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.
All of those keywords means it's basically impossible to block or attack through the Sire, and it'll also gain it's controller tons of life. Ward makes sure your opponent gets punished hard if they can kill it.
3 mana for two 2/2s is a great rate and you're likely to have other cats around to push the advantage.
You can get a counter from this even when it doesn't attack, and it's nice it can put the counter on itself too, as a 5/5 vigilance is pretty formidable.
If this was 5-mana for a 3/2 that makes a 1/1 and gains you 3 life, you'd play that card happily -- and this has lots of upside beyond that.
This wins virtually any combat and blanks virtually any removal spell while leaving behind an Equipment that offers a buff that can make any creature a threat.
If you're good at going wide and you have like 4+ cats, this'll be worth playing for sure. If you're not lowering the cost and don't have enough creatures in general, it's unplayable.
Hexproof and preventing noncombat damage is almost irrelevant in Limited, so you're left with a purely defensive creature which is rarely good in Limited.
This attack trigger is legit, but the bad stat-line and the double-white requirement hold it back.
This is a solid stat-line and the incidental life gain is going to feel good in go-wide and lifegain decks in the format.
This is good at blanking removal, not so good at winning combat -- and you kind of need both these days for a trick to be exciting.
This can go off easily in GW +1/+1 counters and BW lifegain -- gaining counters and drawing cards is the kind of engine that can win you the game.
For 4 mana, you get 4/5 worth of stats, 2/2 of which effectively has haste, and 2/3 of which has lifelink. That's an amazing rate, and counters and life gain have support in the format.
This is a solid trick, it'll win combat most of the time and has the "oops I win" upside of sending your big creature into the air.
This is expensive, but it delivers what a 6-mana card could. It's virtually impossible for you to win the game the turn after you cast it, even when you're behind -- and it can pull you ahead if you're at parity.
You can't really play this if you only have one, but if you have 4+, you'll get enough tokens for them to be worthwhile.
Two mana 1/1s that draw a card are also quality Limited cards, and there's no reason that won't be true here.
This can flash in and ambush block something, and then if your opponent doesn't kill it well...obviously, they can't win. And you can win in a hurry because you have a huge flyer.
Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
It's narrow, but it's so efficient that I think that's acceptable.
This is either too narrow or too expensive, but having the choice between the modes makes it greater than the sum of its parts.
Three mana 2/2s that make 1/1s are always quality cards in Limited, and the 2/2 in this case even comes with Vigilance.
It's pretty hard to imagine a Limited deck that can use this effectively. White decks aren't graveyard-oriented at all in this format, and if your deck has lots of small creatures, you'd probably just be playing more of those instead of something this situational.
It starts vulnerable but can quickly grow into a must-kill threat.
The stat-line is a bit underwhelming, but that activated ability is exactly what you want in the mid-to-late game. It's some serious flood insurance.
A two mana 3/1 with lifelink is something you play 100% of the time, and this has an insane kicker mode in the late game.
It's a little bit clunky, but it can usually help your creature win combat or do lethal out of nowhere, and it offers a buff that makes most creatures problematic.
If you have any board state at all, this makes it pretty impossible for your opponent. Every creature becomes a potential 2-for-1, and they all turn into threats when they die.
It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
5 mana to draw 3 is powerful but a little bit expensive. However, most Blue decks will be able to make this cost 4 often enough for me to get behind playing it a good chunk of the time.
This is a very potent spell payoff. The cost reduction and card draw go great together too, as it's more likely you can dig through your deck and cast more spells when they are cheaper.
Adding a 3/2 to the board and bouncing your opponent's best creature feels pretty nice -- although it can be a little rough against "enters" triggers.
This is pretty good at enabling threshold, making it more likely it will be unblockable.
This starting stat-line is absolutely abyssmal, but the text box does mean it can grow in a hurry.
This is a huge flyer that can close out the game, and it also draws you a bunch of cards and loads the graveyard.
This attacking you is pretty scary, since you don't know how big it can get -- that makes it both hard to block and hard not to block, since you don't want your opponent to get a free Drake.
1 toughness prowess creatures can underperform, since they often need two triggers to survive being block by a 2/2, but Flash being in the mix helps make it more likely you can find a window to get in with it.
This has a weak starting stat-line and isn't that easy to grow.
Even if this didn't tap something, it'd be a pretty nice rate -- adding the tap to the mix makes it a lot more likely your new flyers can get in for a hit, too.
It's expensive, but it has a very strong landfall trigger. Once it's in play, each land you draw becomes a removal spell -- so you don't really care if you flood out.
A 4-mana 4/2 Flyer with Flash is a nice card, and while giving Flash to your other stuff doesn't always come up -- it can be powerful when it does, especially with your creatures.
If you can ge these triggers going it can be pretty insane, but it's super vulnerable and expensive to cast, and it isn't like drawing 2 cards a turn is automatic.
5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
This has a nice ceiling, but a miserable floor. You need lots of spells and lots of graveyard stuff going on, and neither of those are guaranteed.
This is impossible to beat on turn 3, as he quickly raises his loyalty, does damage, and digs through your deck. Even later in the game he can make a token to protect himself, and his +1 is almost always going to be impactful.
Even without threshold I'd be very excited about a three mana 3/2 that loots twice when it enters, and that threshold trigger is a game-ender.
This has some nice extreme late game upside, but int he early game it's pretty close to a blank card.
This has good stats, and even if you only get one token out of it you're going to feel great.
Cancel is usually not a card that always makes the cut, and this probably doesn't quite get there either -- although adding Loot to the mix is definitely better.
Purely defensive creatures are rarely worth it in Limited, and while this can surveil, that's not enough upside.
If you always drew with this, it would be a 4.5! However, you just can't count on always raiding. And when you don't, it's a 2.0.
A 4-mana 3/3 with flash and Flying is a very good card, and being able to flash back your spells is massive. Because of Flash, you'll often be able to get one attack in before your opponent ever has a chance to take it down, at which point they are probably too far behind anyway.
The stats aren't amazing, but it can attack for much of the game, and once it can't looting isn't too shabby.
These 4-mana "Time Ebb" effects always tend to perform well. They give you good 1-for-1 removal that can even be disruptive, and adding Surveil to the mix is nice.
It's harder than you might think to have something die consistently for this to make tokens of, but the good news is you only have to do it once to feel pretty good about things.
You're going to need some fodder to make this really work out, but there's plenty of that in the format, and the enters trigger is pretty legit.
This helps set up graveyard stuff while also frequently becoming a 4/4 flyer as a result of it's trigger.
This is basically a 5-mana wrath, but it can be pretty awkward at times. Paying one Black will feel good on the rare occasions it happens, since you're more likely to have mana left to rebuild your board.
The stats and keywords here are amazing, and it'll often gain you life the turn it comes down. Also gives you a 2-card combo with the Common "Marauding Blight-Priest."
The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Three-mana 2/2s with death touch aren't anything special and even if you get this Raid trigger it's hard to feel good about casting this.
This has good stats and can take over the game with that first swing, since it'll grow to an even more massive size and draw you a card.
It has passable starting point and it's activated ability has some good applications in the format, in addition to just being solid on it's own.
You spend three mana for a 2/1 and a 4/3 -- that's an excellent deal, and usually a 2-for-1.
Getting two 1/1 bodies -- including one that can fly -- for only one mana is nice. Makes it good sacrifice fodder and a good Raid enabler.
This doesn't impact the board much on it's own, and even if it's giving you food, finding a turn where you can sink a bunch of mana into it and use it's ability is going to be a rarity.
This gives you 9 1/1 bodies for three mana -- and can be particularly attractive for sacrificing or triggering Raid.
This is definitely a buildaround, but a legit one for graveyard decks. Making a bunch of tokens is a good way to win the game once you've dumped your library in the graveyard.
This attack trigger plays pretty well, especially in a format with a life gain deck.
This has two weak, narrow effects. And while having the option to choose the most useful one is nice, it's not enough to make it something that makes the cut consistently.
Draining 2 with this is going to be pretty close to automatic, and the body does a decent job of trading.
This is super efficient removal that can often trade up.
On it's own, Tinybones can get some decent card advnatage with it's ability, but you probably need a few other discard spells to really feel like you got there with him.
