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 reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
This whole cycle is great, of course. Every card in it is a highly efficient flyer with a powerful death trigger. Basically, they are pick your poison type cards. If your opponent can’t kill them, they probably win the game just by attacking, and if they do kill them, you get a choice between two powerful effects. Here, you get a 5-mana 5/4 with Flying and Vigilance – that would at least be a 4.0. THen, when it dies you have two great options. If your board isn’t well-developed, you’ll probably go with putting nonland permanents on to the battlefield, and if your board is well-developed you’ll pump your whole board. The latter is probably going to be more powerful most of the time, but the fact that you have an option that will do something even on an empty board is great.
This is a premium removal spell. The set has a ton of artifacts and enchantments that are also creatures, so even if those creatures aren’t tapped, you can kill them – plus the additional flexibility of taking down other permanent types in addition to creatures is quite nice. The additional upside will give you a 2/2 sometimes too, and when you’re doing that this will feel downright absurd!
Chapter I and II will very likely enable attacks you didn’t have before, and that’s a pretty big deal. Especially because this eventually adds meaningfully to the board by giving you a 2/4 Flyer. It will be a bit of a bummer to play on a completely empty board, but that won’t be happening that often. This looks like a good Common to me, one you can first pick sometimes.
3-mana for a 2/2 Double Striker is actually a great rate, and I kind of think that would probably be a 3.0 in any format. Its just a creature that can punch above its weight class really well, easily take down other cards that are two and three mana, and it hits hard, and it is both a good blocker and attacker. This set has plenty of Auras, +1/+1 counters, and Equipment, all of which go really well with the Kitsune. The Ninjutsu here is some nice additional upside, as sometimes maybe you want to sneak in 4 damage for lethal, or there is some other benefit to casting it that way, but I think you’ll more frequently just cast this for three mana and Ninjutsu it – so, I don’t actually think the Ninja angle here is huge upside.
If this was just an Aura, I wouldn’t be that impressed. Its costly, dependent on your board state, and doesn’t do anything to keep you from getting blown out by removal. I would be likely to give it a 1.5. However, because the card has Channel, which effectively makes it into a reasonable 3-mana spell that makes two 1/1 tokens that are good at crewing vehicles, it is a lot better. In fact, I’d go so far as to say that you’ll probably channel this more than you cast it as a spell! Still, once you have the Channel mode, it is nice that you have the Aura mode as a late-game possibility, because if you time it right on an evasive creature, an Aura like Born to Drive can end the game.
This is pretty hard to cast with quadruple white in the cost, but the effect does seem reasonably powerful in the late game, especially because this format has a ton of artifacts and enchantments, including many creatures. So, if you’re reanimating like three permanents with this it will usually feel pretty good, and if you’re doing more than that you are probably going to win the game. But we can’t over looked just how hard it is to get quadruple white mana. Your typical Limited deck is two colors, and there are plenty of games where you never get the quadruple White you need. So, the set up requirement – coupled with the mana requirement – really dings how effective this card can be.
So, take away the whole Equipment thing here, and we have a 3-mana 3/2 with Flying. That’s a great rate in Limited, and enough for a 3.5 on its own. With Reconfigure in the mix, it is obviously even better, as it can lend Flying to a different creature, and give it the ability to keep you from losing or your opponent from winning. That’s obviously a pretty powerful line of text, though keep in mind if your opponent ever kills the thing this is attached to, or blows up the Kirin, it goes away, and if you’re in a losing position – like at negative life – you’ll lose the game. Still, the base level here is a very good card, and having that additional upside is enough for me to put this into the lower bomb range. Your opponent has to kill the thing you put this on in the late game, and in the early game it is a great flyer.
This isn’t the best rate for a vehicle, but it is easy to crew and evasive, so I can see plenty of board states where its getting in through the air.
It counts itself of course, so even without any other samurais around it attacks as a 3/2. One really nice thing is that you can play this, and then on the same turn attack with another Samurai, and +1/+1 is likely to help it attack more effectively.
Like most of these saga-creatures, it is slow at adding to the board – so getting in the late game will sometimes be a bummer, but at least this one has some use right away, even late, as Scry 2 can help you dry what you really need to draw. The life gain can also help you survive the fact that you couldn’t add to the board right away too. Then, it becomes a 2/2 with First Strike, and that’s a creature is relevant all game long in most cases. While its a bit slow, the value this generates will feel nice – its spread out, but ultimately you get a 2/2 with First Strike that scries 2 and gains you 2 life, and that’s a pretty nice investment.
