 | 5.24 | 575 |
ss-uncommon|Green|Legendary Creature — Ape Warrior
|
3.0 | 3.7 | 4.08 | 26 | 3.28 | 125 |
ss-rare|Green|Legendary Sorcery
|
0.5 | 1.6 | 9.12 | 8 | 4.66 | 72 |
ss-common|Green|Creature — Centaur Druid
|
2.5 | 1.5 | 9.22 | 109 | 7.35 | 886 |
ss-common|Green|Creature — Elf Druid
|
3.0 | 3.4 | 4.81 | 102 | 4.32 | 494 |
ss-common|Green|Creature — Elf Scout
|
1.5 | 1.1 | 10.29 | 94 | 8.48 | 964 |
ss-common|Green|Creature — Elf Scout
|
1.5 | 1.1 | 10.09 | 80 | 8.36 | 970 |
ss-common|Green|Creature — Spider
|
2.5 | 1.9 | 8.21 | 113 | 7.17 | 862 |
ss-rare|Green|Legendary Creature — Elf Druid
|
3.5 | 3.7 | 4.06 | 16 | 3.20 | 69 |
ss-rare|Green|Enchantment — Saga
|
2.5 | 4 | 3.29 | 7 | 3.09 | 39 |
ss-mythic|Green|Legendary Creature — Elemental Avatar
|
5.0 | 4.9 | 1.29 | 14 | 1.35 | 18 |
ss-uncommon|Green|Sorcery
|
1.5 | 1.6 | 9.07 | 27 | 6.53 | 326 |
Pierce the Sky
0.5 This is mostly a sideboard card – it pretty much kills all the flyers in the set.
ss-common|Green|Instant
|
0.5 | 0.2 | 12.27 | 82 | 9.88 | 1113 |
ss-common|Green|Creature — Wurm
|
1.5 | 0.8 | 10.80 | 64 | 8.18 | 894 |
ss-common|Green|Sorcery
|
3.5 | 3.3 | 5.12 | 103 | 4.80 | 537 |
ss-uncommon|Green|Enchantment — Saga
|
4.0 | 4 | 3.41 | 34 | 2.83 | 106 |
ss-uncommon|Green|Instant
|
3.0 | 3.2 | 5.14 | 37 | 4.04 | 186 |
ss-uncommon|Green|Creature — Fungus
|
3.0 | 3.5 | 4.55 | 38 | 3.75 | 140 |
ss-rare|Green|Creature — Elf Knight
|
0.0 // 3.5 | 4.7 | 1.73 | 15 | 1.93 | 48 |
ss-rare|Green|Sorcery
|
1.0 | 2.7 | 6.50 | 4 | 3.74 | 49 |
ss-rare|Green|Creature — Dinosaur
|
4.5 | 4.8 | 1.47 | 17 | 1.85 | 28 |
ss-uncommon|Green|Creature — Elemental
|
2.0 | 2.8 | 6.11 | 36 | 4.74 | 244 |
ss-uncommon|Green|Creature — Kavu
|
3.5 | 3.9 | 3.53 | 47 | 3.18 | 133 |
ss-rare|Green|Creature — Elemental
|
3.0 | 4.5 | 2.28 | 18 | 2.60 | 37 |
ss-uncommon|Green|Instant
|
1.5 | 2.5 | 6.94 | 33 | 4.95 | 255 |
ss-common|Green|Creature — Fungus
|
3.5 | 3.1 | 5.48 | 104 | 4.93 | 541 |
ss-uncommon|Blue|Red|Legendary Creature — Human Wizard
|
4.0 | 3.7 | 4.02 | 51 | 4.11 | 151 |
ss-uncommon|White|Black|Legendary Creature — Vampire Knight
|
3.5 | 3.4 | 4.76 | 42 | 4.06 | 152 |
ss-rare|White|Black|Legendary Creature — Human Knight
|
5.0 | 4.8 | 1.56 | 25 | 2.00 | 38 |
ss-mythic|Black|Red|Green|Legendary Creature — Dragon
|
4.5 | 4.6 | 1.83 | 12 | 2.53 | 17 |
ss-uncommon|Black|Red|Legendary Creature — Human Warrior
|
3.0 | 2.5 | 6.91 | 34 | 5.30 | 242 |
ss-rare|Red|Green|Legendary Creature — Elf Warrior
|
4.0 | 4.1 | 3.22 | 27 | 2.83 | 67 |
ss-uncommon|Red|Green|Legendary Creature — Elf Archer
|
3.5 | 3.4 | 4.77 | 30 | 4.52 | 202 |
ss-mythic|Blue|Red|Legendary Creature — Human Artificer
|
4.5 | 4.3 | 2.67 | 12 | 2.67 | 19 |
ss-rare|White|Blue|Red|Legendary Creature — Human Wizard
|
3.0 | 2.9 | 5.96 | 27 | 4.53 | 153 |
ss-mythic|Blue|Black|Green|Legendary Creature — Elemental Avatar
|
4.5 | 4.7 | 1.73 | 15 | 1.86 | 21 |
ss-rare|White|Blue|Legendary Enchantment
|
0.0 | 2.8 | 6.13 | 23 | 5.48 | 111 |
ss-rare|White|Black|Legendary Sorcery
|
2.0 | 2.6 | 6.75 | 16 | 4.70 | 75 |
ss-uncommon|White|Blue|Legendary Creature — Human Wizard
|
4.0 | 4 | 3.26 | 58 | 3.71 | 181 |
ss-uncommon|Blue|Black|Legendary Creature — Human Artificer
|
3.0 | 3.6 | 4.36 | 33 | 4.73 | 181 |