Morbid triggers that only do something once can be rough, as you just can't always find a way to make something day and then spend 5 mana on this. If you can it'll feel great, and it's nice that it can still kill an X/1 in a pinch.
This is a strong sacrifice outlet since you get to replace the creature right away and get in for 2. It's good at enabling Raid, too.
Not being able to block is a big downside, as it makes it way harder to generate a 2-for-1 with this than with something like Gravedigger.
This trigger is nice, and the format is reasonably well set up for you to get some life drain going, but the stat-line is bad and it's still fairly situational.
This is playable even with 0 other zombies, but if you have 3 or 4 of them, it gets substantially better.
This adds +1/+0 and menace to the board when it comes down, and can attack as a 4/4 menace even when it's on it's own.
This might just be a 0, but there are enough spell payoffs in the format that I'm cutting it a little bit of slack. The main problem is that a spell that only does direct damage doesn't impact the board at all -- sometimes casting it feels like mulliganing.
The ceiling here is real -- you can spend 8 mana and quadruple power. The flower is awful -- since it doesnt' buff toughness at all, it's not much of a combat trick.
7 mana's a lot, but Chandra's going to win you the game almost every time. Her -4 can wipe your opponent's board, and then her other abilities allow you to take over the game.
This'll be able to rumble on turn 3 as a 3/2 Menace reasonably often in this format.
This probably asks too much to be worth it. It'll be a 0/4 way too often, and it isn't like a 3/4 is that exciting.
The rate here is great, and if you can recur the Trainer, things get out of hand in a hurry.
This gets really good with creatures that have enters, attacks, or death triggers -- or with big ol' creatures, and with flashback you'll be able to get enough value out of this for it to be worthwhile.
This kills most stuff and turns off death triggers and any threat of recursion. Format has a decent number of equipment, too.
This isn't that exciting even when you do Raid.
This is never going to feel like efficient removal, but being able to use this to add to the board in a big way too makes up for that a little bit.
This is strong when you can Raid, and pretty mediocre when you can't.
It's removal, but it's clunky as heck.
This feels good early when it can get in for an attack or two, and it's abilities help it remain relevant. Once it has double strike it's a threat on any board.
Most decks can't use this -- spending 6 mana to not impact the board is really bad, so you had better untap and cast a spell or two. And your deck needs lots of spells to make that happen. It is super strong in the right deck.
Getting a creature token from a Raid trigger is a big deal, as that token can keep triggering raid all on it's own. Attacking with a one drop and dropping this on two will often be gameover.
This is an early enabler for the Red/Green deck, and it can definitely swing hard for the cost -- but it also dies to pretty much everything.
The stat-line's mediocre and the ability is too expensive.
Triggering Raid on this makes it a very nice 2-for-1, but a 4-mana 5/2 is otherwise abyssmal.
This augments all damage, so the turn you play it it will virtually always let all of your creatures attack in a big way, and it can smash in for 6 at a time on it's own.
This can trade up when it ambush blocks, and when it doesn't it can add significantly to the board during your opponent's end step, and maybe even hate on the graveyard.
This is pretty solid for the cost. The counters will augment your board in a pretty big way, and even as a 4/4 the stomper isn't really a creature that can be ignored.
Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
A 4-mana 4/3 with Ward 2 is pretty decent, as the Ward heps offset some of the problems of that stat-line, and it gives it more time to grow.
Getting one food out of this feels good, and if you get more than that you're going to be thrilled.
This is a very strong landfall trigger, and while the stat-line isn't incredible, it's not thard to make sure you get at least one 1/1 out of this, and if it's left alone, it becomes a value engine.
This is a great 2-for-1. That 4/3 body can even rumble pretty well.
This is a little bit clunky and you have to be careful about when you cast it -- but when the coast is clear, it's going to kill something and make your creature a better attacker at the same time.
The "extra land" ability is pretty underwhelming in most Limited games, but that activated ability is legit. It makes it so you never have to worry about flooding out, and that's great.
This starts very small and very vulnerable, and you need two land fall triggers to make it so that's not the case. Once you get there, it starts to run away with the game -- but I don't love how this starts.
This is a great Morbid trigger. Getting it once is plenty strong, and if you can set it up on other turns too, you're going to win.
If you have two creatures in play, this will force your opponent to block both of them. That's not great, but if you have anything more than two creatures in play, this can end the game -- often literally, not just effectively.
This is a huge vanilla creature -- so huge that I think it's actually going to make the cut in most Green decks, even if it doesn't do anything other than attack or block.
This keys off of any kind of combat damage, not just hitting the opponent. So it makes your attacks way better, has great stats, and can come back to the graveyard thanks to it's own ability.
This makes every trade into a 2-for-1 and has really good stats, so it can take over some games.
Even a counter a turn is pretty good, but the real prize is getting those 3/3 tokens -- which those counters can help set up.
This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
This is a great Raid trigger -- even just reanimating one thing is huge, and because she gets bigger every time she attacks and has first strike, triggering it more than once is definitely on the table.
Buffing your whole board for two mana is pretty strong. You do need a board for it to do it's thing, but that's not a huge ask.
This is going to send a ton of trample damage your opponents way the turn after you play it.
This is a very strong signpost Uncommon. Looting on entering and attack is super powerful, and it's likely to get you to threshold even on it's own.
This is immune to a bunch of removal in the set and has a great stat-line. Don't count on it being huge all that often, but it might get the first buff sometimes.
This is usually going to be a 2-for-1, and if you're good at gaining life it can become a threat in its own right.
If this attacks there's a very good chance you get those 4 3/3 tokens, and Koma has a pretty good shot at attacking thanks to it's Ward and it's sheer size.
Kykar has good stats and a powerful noncreature spell payoff. Provided you have enough of those spells, it's likely to generate lots of value.
This is mostly a 6-mana 5/5 flyer in Limited, as you're just not going to be doing enough noncombat damage to players for this to go wild.
This has mediocre stats and while the Raid trigger can be pretty good if you can get it going multiple times, I'm skeptical you'll be able to.
Just getting the Morbid trigger once is enough to feel good about things, and that's good -- but don't expect to make this go off one very turn.
She goes crazy with counters the turn she comes down, so your opponent has no hope of coming out ahead against her, and if they don't kill her, she'll run away with the game.
The set really doesn't have enough of a typal theme for this to be a factor in 99% of decks.
Turning one of your creatures into a 1/1 Fish factory can be good, but it's frequently better to attack with a creature than it is to mess with this.
This offers a stats-boost that makes any creature a threat, and while it's a little clunky to cast and equip, the fact you get to put it in for free sometimes is a big deal.
This only offers a buff during your turn, and if you're an aggro deck you're probably more interested in playing more creatures than playing this thing.
This is too slow to work out very well. If you have lots of fodder you might be able to go off, though.
While the draw is symmetrical, it always happens during your upkeep giving you the advantage of using that card first in most cases and your opponent is going to quickly lose life, too.
This hurts your mana base for sure, but having a land that can permanently turn into a creature is a big deal in the late game.
If you have a decent board-state, Ajani can really give you an advantage, but he doesn't add anything to the board on his own, and takes some time to give you that advantage.
As usual, the Pridemate is a nice life gain payoff with a reasonable baseline.
This is a nice stat-line, and sometimes you'll take threshold away from your opponent.
This is pretty much only good on turn one, and even then there's no guarantee that it does anything to help you win a game. The effects it gives you are too small and not always relevant.
As usual, this is pretty efficient and flexible, so it's good removal.
This has a passable stat-line and Flash can allow it to trade up sometimes, and having disenchant in your main deck is nice.
This can be awkward at times, especially in aggro decks -- but it has the ability to reshape the board in a way pretty much no other card can.
A two mana 2/2 with Flying and Vigilance is great, and there are enough Angels in the set that the upside will be relevant sometimes.
This is a great one drop, especially in a format with lots of ways to buff the Hawk.
There aren't enough artifacts or enchantments in this format for this to be main deck material.
This was underwhelming last time we saw it -- it has a bad stat-line and a narrow enters trigger, so it's not going to make the cut all the time.
This is just a good rate, and it gets better if you've got some ways to blink or recur the Reinforcements.
Feels pretty good on turn one, but quickly becomes irrelevant.