When you have a target for Chapter I, this is going to feel pretty darn good. Unfortunately, Chapter II is practically meaningless, so the other two chapters really need to carry their weight. But yeah, if you hit something with Chapter I and then get Fragment of Konda two turns later, you’ll feel like you’re doing a pretty good job, as you’ll end up with 2 cards worth of value. However, when you can’t hit a thing with Chapter I, there is almost no reason to cast this, and that certainly hurts. This format does have lots of ways to modify creatures, so 4 power will probably show up reasonably often, but probably still not often enough for this to quite do the job consistently enough to be anything more than a 2.5. If you get a hit with Chapter I, it will feel like a 3.5 – if you don’t, it’ll feel like a 1.0 at best, so there’s a pretty big chasm there.
This looks quite good. A sweeper that just always blows everything up is generally a bit awkward in Limited, because there are so many situations where it doesn’t really work out the way you want it too. Awkward or not, though, wrath effects do reshape the board in a way basically nothing else can. This comes with the added upside of being a bit more customizable. Like, if your opponent’s creatures happen to mostly be Enchantments and Artifacts, and you don’t lose nearly as much, you can name those two for a much better effect than you would get if you just wiped the whole board. And there are lots of different choices you can make with it that allow you to come out ahead more than you would with a normal wrath effect – AND, in a situation where what you need is a complete reset button, it still has the very real upside of doing that.
I like that the shrines this time around are creatures, as it is a lot easier to get value of them, and that’s certainly the case here. A 4-mana ⅓ with Vigilance that lets you pay one to make a 1/1 during your end step is a card that I would always be pretty happy with in Limited. Sure, the stat-line isn’t impressive, but cranking out a 1/1 every now and then is pretty nice. If you combine this with some of the other shrines, it is going to get particularly silly. It is probably ideal to wait to play this until you can use its ability in the same turn, that way you got something that added to the board either way. The stat-line does hold it back a bit, but I think this still might be something you take with a pretty high pick.
It is an Enchantment, which is good for the format, and the fact it has lifelink means it is a good creature to modify. Its nothing special, but you’ll play it a fair bit.
So in the early game this has nice efficient stats, and once it can’t attack effectively any more, it can crew stuff. And…it can crew virtually any vehicle in the format, which means it is going to have a late of late-game viability, especially in the UW deck – but most White decks will have enough Vehicles that he will be good late.
Three bodies + Scry 3 for six isn’t the worst thing ever, but it also isn’t quite as impactful as I’d like a six mana spell to be. Those three bodies can help, but there are also plenty of board states where they don’t do a whole lot for you.
In terms of cost and what it takes to crew it it isn’t the most efficient vehicle ever, but it has the ability to return cards to your hand, and there seem to be enough relevant one and two drops around that you’ll pull that often a reasonable chunk of the time. Even just doing it once is plenty.
Tapping an opposing creature tends to be a pretty nice effect for aggro decks in Limited, as it can often enable some attacks you didn’t have without the tap. This does have an additional restriction, in that your Warrior or Samurai has to attack alone to do it – but it still seems pretty nice. The Subduer itself is a Warrior, so it triggers its own ability. The Samurai/Warrior deck seems to have other payoffs for attacking with one creature at a time too, so this seems like a solid Common.
This is premium removal. The fact it shuts down blocking, attacking, crewing vehicles, and activated abilities is great. This format does have more ways to blow up Enchantments than normal, but it also has more payoffs for Enchantments than normal, so its probably a wash.
This whole Invoke cycle is made up of hard-to-cast but powerful cards, and that’s certainly what we have here. Quadruple White is a real pain to get in your typical two-color Limited deck. Now, this will generally be better in the late game anyway, but the way Limited mana bases tend to look, there are a decent chunk of games where you won’t ever get quadruple White, and obviously that’s a problem. 5 mana to reanimate a permanent and get four +1/+1 counters is a great deal – and if you do have this card, try to pick up fixing so you can run something like 12 white sources. Luckily there is enough common fixing in the format that that’s doable. If this were easy to cast, it would probably be a 4.5.