ss-uncommon|White|Green|Legendary Creature — Human Warrior
|
3.0 | 3 | 5.82 | 39 | 4.49 | 206 |
ss-uncommon|Black|Green|Legendary Creature — Fungus
|
4.0 | 4.3 | 2.54 | 35 | 2.49 | 103 |
ss-uncommon|Blue|Green|Legendary Creature — Merfolk Druid
|
4.5 | 4.4 | 2.38 | 45 | 2.83 | 96 |
ss-mythic|White|Blue|Legendary Planeswalker — Teferi
|
4.5 | 4.9 | 1.12 | 8 | 1.22 | 9 |
ss-uncommon|White|Red|Legendary Creature — Angel Artificer
|
3.0 | 2.3 | 7.41 | 34 | 5.50 | 247 |
ss-common||Artifact Creature — Bird Construct
|
1.5 | 1.3 | 9.82 | 100 | 8.15 | 1012 |
ss-uncommon||Artifact Creature — Wall
|
1.0 | 0.9 | 10.57 | 21 | 6.83 | 321 |
ss-rare||Legendary Artifact — Equipment
|
4.0 | 4.8 | 1.56 | 18 | 1.73 | 26 |
ss-common||Artifact
|
2.0 | 1.4 | 9.48 | 109 | 7.83 | 938 |
ss-uncommon||Artifact
|
0.0 | 0.4 | 11.92 | 26 | 8.19 | 403 |
ss-rare||Artifact — Equipment
|
3.5 | 5 | 1.06 | 18 | 1.18 | 22 |
ss-rare||Artifact
|
2.5 | 4 | 3.33 | 12 | 3.33 | 51 |
ss-common||Artifact Creature — Construct
|
1.5 | 0.9 | 10.65 | 80 | 8.31 | 1001 |
ss-rare||Legendary Artifact — Equipment
|
5.0 | 4.9 | 1.24 | 17 | 2.00 | 21 |
ss-uncommon||Artifact Creature — Golem
|
1.5 | 1.1 | 10.27 | 26 | 6.21 | 308 |
ss-uncommon||Artifact
|
4.0 | 4.5 | 2.27 | 48 | 2.10 | 82 |
ss-uncommon||Artifact Creature — Bird
|
2.0 | 2.7 | 6.48 | 27 | 4.22 | 232 |
ss-common||Artifact — Equipment
|
2.5 | 2.5 | 6.96 | 102 | 5.84 | 671 |
ss-uncommon||Artifact Creature — Juggernaut
|
2.0 | 2.8 | 6.11 | 28 | 4.21 | 201 |
ss-rare||Artifact Creature — Assembly-Worker
|
2.5 | 3.9 | 3.55 | 11 | 2.71 | 36 |
ss-mythic||Legendary Artifact
|
0.0 | 4.4 | 2.50 | 4 | 3.50 | 16 |
ss-common||Artifact
|
0.5 | 0.9 | 10.57 | 65 | 8.19 | 943 |
ss-common||Artifact Creature — Golem
|
1.5 | 0.9 | 10.76 | 75 | 8.37 | 960 |
ss-common||Artifact
|
0.0 // 2.5 | 0.5 | 11.71 | 78 | 8.91 | 1006 |
ss-uncommon||Artifact — Equipment
|
1.5 | 1.3 | 9.76 | 34 | 6.19 | 323 |
ss-common||Artifact — Equipment
|
2.5 | 1.9 | 8.34 | 115 | 7.25 | 854 |
ss-common||Artifact Creature — Construct
|
3.5 | 3.8 | 3.91 | 152 | 3.72 | 400 |
ss-uncommon||Artifact — Equipment
|
1.0 | 1.9 | 8.39 | 31 | 6.05 | 328 |
ss-common||Artifact Creature — Construct
|
1.5 | 1.4 | 9.39 | 99 | 7.79 | 940 |
ss-rare||Legendary Artifact
|
1.0 | 3.6 | 4.33 | 9 | 3.75 | 71 |
ss-rare||Legendary Artifact Creature — Construct
|
4.0 | 4.7 | 1.82 | 28 | 2.19 | 42 |
ss-uncommon||Artifact
|
1.5 | 1.7 | 8.70 | 40 | 6.36 | 346 |
ss-common||Artifact Creature — Construct
|
1.5 | 1.4 | 9.42 | 89 | 7.77 | 885 |
ss-mythic||Legendary Artifact — Vehicle
|
4.5 | 4.9 | 1.29 | 7 | 1.44 | 9 |
ss-rare||Land
|
0.5 | 2.4 | 7.06 | 17 | 4.88 | 91 |
ss-rare||Land
|
3.0 | 3.3 | 5.11 | 19 | 3.61 | 73 |
ss-rare||Land
|
3.0 | 3.4 | 4.84 | 19 | 3.56 | 68 |
ss-rare||Land
|
3.0 | 4 | 3.38 | 13 | 3.28 | 47 |
ss-uncommon||Land
|
3.5 | 2.7 | 6.39 | 51 | 5.42 | 257 |
ss-uncommon||Land
|
3.5 | 3.1 | 5.52 | 65 | 4.60 | 250 |
ss-uncommon||Land
|
3.0 | 2.5 | 6.86 | 43 | 5.71 | 298 |
ss-uncommon||Land
|
3.0 | 2.4 | 7.22 | 50 | 5.88 | 278 |
ss-uncommon||Land
|
2.5 | 0.5 | 11.72 | 43 | 8.66 | 440 |
ss-rare||Land
|
3.0 | 3.4 | 4.82 | 17 | 3.70 | 70 |
ss-rare||Land
|
3.0 | 3.5 | 4.57 | 14 | 3.52 | 61 |
ss-uncommon||Land
|
0.5 | 1 | 10.39 | 33 | 7.27 | 385 |