This is still a pretty legit creature in Limited. The stat-line's great and it performs well as both an attacker and blocker, which is great, since it has Vigilance.
This is never good. It's tempting to see it as efficient and flexible, but giving your opponent a 1/1 means you always end up behind. You really have to always be killing a huge bomb for that cost to be worth it, and that's not how it pans out.
This is an okayish stat-line, and most White decks will have like 3 angels, so the upside is accessible.
This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
It's temping to imagine bouncing an entire alpha strike, but that won't happen very often. Can feel good in response to combat tricks, but if that's not the case, you're going down a card and your opponent isn't.
This has bad starting stats but there are enough cards with flash and instants in the set for it to grow.
This is always a great counterspell. It's easy to cast and usually generates some serious tempo.
You have to wait a turn, which can be scary -- but after that it can help you run away with the game, since you'll get a copy of your best creature -- and it'll just keep doing it from there.
This is only going to make the cut regularly in spell decks that love the idea of a card that triggers prowess and replaces itself.
This is flexible, but giving your opponent mana means that you can't really cast it early -- otherwise the downside can be monumental -- so it's really not that flexible.
This'll never be great, but it slots in nicely to your spell and graveyard decks.
You need to have two spells this can tutor up for it to be worth it, and if you get there -- you're going to be really happy with this card.
Last time we saw this, the stat-line really held it back. This format has fewer incidental ways to kill it, but I'm still skeptical of it being able to stick around.
One mana to counter a noncreature spell is great! Giving your opponent a huge mana boost, though? Not so much. You basically 2-for-1 yourself when you cast this.
This is too expensive to be relevant, and even when you do get it in play in Limited, you probably don't have any cards you need to cast for free anyway -- since you have 10 mana.
It's temping to imagine scenarios where you bounce a creature with an "enters" trigger or help a creature dodge removal, but this is mostly just an awkward bounce spell.
It's tough to feel like you're getting your mana's worth, since you need an impressive creature to copy. Flashback does mean you get a 2-for-1 eventually, though.
This is a great one drop that can chip in for damage early, and in the late game it has a nice mana sink ability.
This is never super efficient, but it does draw you 2 cards, and if you mill it, it's like adding the card to your hand which is pretty sweet.
It's expensive, but close enough to Time Walk to be viable in most Blue decks.
If you're in a spell heavy deck like UR, or a UB deck that's good at milling itself, the Terror is going to be a super powerful card that can often end games.
This is a removal spell that gives you less than a 1-for-1. Leaving a 1/1 creature around is brutal since it can still attack and block, and if you have any X/1s it can be super miserable.
It's a little expensive but makes up for that in a big way with that food token.
This is always a solid Limited creature. It's certainly not a full-blown 2-for-1, but it gets a card up front and then you have a body around to block or sacrifice.
Entering tapped is a big downside unless you drop this on turn one, but at least a 2/2 body is sort of relevant on most boards.
Not going to be as good here as it was in Crimson Vow, as decayed zombie tokens aren't everywhere, but it's still petty awesome when you do have something expendable to give up.
You need a ton of mana before this is worth casting, and even then it doesn't impact the board.
This is a quality trick that almost always wins combat and/or blanks removal, while generating extra value with a treasure.
This is premium removal. It's a little hard to cast at times, but answering creatures or planeswalkers for three mana is great on an instant.
Nearly impossible to beat, Liliana can protect herself while drawing you lots of cards, and her edict effect which might appear symmetrical really isn't because of those cards. Her ultimate is very much on the table, too.
Giving up a land late to get two good creatures back from the yard is a good way to win those games, although this is pretty bad when you get it early.
This isn't the most exciting payoff, but it's fine -- and it's a two-card combo with Bloodthirsty Conqueror.
This was awful last time and it will be here too. It doesn't impact the board and there's not even a guarantee that the effect will do anything meaningful.
This really underperformed last time, but I'm cautiously optimistic. This format doesn't look crazy fast, and drawing an extra card every turn is a very big advantage.
This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
This isn't great if you're just planning on bringing it back to chump with it, but if you have something meaningful to do with the body -- or you're good at milling -- it can be a nice card.
This is a game-winner, but costing 9 mana means it's too slow for most Limited games. If you have a great control deck, you'll want this. Otherwise, steer clear.
Adding a huge body to the board while tutoring up the next best card in your deck is tough to beat.
Last time we saw this was in a way more vampire-heavy set and it was not very good. It's probably going to be worse here. The stat-line is bad and the trigger is surprisingly hard to get.
This is great whether you're ahead or behind, since it can trade for anything, attack effectively, and gain lots of life.
It's rare for reanimation effects to be great in Limited, especially at 4+ mana. It's just tough to get your mana's worth.
Two mana deal 3s are always great, and this one can take out an artifact on occasion.
This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
You never need 7 treasure in Limited when you already have 7 mana.
This is a good stat-line, but the double red makes it less likely you actually run it out on 3.
This is Shock with upside, and the upside is real -- since in the late game it can deal with much larger creatures or finish the opponent off.
If this attacks, the game is over -- but it does cost 7 mana including triple Red, and it's relatively vulnerable, so that's far from a guarantee.
This probably dies when it attacks, but it'll usually generate a very efficient 2-for-1 at a minimum, and the ceiling is much higher.
This is really nice on turn one, and it's ping ability keeps it at least somewhat relevant all game long.
You can only play this if you lots and lots of noncreature spells, since the stat-line is so bad. You need a few triggers to make up for that.
Wind Drake stats aren't what they used to be, but the upside is enough to make this solid.
This feels great on 3, and bringing it back in the late game is very doable.
This can definitely let an aggro deck get through for a big attack, even in the late game.
Neither mode is great. The tokens are a bit below rate and the buff is situational, but having a choice between them is a big upgrade.
A two mana 2/2 with Prowess is a nice two-drop, and this can turn into removal when you need it to.
This is far too narrow for Limited. It's basically a blank card.
You can't really play this unless you're crazy aggressive or you have good sacrifice outlets. If you do have those things, it can be solid.
Even without other Goblins, Krenko represents a serious threat because of his ability to generate tons of tokens.
This is mostly sideboard material. Most decks won't be equipped to abuse it, and most opponents won't have the right deck for it to be useful.
This can win the game, but it's big, slow and clunky. It's a passable top-curve threat.
This is a good sideboard card if you're playing against an aggro deck, but Red control decks don't really look like a thing, so it's hard to envision situations where it works well.
This has mediocre stats and an underwhelming landfall trigger.
This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
Adding this to the board while killing a 3/3 feels pretty good, though it does have limitations against larger creatures.
This is always great removal, and while you have to be careful agaisnt interaction, being an instant helps make it easy to find the rightw indow for it.
You would need a mono-green deck with lots of hexproof for this to be a thing, and you can't pull that off in this format.
This is a sideboard card. There aren't enough targets in most decks for it to be wortwhile in the main deck.
Each of these modes is kind of medium, but having a card that can fix your mana when you need it or be a mediocre removal spell is fine.
This doesn't add to the board at all, and you very quickly need to start generating value from it to make that happen -- but there won't be decks in this format that can do that.
The baseline here is solid and there are enough Elves in the format for this to buff a few of the creatures in your deck.
This'll just be a two mana 2/2 reasonably often, but it'll also make a 1/1 token a decent chunk of the time, and if it always did that it would be a 4.0.
This has a passable baseline as a three mana 2/2 that can tap for Green, and most Green decks in this format will have enough Elves for there to be additional upside.
This isn't really the payoff you're looking for, mostly because it does stone nothing on it's own.
You need a ton of mana for casting this to be worthwhile, and you just can't get there in Limited often enough.
Green decks will be able to power him out reasonably often, but there will also be times where you just can't get enough power on the board.
This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
This was super underwhelming when we saw it last, and while this format has a +1/+1 counter theme, the creature is inefficient and trample only matters on the largest creatures.
It can be tough to play a card that doesn't add to the board, but this can fix and ramp really effecitvely, and can be particularly good with landfall.
You need a lot of creatures with counters for this to feel worth it, and while this format certainly has decks that can do it, having a baseline of being a blank card is brutal.
Playing this on turn one will win you a lot of games, but it is a pretty bad top deck late.