I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
So, even if you don’t have the capability of paying for the five-color ability (and you probably won’t be able to), Kyodai is very powerful. A 4-mana 3/3 with Flying and Flash is already like a 3.5 – those stats are good and allow you to ambush plenty of creatures. The fact it also grants indestructibility to something else is pretty awesome, and could really allow you to generate some serious blow outs that will ultimately result in a 3-for-1. You can of course also use it to protect a permanent for removal. You may not always be able to take advantage of that ETB ability, but when you can its going to be awesome.
We see cards with two modal effects like this a lot, and they are almost always underwhelming. It seems like you’ll always be able to do something meaningful with one of the modes, but it just doesn’t work out that way all that often. When you can use it as a trick to help your creature win combat, or help a creature dodge removal, or you rebuy an ETB ability it will feel good, but mostly this won’t give you a full card worth of value often enough.
This is a two mana 2/2 that comes with some pretty impressive upside, as searching up Auras and putting them on him for free is pretty sweet. Now, the Aura does have to have the right mana value and the right name for it to work out, and that won’t always be automatic, but I think this still has some nice upside.
This is very reminiscent of Scavenging Ooze, and that’s great company to keep. You won’t always have stuff to exile with it early, and it will definitely do a lot more work in the mid to late game – but in those situations it will really take over the game, especially because you have the ability to move it around to other creatures. I think this is a bomb, it will grow throughout the game and be a significant problem whether it is a creature or Equipment.
This is actually passable in your main deck in this format, since there are so many artifacts, and many of them can be blown up by this. It is still narrow enough that I don’t love putting in the main deck.
This is premium removal. It won’t usually be super efficient, as you’ll almost always be paying one more mana than your opponent did for what you exile, but it makes up for that by being able to deal with three permanent types, permanently getting rid of the thing you remove, and being an Instant. In a pinch, you can even exile some cards in your hand to take something down. That sort of effect isn’t quite as exciting in Limited as in constructed, as 2-for-1ing yourself is usually not the best idea in Limited. You’d rather just pay more mana most of the time. But if you find yourself in a situation where your opponent has a must kill and you just don’t have the mana, sometimes you’ll just have to bite the bullet, and that’s nice upside to have.
There are enough Artifacts and Enchantments around that Chapter I and II are likely to provide significant buffs – since it counts itself, it will at least give something +1/+1, and that’s not too shabby – sometimes it will do a ton more than that. Once it becomes a creature it might struggle to be large – but probably not, as there are enough artifacts and Enchantments that her being a 2/2 is a pretty likely outcome, and considering your total investment, and how meaningful chapter I and II will usually be, you’re getting a pretty good deal – and sometimes she’ll be massive!
So, this has a couple of nice synergy things going on. First, it is a Warrior with Flying, so it will frequently be able to attack alone and trigger those sorts of effects. Second, the fact it has Flying means it pairs nicely with Ninjutsu. And yeah, White has only one Ninja, but you’re not going to be playing Monowhite, so it could come up! Those things definitely help the card – it is a decent early game attacker that can then Master Decoy things in the late game. The cost of 4 mana is pretty steep for the effect, but it is still a nice on to have around in the late game.
A 3-mana 3/2 with Vigilance is usually reasonable playable, and this one comes with a very nice ability. You won’t always have an Enchantment in your graveyard of course, but there are enough Enchantments in this set that you’ll have them reasonably often, and obviously casting one off of this ability is like drawing a card, and that’s pretty darn powerful. Like with all of these, its great that they designed them so that they can trigger the ability on their own – but you can also use other Samurais/Warriors to trigger the ability if you’ve got them around.
A 3-mana 3/2 with Vigilance is usually reasonable playable, and this one comes with a very nice ability. You won’t always have an Enchantment in your graveyard of course, but there are enough Enchantments in this set that you’ll have them reasonably often, and obviously casting one off of this ability is like drawing a card, and that’s pretty darn powerful. Like with all of these, its great that they designed them so that they can trigger the ability on their own – but you can also use other Samurais/Warriors to trigger the ability if you’ve got them around. 32 – Regent’s Authority – 1.5 This is a solid trick. One mana for +2/+2 tends to be a good rate in general, and the additional enchantment/legendary creature upside is something you’ll be able to take advantage often enough.
This is much better in this format than it would be in your typical one. There are so many Enchantments around that that mode might actually be the one that is available to you the most often, and the fact it can take down large creatures is no small thing either. It isn’t quite premium, giving the restrictions and the cost, but it seems like a fine Common.