This becomes a 2-for-1 in the late game, though it'll never be that great as a creature.
Growing at combat is big, and this creature can very quickly become a threat.
This can win a lot of games, though you do need a built out board and three green mana for it to do the job.
This is a sideboard card because it won't have targets often enough against most decks.
This little two drop can wreak havoc on graveyards while growing to a massive size and gaining you life -- it's relevant all game long.
Always a great trick, it's solid in combat and great against removal. Spending one mana to win combat or blank a removal spell is a great feeling.
She's not really a planeswalker who runs away with the game, especially on her own. She doesn't protect herself and won't always have targets for her -3, so you are leaning pretty hard on her +1, which is good -- but you might only get it a couple of times.
Green isn't super graveyard-oriented in the format, but the solid stat-line and card selection this offers will be welcome in pretty much any Green deck.
This never feels like an efficient creature, and it doesn't exactly grow quickly.
This is a great signpost that can turn just about any board lethal out of nowhere.
This is mostly just a big vanilla creature, one that can sometimes start out super inefficient.
An anthem for your flyers can be a powerful thing, helping you do tons of damage even when your opponent is building out their own board.
Extra counters are great, but starting as a three mana 2/2 isn't.
If you can curve out with this at the top, you usually win the game -- and even if thigns aren't going quite that smoothly, it usually results in a big turn.
You need this to get in once to feel worth it, and while Menace helps with that, the 2/3 stat-line doesn't. You won't be getting 10 elves, so don't worry about that part.
It takes some work to make Muldrotha work, but if you've got good mana, are good at milling yourself, and you have lots of permanents, it's probably going to be the strongest card in your deck.
There's no reliable way to cheat it into play in this format, so you'll never see it in play.
She accelerates your mana to get you to bigger creatures, and then becomes a big creature herself at that point. Pretty good top-deck, too.
You need to do a little bit of extra work with counters, auras, and the like for this to really go off -- but the baseline is fine too.
Her Landfall trigger wins games, and while she's a bit slow and has a bad stat-line, the life she gains you helps make up for that -- and makes it more likely you'll cast those new cards you draw, too.
It's very difficult to make this do anything in Limited. You just don't cast enough instants and sorceries in a single turn for it to go off.
Offering no buff at all on many turns is a problem, even if the buff can be great in the early game when you're hitting all your land drops.
This ramps and fixes your mana pretty well, while also providing a body that can chump block. Not all decks want that, but I think enough of them will.
This is the fixing you play when you're desperate. Or the two drop you play when you're desperate. Mostly, it's bad at being either of those things, so you hope you don't play it.
If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
This is great Equipment. It offers a good buff for the cost, and the treasure makes it very easy to move around -- while also giving you a mana boost that you might have access to every turn.
This is an awkward card, because you usually don't want to name the same color for both effects -- but you have no choice here.
If you need a 4-drop you can probably do worse, but how often are you desperate for a 4 drop in Limited?
Adding a 3/3 to the board and destroying your opponents best permanent is powerful, but not all decks are going to get to 7 mana.
This generates a 3-for-1 almost every time you play it, and that's an advantage that can set you up for victory.
For this to be good, your creature already has to be great -- and in Limited that's not very likely.
These all offer nice fixing, and the lifegain on the BW can be extra nice.
These all offer nice fixing, and the lifegain on the BW can be extra nice.
These all offer nice fixing, and the lifegain on the BW can be extra nice.
This plus a basic land is always a nice way to fix for a bomb, and it can even help you get threshold.
These all offer nice fixing, and the lifegain on the BW can be extra nice.
This effect generally isn't worth making your mana worse for. Sure, it can be nice late -- but that's not even a guarantee.
These all offer nice fixing, and the lifegain on the BW can be extra nice.
These all offer nice fixing, and the lifegain on the BW can be extra nice.
This format doesn't have enough of a typal theme for this to ever make sense. It will rarely produce colored mana.
These all offer nice fixing, and the lifegain on the BW can be extra nice.
These all offer nice fixing, and the lifegain on the BW can be extra nice.
These all offer nice fixing, and the lifegain on the BW can be extra nice.
These all offer nice fixing, and the lifegain on the BW can be extra nice.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-mythic||Creature — Eldrazi