Chapter 1 on this is pretty underwhelming. I mean, I like that it makes sure you hit a land drop, but paying 3 mana for such a small effect up front is a little rough. The good news is, Chapter 2 is likely to add to the board a little bit – though the fact it brings the thing back tapped is a little annoying, and then chapter 3 adds to the board in a very real way. The Architect of Restoration has enough going on that it is pretty relevant all game long. You’ll usually at least be able to trade it for something and get a 1/1, and sometimes it will be able ot take over the game. So…this is pretty slow, even for the Sagas that we have in this set, but I think the final value you get out of it is pretty nice.
This looks like a very nice Uncommon. A two mana 2/2 with Lifelink would be a solid card, a two mana 2/2 that can sacrifice itself to make something indestructible would be solid too – and this does both of those things plus in most ways it is better than just being a two mana 2/2 with Lifelink, since it can let larger creatures attack on their own and gain that useful keyword. The whole package here is just great: Solid stats, and two nice abilities. I think you can first pick this pretty happily.
This will immediately add a counter to the board, which can really alter the way your turn goes in your favor, and you get another counter out of it when it dies. Sure, it would be nice if it was like the Armorer from a few sets back and you got both counters right away – but I still think this is a quality card. Having a useful creature type and also “Modifying” creatures gets some extra points too.
Almost no matter what White deck you’re in, casting this for 5 is a pretty reasonable expectation, and that is quite the efficient flyer. Sometimes it will be even more efficient than that!
Well, it looks like White got an Elvish Visionary! That’s always a pretty nice card in Limited – as adding something to the board and getting a card out of it feels pretty good.
If you have 5 mana, you can cast it as a fairly reasonable body with Vigilance – and if you’re having problem finding mana in the early part of the game, you can Channel it away to find another land. And it even gains you some life! It isn’t that far from being a 5-mana 4/4 with Vigilance that has cycling for 2 mana. Flexibility like this really trumps the fact that neither half of this card would be amazing on its own.
This is the Uncommon premium removal that White often gets. These Oblivion Ring effects are always very nice, because they do the job efficiently, and they are also reasonably flexible. The fact your opponent can get the thing back is a bit of a bummer of course, but that downside is well worth it. You’ll almost never Channel this in Limited, but being able to blink a creature is useful sometimes.
This is restrictive about what it can kill – both because of the 4 damage and the “attacking or blocking” restriction, but it will often feel reasonably efficient. I don’t quite consider something like this premium because of how restrictive it is, but I think you end up playing the first copy pretty often in your White decks
We finally know who The Wanderer is after first seeing her in War of the Spark! This time around, she packs a lot more power – which makes sense. She’s a Mythic Rare this time, and she was Uncommon last time! The fact she has Flash is quite powerful, especially because her +1 is the kind of thing that will make a lot of creatures just wreck another creature in combat. A stats boost plus First Strike has a tendency to do that – you can basically use her as a combat trick on your turn, or use her on your opponent’s turn. You can of course also her other two abilities immediately and at Instant speed that first turn, which is amazing. You can kill an attacker or make a 2/2 to block a 1/1 or something. So uh, yeah. She’s insane. She’s a 4-mana planeswalker who can pretty much do it all – she can kill stuff and protect herself – and that’s usually enough to be a bomb in Limited.
This trick has the potential to create some 2-for-1 blow outs, but its also pretty expensive, and we’ve seen similar tricks that always grant key words like lifelink not be all that impressive. I think running one of these in your aggressive White decks with a decent number of artifacts and enchantments is fine, but I can see it getting cut a decent percentage of the time too.
3-mana 2/2s that draw you a card when they hit the opponent are always kind of alright. If you can get a blocker out of the way, or give them evasion, they can do some work. The nice thing with this verison of it, is that if the Octopus can’t get it done on its own, it can give that ability to another creature that is more capable of getting in there.
Your typical Tutor tends to not be great in Limited…and I think that’s mostly the case here. You pay four mana, use up the Anchor and an artifact or creature in play to search up an Equipment or Vehicle and put it on to the battlefield. In other words, you are 2-for-1ing yourself. Now, there are some scenarios where maybe you run this – like if you have an absurd bomb this either an Equipment or Vehicle – but that’s pretty much it. So, if you have some really high costed card that has either of those types, this starts to get pretty interesting, but that’s a very narrow use, and this shouldn’t really be played in your typical Limited deck.