|
5 | 5 | 1.00 | 5 | 1.00 | 5 |
ss-rare|White|Legendary Creature — Cat Avatar
|
4.5 | 4.7 | 1.90 | 62 | 1.99 | 96 |
ss-common|White|Creature — Dinosaur
|
2.5 | 1.6 | 10.38 | 21 | 9.00 | 278 |
ss-uncommon|White|Creature — Human Citizen
|
4 | 4.3 | 2.86 | 14 | 2.50 | 33 |
ss-rare|White|Artifact — Equipment
|
5 | 4.8 | 1.78 | 77 | 1.97 | 108 |
ss-uncommon|White|Instant
|
1.5 // 2.5 | 1.9 | 9.77 | 13 | 6.21 | 80 |
ss-rare|White|Artifact Creature — Wall
|
1 | -0 | 15.00 | 0 | 5.81 | 28 |
ss-uncommon|White|Creature — Human Soldier
|
2.5 | 2.4 | 8.17 | 12 | 6.72 | 92 |
ss-common|White|Creature — Angel
|
3 | 3.9 | 4.03 | 35 | 3.80 | 114 |
ss-uncommon|White|Instant
|
1.5 | 2.3 | 8.62 | 8 | 6.33 | 79 |
ss-rare|White|Creature — Angel
|
4.5 | 4.9 | 1.56 | 72 | 1.75 | 101 |
ss-common|White|Creature — Cat Beast
|
4 | 3.3 | 5.67 | 33 | 4.95 | 171 |
ss-common|White|Instant
|
2 | 2.7 | 7.42 | 36 | 6.86 | 218 |
ss-uncommon|White|Creature — Human Noble
|
3.5 | 3.8 | 4.50 | 12 | 4.84 | 58 |
ss-common|White|Creature — Rabbit Noble
|
1.5 // 2.5 | 1.7 | 10.24 | 25 | 8.60 | 246 |
ss-common|White|Creature — Cat
|
3.5 | 3.6 | 5.03 | 29 | 4.40 | 123 |
ss-mythic|White|Creature — Angel
|
4.5 | 3.9 | 4.00 | 4 | 3.00 | 6 |
ss-common|White|Creature — Human Knight
|
3 | 2.7 | 7.38 | 21 | 6.95 | 204 |
ss-uncommon|White|Instant
|
3 | 3.5 | 5.14 | 7 | 4.55 | 39 |
ss-common|White|Instant
|
2.5 | 3.5 | 5.31 | 32 | 5.39 | 165 |
ss-common|White|Creature — Cat
|
3.5 | 3.5 | 5.17 | 29 | 5.88 | 165 |
ss-rare|White|Sorcery
|
1 | 1.6 | 10.50 | 2 | 5.04 | 34 |
ss-rare|White|Creature — Cat Scout
|
4 | 4.7 | 2.00 | 62 | 2.01 | 99 |
ss-common|White|Creature — Human Scout
|
2.5 | 2.1 | 9.17 | 36 | 8.06 | 256 |
ss-uncommon|White|Creature — Human Cleric
|
4 | 4.1 | 3.50 | 10 | 2.83 | 36 |
ss-uncommon|White|Enchantment — Aura
|
2 | 1.3 | 11.33 | 3 | 6.00 | 81 |
ss-mythic|White|Enchantment
|
4.5 | 4.6 | 2.00 | 3 | 2.00 | 5 |
ss-common|White|Creature — Angel Warrior
|
2 | 2.3 | 8.47 | 30 | 6.96 | 227 |
ss-uncommon|Blue|Instant
|
2.5 | 3.3 | 5.78 | 9 | 4.21 | 65 |
ss-rare|Blue|Creature — Giant Wizard
|
4 | 4.6 | 2.36 | 50 | 2.40 | 122 |
ss-common|Blue|Creature — Shark Pirate
|
3 | 3.5 | 5.10 | 30 | 5.29 | 169 |
ss-uncommon|Blue|Creature — Octopus Wizard
|
2.5 | 2.5 | 7.92 | 12 | 6.84 | 92 |
ss-uncommon|Blue|Creature — Bird Wizard
|
2 | 2.3 | 8.50 | 6 | 6.21 | 76 |
ss-rare|Blue|Creature — Sphinx
|
5 | 4.7 | 1.89 | 70 | 2.04 | 119 |
ss-rare|Blue|Creature — Human Wizard
|
4 | 4.6 | 2.40 | 57 | 2.63 | 146 |
ss-common|Blue|Creature — Human Wizard
|
2 | 2 | 9.32 | 28 | 8.06 | 257 |
ss-common|Blue|Creature — Human Wizard
|
1.5 | 1.7 | 10.11 | 18 | 8.67 | 275 |
ss-uncommon|Blue|Instant
|
3 | 4.2 | 3.33 | 12 | 3.33 | 40 |
ss-uncommon|Blue|Creature — Kraken
|
3 | 2.6 | 7.75 | 16 | 6.64 | 110 |
ss-rare|Blue|Creature — Faerie Wizard
|
4 | 4.7 | 1.94 | 47 | 2.05 | 115 |
ss-rare|Blue|Creature — Homunculus
|
1.5 | 3.9 | 4.12 | 26 | 3.76 | 174 |
ss-common|Blue|Creature — Elemental
|
2.5 | 1.8 | 9.91 | 23 | 8.35 | 262 |
ss-uncommon|Blue|Sorcery
|
0 // 3 | 2.2 | 8.94 | 18 | 7.47 | 111 |
ss-mythic|Blue|Legendary Planeswalker — Kaito
|
5 | 4.9 | 1.33 | 6 | 1.43 | 8 |
ss-rare|Blue|Legendary Creature — Merfolk Noble
|
4.5 | 4.7 | 1.93 | 45 | 1.86 | 76 |
ss-rare|Blue|Sorcery
|
1.5 | 2.7 | 7.50 | 2 | 5.40 | 25 |
ss-uncommon|Blue|Creature — Human Wizard
|
4 | 4.5 | 2.44 | 9 | 2.20 | 29 |
ss-common|Blue|Instant
|
2 | 3 | 6.64 | 25 | 6.19 | 229 |
ss-uncommon|Blue|Artifact Creature — Wall
|
1.5 | 1.9 | 9.67 | 9 | 7.07 | 78 |
ss-uncommon|Blue|Creature — Human Pirate
|
3.5 | 2.9 | 6.80 | 10 | 4.80 | 61 |
ss-mythic|Blue|Creature — Sphinx
|
5 | 5 | 1.00 | 2 | 1.00 | 2 |
ss-common|Blue|Creature — Bird
|
2 | 2.3 | 8.48 | 27 | 6.67 | 185 |
ss-common|Blue|Instant
|
3 | 2.4 | 8.33 | 33 | 7.74 | 269 |
ss-rare|Black|Creature — Demon Warlock
|
4 | 4.6 | 2.20 | 54 | 2.12 | 93 |
ss-uncommon|Black|Creature — Demon
|
2.5 | 3.5 | 5.25 | 16 | 4.41 | 54 |
ss-uncommon|Black|Creature — Spirit
|
3 | 2.9 | 6.80 | 5 | 5.98 | 64 |
ss-rare|Black|Sorcery
|
3.5 | 4.6 | 2.26 | 57 | 2.44 | 123 |
ss-mythic|Black|Creature — Vampire Knight
|
5 | 4.5 | 2.50 | 2 | 2.50 | 2 |
ss-common|Black|Creature — Zombie
|
2 | 1.1 | 12.00 | 28 | 9.84 | 284 |
ss-common|Black|Creature — Skeleton Pirate
|
1.5 | 2.2 | 8.79 | 34 | 7.12 | 249 |
ss-rare|Black|Creature — Vampire Noble
|
4.5 | 4.8 | 1.79 | 42 | 1.75 | 70 |
ss-common|Black|Creature — Zombie
|
2.5 | 3 | 6.48 | 42 | 6.42 | 187 |
ss-uncommon|Black|Creature — Human Cleric
|
4 | 3.8 | 4.32 | 22 | 3.61 | 51 |
ss-common|Black|Creature — Elf Warlock
|
3 | 3 | 6.73 | 33 | 6.21 | 206 |
ss-uncommon|Black|Enchantment
|
1 | 1.2 | 11.56 | 9 | 7.13 | 114 |
ss-rare|Black|Creature — Cat
|
3 | 4.3 | 2.90 | 10 | 3.40 | 25 |
ss-uncommon|Black|Sorcery
|
1 / 3.5 | 2.1 | 9.09 | 11 | 6.90 | 97 |
ss-common|Black|Creature — Vampire Warlock
|
2.5 | 2 | 9.33 | 27 | 7.59 | 246 |
ss-uncommon|Black|Sorcery
|
1.5 | 3.3 | 5.83 | 12 | 5.00 | 76 |
ss-common|Black|Creature — Zombie
|
2.5 | 2.1 | 9.00 | 30 | 7.67 | 241 |
ss-common|Black|Instant
|
4 | 3.7 | 4.54 | 48 | 4.90 | 124 |
ss-rare|Black|Legendary Creature — Skeleton Rogue
|
2 // 3 | 4.4 | 2.91 | 45 | 2.61 | 128 |
ss-uncommon|Black|Creature — Spirit
|
3 | 4.4 | 2.61 | 18 | 3.69 | 53 |
ss-uncommon|Black|Creature — Vampire
|
3.5 | 4 | 3.73 | 15 | 3.72 | 41 |
ss-common|Black|Creature — Vampire Warlock
|
2 | 1.9 | 9.69 | 32 | 8.02 | 260 |
ss-uncommon|Black|Creature — Vampire Warlock
|
2.5 | 3.4 | 5.54 | 13 | 3.88 | 66 |
ss-rare|Black|Legendary Creature — Zombie Warlock
|
2 // 3.5 | 3.5 | 5.25 | 8 | 5.18 | 30 |
ss-uncommon|Red|Creature — Human Berserker
|
3 | 3.1 | 6.27 | 11 | 4.29 | 57 |
ss-uncommon|Red|Sorcery
|
1 | 1.7 | 10.14 | 7 | 8.02 | 87 |
ss-uncommon|Red|Instant
|
1.5 | 1.6 | 10.43 | 7 | 8.05 | 80 |
ss-mythic|Red|Legendary Planeswalker — Chandra
|
5 | 4.6 | 2.00 | 1 | 3.00 | 3 |
ss-common|Red|Creature — Goblin
|
2.5 | 1.7 | 10.30 | 30 | 8.64 | 253 |
ss-common|Red|Creature — Cyclops Wizard
|
1.5 | 1 | 12.21 | 24 | 9.86 | 340 |
ss-uncommon|Red|Creature — Human
|
4 | 3.9 | 4.00 | 10 | 3.26 | 58 |
ss-rare|Red|Sorcery
|
3 | 1.7 | 10.14 | 7 | 6.58 | 35 |
ss-uncommon|Red|Instant
|
4 | 4.4 | 2.77 | 13 | 3.19 | 43 |
ss-common|Red|Creature — Goblin Pirate
|
2 | 1.9 | 9.69 | 29 | 7.93 | 235 |
ss-uncommon|Red|Sorcery
|
3 | 2.1 | 9.19 | 21 | 7.26 | 114 |
ss-common|Red|Creature — Minotaur Pirate
|
2.5 | 2.3 | 8.42 | 38 | 7.99 | 259 |
ss-common|Red|Sorcery
|
2 | 1.9 | 9.70 | 30 | 8.47 | 269 |
ss-rare|Red|Legendary Creature — Human Faerie Scout
|
4 | 4.5 | 2.56 | 64 | 2.54 | 134 |
ss-mythic|Red|Enchantment
|
0 / 4 | 3.7 | 4.68 | 19 | 3.80 | 97 |
ss-rare|Red|Creature — Goblin Warrior
|
4 | 4.6 | 2.34 | 64 | 2.18 | 116 |
ss-uncommon|Red|Creature — Dog
|
2 | 2.8 | 7.14 | 14 | 5.31 | 75 |
ss-common|Red|Creature — Devil
|
1.5 | 1.2 | 11.62 | 24 | 9.92 | 291 |
ss-uncommon|Red|Creature — Orc Pirate
|
2.5 | 3.1 | 6.22 | 9 | 5.63 | 75 |
ss-mythic|Red|Creature — Dragon
|
5 | 4.8 | 1.57 | 7 | 1.44 | 10 |
ss-common|Green|Creature — Wolf
|
2.5 | 2.3 | 8.65 | 34 | 8.42 | 267 |
ss-common|Green|Creature — Elephant
|
2.5 | 1.8 | 9.85 | 26 | 8.52 | 265 |
ss-common|Green|Creature — Elf Ranger
|
2.5 | 2.3 | 8.57 | 30 | 7.01 | 232 |
ss-common|Green|Creature — Hyena Rogue
|
2.5 | 2.5 | 8.00 | 33 | 7.62 | 275 |
ss-uncommon|Green|Creature — Boar
|
3 | 3 | 6.67 | 9 | 5.07 | 57 |
ss-common|Green|Creature — Giant
|
3.5 | 2.5 | 8.12 | 42 | 8.07 | 251 |
ss-uncommon|Green|Creature — Elf Druid
|
4 | 3.8 | 4.31 | 13 | 3.91 | 43 |
ss-uncommon|Green|Sorcery
|
3 | 3.5 | 5.11 | 9 | 3.96 | 34 |
ss-rare|Green|Legendary Creature — Beast Noble
|
4 | 4.6 | 2.24 | 54 | 2.21 | 112 |
ss-rare|Green|Creature — Elemental Hydra
|
3 | 4.7 | 1.89 | 45 | 2.03 | 92 |
ss-uncommon|Green|Creature — Dinosaur
|
3.5 | 3.2 | 6.07 | 14 | 5.04 | 70 |
ss-rare|Green|Sorcery
|
4.5 | 2.1 | 9.20 | 5 | 5.50 | 40 |
ss-uncommon|Green|Creature — Dinosaur
|
2.5 | 2.1 | 9.00 | 6 | 6.94 | 95 |
ss-mythic|Green|Creature — Wurm
|
5 | 4.8 | 1.50 | 4 | 1.33 | 4 |
ss-rare|Green|Creature — Spider Spirit
|
4 | 4.8 | 1.82 | 51 | 1.74 | 90 |
ss-rare|Green|Enchantment
|
4 | 4.7 | 2.02 | 60 | 2.13 | 95 |
ss-common|Green|Creature — Spider
|
2 | 3.1 | 6.33 | 21 | 5.80 | 197 |
ss-rare|Black|Red|Legendary Creature — Human Warrior
|
4.5 | 4.7 | 2.09 | 47 | 2.38 | 113 |
ss-rare|White|Green|Enchantment
|
4 | 4.2 | 3.43 | 53 | 3.66 | 166 |
ss-rare|Red|Green|Creature — Lizard Druid
|
4 | 4.2 | 3.51 | 59 | 3.29 | 163 |
ss-uncommon|Blue|Black|Creature — Nightmare Bird
|
4 | 4.1 | 3.44 | 16 | 5.00 | 53 |
ss-rare|White|Black|Legendary Creature — Vampire Knight
|
4 | 4.5 | 2.43 | 51 | 2.54 | 100 |
ss-uncommon|White|Black|Creature — Bear Demon
|
4 | 3.2 | 6.00 | 10 | 4.28 | 51 |
ss-rare|Blue|Green|Legendary Creature — Serpent
|
4.5 | 4.5 | 2.67 | 57 | 2.80 | 126 |
ss-rare|White|Blue|Legendary Creature — Bird Wizard
|
4 | 4.5 | 2.44 | 48 | 2.77 | 118 |
ss-mythic|Blue|Red|Legendary Creature — Dragon Wizard
|
3 | 3.6 | 5.06 | 16 | 4.20 | 80 |
ss-uncommon|Black|Red|Creature — Devil
|
2.5 | 3.5 | 5.19 | 16 | 4.77 | 69 |
ss-uncommon|Black|Green|Creature — Elf Warlock
|
3 | 2.9 | 7.00 | 15 | 6.26 | 77 |
ss-mythic|Blue|Green|Legendary Creature — Human Wizard
|
5 | 5 | 1.00 | 1 | 1.33 | 3 |
ss-rare||Artifact
|
1.5 | 1.7 | 10.33 | 3 | 5.67 | 25 |
ss-uncommon||Artifact — Equipment
|
1.5 | 1.2 | 11.64 | 11 | 8.39 | 146 |
ss-rare||Artifact — Equipment
|
3.5 | 4.8 | 1.82 | 65 | 1.78 | 83 |
ss-common||Artifact — Equipment
|
2 | 1.4 | 11.16 | 25 | 9.57 | 314 |
ss-uncommon||Artifact
|
1.5 | 2.4 | 8.29 | 14 | 7.04 | 110 |
ss-rare||Artifact Creature — Phyrexian Construct
|
4 | 4.7 | 2.09 | 80 | 2.10 | 138 |
ss-rare||Land
|
3 | 3.4 | 5.55 | 62 | 4.14 | 223 |
ss-mythic|White|Legendary Planeswalker — Ajani
|
4 | 4.7 | 1.83 | 6 | 1.67 | 9 |
ss-uncommon|White|Creature — Cat Soldier
|
3 | 4.5 | 2.38 | 8 | 3.03 | 37 |
ss-uncommon|White|Creature — Angel
|
2.5 | 3.5 | 5.08 | 13 | 4.05 | 56 |
ss-rare|White|Enchantment
|
0 | 3 | 6.50 | 4 | 3.83 | 22 |
ss-common|White|Enchantment
|
3.5 | 4 | 3.92 | 37 | 3.98 | 115 |
ss-common|White|Creature — Human Soldier
|
2.5 | 2.8 | 7.09 | 22 | 6.00 | 162 |
ss-rare|White|Sorcery
|
4 | 4.6 | 2.27 | 59 | 2.22 | 103 |
ss-rare|White|Legendary Creature — Angel
|
3.5 | 4.7 | 2.12 | 52 | 2.30 | 90 |
Healer's Hawk
3 This is a great one drop, especially in a format with lots of ways to buff the Hawk.
ss-common|White|Creature — Bird
|
3 | 3.8 | 4.22 | 36 | 4.49 | 130 |
ss-common|White|Instant
|
0.5 | 2.6 | 7.77 | 22 | 6.73 | 212 |