This is a very solid playable. A two mana 2/1 with Ward 2 is already pretty close to passable, so adding the Reconfigure upside is really nice. It is a nice little creature early, and in the late game it can lend a much-needed stats boost, as well as a little bit of protection, for a more relevant creature.
This is pretty flexible – although it isn’t that good at either thing it does. If you’re looking for removal, you can just pay UU to make an opposing creature into a 1/1. It still keeps all of its abilities, though. If you want to pay more mana, you can use it to make one of your creatures big…but not really that much bigger if your creature is of a reasonable size at all. Yeah, overall, this is either a bad removal spell or an overcosted Aura to pump one of your creatures, and while I value flexibility – neither option here is very appealing.
While it of course doesn’t add to the board immediately, Chapter One will make it a lot harder for you opponent to punish you for that being the case, so you are very likely to still be in a decent position by the time you untap and get Chapter II, which will either draw you FOUR cards, or let you scry 2 and draw 2 – both of those outcomes are pretty great. The creature it transforms into always won’t be that imposing - and in some cases it may not be able to stick around very, but it is likely to be able to do something at least, and I think that’s acceptable after what you got from Chapter II.
The combat trigger that the Technician has is unfortunately quite narrow. If you aren’t augmenting it in some way, you’ll only be able to put 2 mana or less Artifacts into play with it, and while you’ll probably have some of those in Blue, there aren’t so many that you will consistently be able to actually put something into play with it. Especially if you aren’t drawing extra cards. It is still a 3-mana 2/4 with upside, and being an Artifact And a Ninja is useful too.
This gives you some nice card selection, but most of the time you’re going to just be spinning your wheels – getting one card from casting it for three mana – and most of the time its just going to feel worse than Divination. If you’re not adding to the board, you’ve got to be getting something pretty significant out of this. The upside on cheap spells is nice, and will make it feel a little more efficient, but its still just one card. I think you’ll find yourself cutting this card more than you’ll play it.
If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
This is a card we’ve seen printed a few times now, and its always decent. Once you get down to two mana, Counterspells get pretty interesting, and while it is unfortunate this one costs double blue, it is still fairly easy to get value out of it, as most decks will have 15+ targets, and the +1/+1 counter is a great thing to tack on.
This has a pretty neat design! It is a 4-mana ¾ when untapped, and an unblockable 1/1 when tapped. Coming with the ability to untap is pretty nice too! Even if we’re just talking about the Agent, you can choose to untap it after your opponent doesn’t block, which means they take 3 now, and you have a ¾ blocker during their turn. One of the big applications of this card, though, will be setting up your Ninjutsu. It does cost 4, which is certainly pricy to recast, but the fact that you know this will get past blockers means you can really find a nice way to utilize ninjutsu with it. Now, there are some downsides too – if you don’t plan on untapping it, it is incredibly vulnerable, dying to virtually everything in the set. It also only attacks for one, which is pretty dismal for a 4 drop.
We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
This is the least impressive of all the Shrines. Milling is a tough win condition to do consistently in most formats, and that certainly looks to be the case here, and it also isn’t that easy to take advantage of it yourself in this format. So, unless you really get there on Shrines, this won’t do a whole lot for you. The others in this cycle are all pretty nice even if you have 0 other shrines, and that can’t really be said here. That said, it does have some things going for it – namely, that it is a two mana Flyer, which can help you set up Ninjutsu, and it also isn’t a bad place to put Equipment or countrers.
A 3-mana ¾ with Defender is kind of okay in a more controlling deck, and if you modify this one – or other creatures with Defender – they can attack. That’s kind of cool, though not exactly an incredible payoff. This seems fine.
This Saga impacts the board immediately with Chapter I, which is great – because many in this set do not! Bouncing a thing for four mana isn’t a great deal of course, but you get to do it up front before generating some very real value with the next two chapters, both of which give you an entire card’s worth of value. Whether you get an Artifact back or draw a card, chapter II is going to feel pretty good, and chapter III gives you a pretty nice 3/3 Flyer. Now…you probably shouldn’t expect the creature’s ability to do something consistently, but that’s fine, since you have a decent Flyer – and on the occasions when you do limit what your opponent can play, it will feel downright nasty!