ss-uncommon|White|Creature — Dog
|
1.5 | 2.9 | 7.00 | 4 | 5.77 | 81 |
ss-uncommon|White|Creature — Human Soldier
|
3 | 2.7 | 7.57 | 14 | 5.32 | 65 |
ss-uncommon|White|Creature — Cat
|
1.5 | 2.3 | 8.44 | 9 | 6.44 | 86 |
ss-uncommon|White|Creature — Angel
|
3 | 3.8 | 4.44 | 9 | 3.52 | 48 |
ss-uncommon|White|Instant
|
0 | 3 | 6.71 | 7 | 6.11 | 69 |
ss-uncommon|White|Creature — Angel
|
2.5 | 4.1 | 3.64 | 11 | 3.72 | 52 |
ss-common|Blue|Creature — Turtle
|
1 | 1.1 | 11.94 | 16 | 9.85 | 300 |
ss-uncommon|Blue|Instant
|
1.5 | 2.3 | 8.50 | 8 | 5.83 | 74 |
ss-uncommon|Blue|Creature — Merfolk Pirate
|
2 | 3.2 | 6.00 | 6 | 4.79 | 59 |
ss-uncommon|Blue|Instant
|
3 | 3.7 | 4.75 | 12 | 4.62 | 62 |
ss-rare|Blue|Enchantment
|
4 | 4.1 | 3.77 | 48 | 3.45 | 199 |
ss-common|Blue|Instant
|
1 // 2.5 | 2.1 | 9.22 | 18 | 7.05 | 201 |
ss-uncommon|Blue|Enchantment — Aura
|
1.5 | 0.7 | 13.00 | 1 | 5.27 | 69 |
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
ss-common|Blue|Creature — Rat Otter
|
2.5 | 2.1 | 9.11 | 36 | 8.66 | 272 |
ss-uncommon|Blue|Creature — Human Wizard
|
1 // 3.5 | 3.3 | 5.82 | 17 | 4.88 | 65 |
ss-common|Blue|Creature — Faerie Rogue
|
2 | 1.6 | 10.52 | 23 | 7.79 | 241 |
ss-uncommon|Blue|Instant
|
0 | 1.4 | 11.12 | 8 | 7.95 | 109 |
ss-mythic|Blue|Enchantment
|
0 | 2.7 | 7.41 | 27 | 5.24 | 159 |
ss-common|Blue|Instant
|
1.5 | 2 | 9.47 | 19 | 8.36 | 277 |
ss-uncommon|Blue|Sorcery
|
1.5 | 2.1 | 9.22 | 9 | 7.46 | 92 |
ss-uncommon|Blue|Creature — Spirit Pirate
|
3 | 3.6 | 4.88 | 8 | 3.81 | 38 |
ss-common|Blue|Instant
|
2.5 | 3.1 | 6.21 | 33 | 6.09 | 186 |
ss-rare|Blue|Instant
|
2.5 | 5 | 1.00 | 1 | 4.33 | 35 |
ss-common|Blue|Creature — Serpent
|
1.5 // 4 | 2.4 | 8.17 | 24 | 6.93 | 199 |
ss-common|Blue|Enchantment — Aura
|
1 | 1.8 | 10.05 | 22 | 8.08 | 234 |
Bake into a Pie
3.5 It's a little expensive but makes up for that in a big way with that food token.
ss-common|Black|Instant
|
3.5 | 4 | 3.82 | 34 | 3.72 | 109 |
ss-common|Black|Creature — Rat
|
2.5 | 3.3 | 5.75 | 48 | 5.58 | 202 |
ss-uncommon|Black|Creature — Zombie
|
2 | 3.1 | 6.40 | 15 | 6.37 | 89 |
ss-common|Black|Sorcery
|
3 | 3.8 | 4.45 | 33 | 4.71 | 131 |
ss-uncommon|Black|Sorcery
|
1 | 1.2 | 11.56 | 9 | 7.61 | 84 |
ss-common|Black|Instant
|
2.5 | 2.4 | 8.21 | 34 | 7.87 | 242 |
ss-uncommon|Black|Instant
|
3.5 | 4.2 | 3.33 | 12 | 2.96 | 33 |
ss-mythic|Black|Legendary Planeswalker — Liliana
|
5 | 5 | 1.00 | 3 | 1.00 | 3 |
ss-common|Black|Sorcery
|
2.5 | 1.8 | 10.09 | 22 | 8.40 | 262 |
ss-common|Black|Creature — Vampire Cleric
|
2 | 2.1 | 9.18 | 22 | 7.60 | 254 |
ss-rare|Black|Enchantment
|
0 | 2 | 9.33 | 3 | 5.58 | 24 |
ss-rare|Black|Enchantment
|
3 | 4.3 | 3.02 | 53 | 2.94 | 141 |
ss-common|Black|Sorcery
|
2 | 2.1 | 9.18 | 28 | 8.49 | 261 |
ss-uncommon|Black|Creature — Skeleton Warrior
|
1.5 // 3.0 | 2.9 | 6.83 | 12 | 5.39 | 64 |
ss-mythic|Black|Sorcery
|
1.5 | 3.4 | 5.53 | 19 | 4.40 | 104 |
ss-rare|Black|Creature — Demon
|
4.5 | 4.4 | 2.85 | 65 | 2.59 | 120 |
ss-uncommon|Black|Creature — Vampire Rogue
|
1.5 | 2.6 | 7.75 | 8 | 5.68 | 71 |
ss-uncommon|Black|Creature — Vampire Shaman
|
4 | 4.4 | 2.56 | 18 | 2.31 | 36 |
ss-uncommon|Black|Sorcery
|
2 | 2.4 | 8.30 | 10 | 5.50 | 87 |
ss-uncommon|Red|Instant
|
3.5 | 3.9 | 4.09 | 11 | 3.91 | 46 |
ss-common|Red|Creature — Dwarf Berserker
|
1.5 | 1.7 | 10.27 | 22 | 8.67 | 268 |
ss-rare|Red|Sorcery
|
0 | 1.9 | 9.80 | 5 | 7.25 | 45 |
ss-uncommon|Red|Creature — Gremlin
|
2.5 | 1.5 | 10.67 | 6 | 6.49 | 92 |
ss-common|Red|Instant
|
4 | 3.7 | 4.60 | 35 | 4.22 | 113 |
ss-rare|Red|Legendary Creature — Dragon
|
3.5 | 4.4 | 2.86 | 35 | 3.02 | 132 |
ss-rare|Red|Legendary Creature — Elder Dinosaur
|
4.5 | 4.6 | 2.17 | 42 | 2.19 | 108 |
ss-common|Red|Creature — Goblin Pirate
|
2.5 | 1.5 | 10.81 | 32 | 8.83 | 297 |
ss-common|Red|Creature — Human Archer
|
1.5 // 2.5 | 1.3 | 11.47 | 32 | 9.24 | 289 |
ss-uncommon|Red|Creature — Dragon
|
2.5 | 3.2 | 6.00 | 5 | 5.10 | 83 |
ss-rare|Red|Creature — Phoenix
|
4 | 4.3 | 3.10 | 61 | 2.95 | 166 |
ss-uncommon|Red|Creature — Goblin Berserker
|
2.5 | 1.5 | 10.67 | 15 | 7.29 | 97 |
ss-common|Red|Instant
|
2.5 | 1.8 | 9.93 | 30 | 8.57 | 251 |
ss-uncommon|Red|Creature — Human Wizard
|
3.5 | 3.7 | 4.60 | 15 | 4.25 | 48 |
ss-uncommon|Red|Instant
|
0 | 1.1 | 12.00 | 10 | 8.38 | 114 |
ss-common|Red|Sorcery
|
1.0 // 2.5 | 1.6 | 10.45 | 29 | 8.68 | 283 |
ss-rare|Red|Legendary Creature — Goblin Warrior
|
4 | 4.6 | 2.41 | 56 | 2.83 | 110 |
ss-uncommon|Red|Sorcery
|
0.5 | 1.5 | 10.83 | 6 | 7.26 | 108 |
ss-uncommon|Red|Creature — Dragon
|
2 | 2.2 | 8.73 | 11 | 6.09 | 95 |
ss-rare|Red|Sorcery
|
0.5 | 4.7 | 1.75 | 4 | 3.00 | 21 |
ss-common|Red|Creature — Lizard
|
2 | 1 | 12.26 | 19 | 10.49 | 315 |
ss-common|Red|Instant
|
1.5 | 1.5 | 10.86 | 29 | 9.49 | 320 |
ss-common|Red|Instant
|
2 | 1.9 | 9.56 | 27 | 8.82 | 271 |
ss-uncommon|Green|Creature — Beast
|
3 | 3.4 | 5.50 | 10 | 4.36 | 60 |
ss-common|Green|Instant
|
3.5 | 3.2 | 6.00 | 37 | 5.81 | 166 |
ss-uncommon|Green|Enchantment — Aura
|
0 | 1.7 | 10.17 | 6 | 7.35 | 126 |
ss-common|Green|Instant
|
0.5 | 1.7 | 10.15 | 13 | 8.38 | 250 |
ss-common|Green|Sorcery
|
2.5 | 3 | 6.69 | 29 | 5.99 | 200 |
ss-mythic|Green|Enchantment
|
0 | 3.4 | 5.62 | 13 | 4.29 | 94 |
ss-uncommon|Green|Legendary Creature — Elf Warrior
|
3 | 2.8 | 7.08 | 13 | 5.44 | 65 |
ss-common|Green|Creature — Elf Warrior
|
2.5 | 2.2 | 8.75 | 20 | 7.18 | 222 |
ss-rare|Green|Creature — Elf Druid
|
3 | 4.6 | 2.25 | 8 | 3.37 | 23 |
ss-uncommon|Green|Enchantment
|
1.5 | 2.6 | 7.75 | 8 | 6.02 | 82 |
ss-rare|Green|Sorcery
|
1 | 2.4 | 8.20 | 5 | 6.17 | 35 |
ss-rare|Green|Legendary Creature — Elder Dinosaur
|
3 | 4.5 | 2.58 | 48 | 2.47 | 113 |
ss-common|Green|Instant
|
2 | 1.4 | 11.08 | 24 | 9.32 | 271 |
ss-common|Green|Creature — Beast
|
2 | 2.5 | 8.10 | 21 | 6.84 | 206 |
ss-common|Green|Sorcery
|
2 | 2 | 9.26 | 34 | 8.38 | 298 |
ss-uncommon|Green|Instant
|
1.5 | 1.1 | 11.80 | 5 | 7.61 | 96 |
ss-common|Green|Creature — Elf Druid
|
3 | 3.5 | 5.06 | 33 | 4.98 | 135 |
ss-uncommon|Green|Creature — Human
|
2.5 | 2.1 | 9.00 | 7 | 4.36 | 69 |
Nessian Hornbeetle
3.5 Growing at combat is big, and this creature can very quickly become a threat.
ss-uncommon|Green|Creature — Insect
|
3.5 | 3.9 | 4.00 | 9 | 3.73 | 46 |
ss-uncommon|Green|Sorcery
|
3.5 | 2.7 | 7.38 | 13 | 5.82 | 76 |
ss-uncommon|Green|Creature — Elf Shaman
|
0.5 | 2.1 | 9.22 | 9 | 5.74 | 64 |
ss-rare|Green|Creature — Ooze
|
4.5 | 4.7 | 2.10 | 70 | 2.16 | 108 |
ss-uncommon|Green|Instant
|
3 | 3.1 | 6.33 | 9 | 5.27 | 78 |
ss-mythic|Green|Legendary Planeswalker — Vivien
|
3 | 5 | 1.00 | 4 | 1.00 | 4 |
ss-common|Green|Creature — Cat Druid
|
2.5 | 2.8 | 7.30 | 27 | 6.76 | 209 |
Wildwood Scourge
2 This never feels like an efficient creature, and it doesn't exactly grow quickly.
ss-uncommon|Green|Creature — Hydra
|
2 | 3.8 | 4.44 | 9 | 4.49 | 71 |
ss-uncommon|Blue|Red|Legendary Creature — Bird Wizard
|
4 | 3.1 | 6.42 | 12 | 5.42 | 70 |
ss-rare|Blue|Black|Creature — Horror
|
2.5 | 4 | 3.82 | 39 | 3.33 | 154 |
ss-uncommon|White|Blue|Creature — Bird Spirit
|
3 | 4.4 | 2.70 | 10 | 3.69 | 60 |
ss-uncommon|White|Green|Creature — Unicorn
|
3 | 4 | 3.88 | 8 | 5.19 | 69 |
ss-uncommon|White|Red|Sorcery
|
3.5 | 2.4 | 8.17 | 12 | 4.94 | 80 |
ss-rare|Black|Green|Legendary Creature — Elf Noble
|
2.5 | 3.9 | 4.17 | 6 | 3.57 | 26 |
ss-mythic|Blue|Black|Green|Legendary Creature — Elemental Avatar
|
2 // 4.5 | 3.7 | 4.73 | 15 | 3.28 | 84 |
ss-mythic|White|Blue|Black|Red|Green|Legendary Creature — Hydra Avatar
|
0 | 2.7 | 7.41 | 27 | 5.12 | 158 |
ss-uncommon|Red|Green|Legendary Creature — Human Scout
|
3.5 | 3.1 | 6.25 | 16 | 5.57 | 90 |
ss-rare|White|Red|Creature — Human Soldier
|
3 | 2.8 | 7.09 | 11 | 6.04 | 39 |
ss-uncommon|Blue|Green|Legendary Creature — Merfolk Druid
|
4 | 3.5 | 5.31 | 13 | 4.93 | 73 |
ss-rare|Blue|Red|Enchantment
|
0 | 1.9 | 9.67 | 3 | 5.73 | 40 |
ss-uncommon||Artifact — Equipment
|
1.5 | 1.7 | 10.17 | 6 | 7.33 | 115 |
ss-uncommon||Artifact Creature — Elk
|
2 | 2.8 | 7.20 | 10 | 5.73 | 75 |
ss-common||Artifact Creature — Golem
|
1.5 | 2 | 9.38 | 16 | 7.66 | 240 |
ss-common||Artifact Creature — Wall
|
1 | 0.9 | 12.50 | 24 | 9.70 | 343 |
ss-common||Artifact — Equipment
|
3 | 2.5 | 8.00 | 31 | 6.82 | 223 |
ss-uncommon||Artifact
|
1.5 | 2.8 | 7.22 | 9 | 5.09 | 68 |
ss-uncommon||Artifact Creature — Juggernaut
|
1.5 | 2 | 9.44 | 9 | 7.42 | 111 |
ss-uncommon||Artifact Creature — Golem
|
2 | 2.8 | 7.07 | 15 | 5.57 | 75 |
ss-rare||Artifact Creature — Golem
|
4 | 4.7 | 2.00 | 67 | 1.94 | 88 |
ss-uncommon||Artifact — Equipment
|
1 | 1.3 | 11.25 | 8 | 7.29 | 95 |
ss-common||Land
|
2.5 | 2 | 9.29 | 17 | 7.37 | 125 |
ss-common||Land
|
2.5 | 2 | 9.38 | 8 | 7.40 | 139 |
ss-common||Land
|
2.5 | 2.6 | 7.69 | 13 | 6.72 | 126 |
ss-common||Land
|
2.5 | 3.2 | 6.05 | 40 | 5.39 | 181 |
ss-common||Land
|
2.5 | 1.9 | 9.68 | 19 | 7.36 | 138 |
ss-uncommon||Land
|
1.5 | 2.1 | 9.00 | 10 | 7.41 | 106 |
ss-common||Land
|
2.5 | 1.9 | 9.62 | 13 | 7.52 | 143 |
ss-common||Land
|
2.5 | 2.5 | 7.95 | 21 | 6.47 | 119 |
ss-uncommon||Land
|
0 | 2 | 9.33 | 9 | 8.54 | 116 |
ss-common||Land
|
2.5 | 2 | 9.53 | 17 | 7.86 | 135 |
ss-common||Land
|
2.5 | 1.6 | 10.47 | 17 | 7.26 | 142 |
ss-common||Land
|
2.5 | 2.1 | 9.08 | 12 | 6.69 | 134 |
ss-common||Land
|
2.5 | 1.9 | 9.67 | 12 | 6.68 | 135 |
ss-common||Basic Land — Plains
|
0.4 | 13.92 | 13 | 10.68 | 194 | |
ss-common||Basic Land — Island
|
0.4 | 14.00 | 12 | 10.65 | 197 | |
ss-common||Basic Land — Swamp
|
0.4 | 14.00 | 7 | 10.48 | 183 | |
ss-common||Basic Land — Mountain
|
0.4 | 14.00 | 14 | 10.42 | 200 | |
ss-common||Basic Land — Forest
|
0.4 | 13.85 | 13 | 10.59 | 202 |
|
Orzhov | 1653 matches | 203 decks |
|
Selesnya | 1148 matches | 141 decks |
|
Azorius | 887 matches | 109 decks |
|
Rakdos | 812 matches | 104 decks |
|
Dimir | 808 matches | 101 decks |
|
Gruul | 768 matches | 94 decks |
|
Boros | 690 matches | 83 decks |
|
Izzet | 620 matches | 76 decks |
|
Simic | 603 matches | 75 decks |
|
Golgari | 506 matches | 62 decks |
|
Mono White | 134 matches | 19 decks |
|
Mono Green | 130 matches | 17 decks |
|
Esper | 75 matches | 10 decks |
|
Sultai | 66 matches | 9 decks |
|
Bant | 67 matches | 8 decks |
|
Mono Black | 64 matches | 8 decks |
|
Temur | 45 matches | 6 decks |
|
Naya | 41 matches | 5 decks |
|
Abzan | 33 matches | 4 decks |
|
Jund | 24 matches | 3 decks |
|
Jeskai | 26 matches | 3 decks |
|
Mardu | 26 matches | 3 decks |
|
Mono Blue | 23 matches | 3 decks |
|
Mono Red | 8 matches | 1 decks |