As is the case with all the cards in this cycle, it is tricky to cast, but very powerful, and it is possible this is the most powerful of the bunch. Stealing an opposing permanent is one of the most powerful things you can do in Magic, as you remove whatever your opponent’s best artifact or creature is and add it to your own board. Untapping it might seem like a little thing, but frequently your opponent’s best thing will be tapped down, so getting it and being able to block with it right away actually matters. 5 mana is a very reasonable price for doing this – the problem is the quadruple Blue cost, which is usually tricky to assemble in Limited. That said, this is certainly powerful enough to take very, very early. Provided you keep it in mind and Blue is open, you should be able to draft fixing and lean a little extra into Blue so that you have a greater-than-normal chance of getting quadruple Blue mana in your deck. You probably need about 12 Blue sources to feel secure about it. While this is certainly hard to cast, I do think it is doable enough in this format, and the card is powerful enough, that it sneaks into the lower bomb range.
He might be expensive, but Jin-Gitaxias definitely gives you your mana’s worth. Because he counters instants and sorceries, it is going to be very hard for your opponent to kill him, which means you’ll usually be able to untap and take advantage of the fact that he gives you copies of your own instants, sorceries, and artifacts. This format looks like it has enough of those things – especially Artifacts – that you don’t really need to build around Jin-Gitaxias, although he does get even better if you have a bunch of those things. Either way he’s a bomb.
So, a 6-mana 6/6 with Flying and Ward 3 is probably a 4.0 at the very worst. Its just a massive creature, and one that you will basically always have to spend significant mana to kill, since the things that can kill a 6/6 in Limited usually cost 4 or more mana in the first place. But then, when your opponent does kill this thing, you get a nice trigger that can either set your opponent back on the board, or get you some spells back from the graveyard. The latter effect will give you a 3-for-1 if you have enough Instants and Sorceries.
Like all cards that do phasing things, this has a variety of uses. You can use it to blank opposing creatures for a turn, you can use it to save some of your stuff from removal, you can use it if your opponent tries to put an Aura on one of their creatures, and so forth. I think this can phase enough things at once, and there’s enough different ways to use it, that it seems like a pretty reasonable card, though it isn’t super powerful or anything. There will be times where using this just doesn’t do anything, and that always hurts a card’s stock.
This looks quite good. I would already be in on a 3-mana 4/3 Flying Vehicle that crews for one – crew 1 is just such an easy thing to pull off! So the additional upside that it copies the creature that crews it is pretty nice. That whole block of text probably won’t matter a decent chunk of the time, but gaining additional keywords or abilities from other cards could definitely be pretty nice sometimes.
This is either an overcosted 5/7 or an overcosted Mana Leak. As is usually the case with these Channel cards, though, having the option between those things is much better than those things are individually! In this case, I do think both of the options are pretty underwhelming, though.
This is basically an Artifact-based version of Hieroglyphic Illumination, which was an Instant you could pay 4 for to draw two cards, and it had cycling for one Blue mana. Hard for a card like this to ever be bad, since at worst it replaces itself really efficiently. Then there’s this format artifact synergy and so forth!
This is cheap to cast and has a fairly reasonable Crew cost, especially because it will essentially crew a second Vehicle, should you have one around. And..you won’t always, in fact about half the time you probably won’t have more than one vehicle, but the times you do this is going to do some pretty silly stuff.
So, looting a couple of times is decent card selection, though like with a lot of these, you’re going to kind of wish you were adding to the board right away, instead of having to wait a couple of turns. As is this case with most of these creature-sagas, you get great value for your mana – in this case, a two mana ⅔ Flyer that loots twice – but the trade off is that you have to really wait for it. Still, Chapter I and II are the kinds of things that are at least useful all game long, so this isn’t one where you really need to play it early or you’re going to be disappointed.
Ninjutsu for one is quite the deal, especially because it will be drawing you a card if you ninjutsu it in. After that, you’ll only get to loot when it hits the opponent, but that’s okay – the initial use of the card will allow you to set up a 2-for-1, and that’s pretty nice. It is sort of a more convoluted Elvish Visionary that comes with an additional power.
This has decent stats and repeatedly Scrying does make your draws better. Its also an artifact for the decks that care about that, and a relatively cheap flyer for Ninjutsu.
Without channel, this would be pretty close to unplayable. A one mana mana-rock is kind of exciting, but having to tap both the Prototype and something else to make a colorless mana just isn’t going to be that great in Limited most of the time. It might do something really early, but it is just a dud late. But, this card helps mitigate against that because in the late game you can turn it into a Time Ebb-type effect. Paying 5 for that effect isn’t amazing – and like with a lot of Channel cards neither card individually would be very good, but together? I think this ends up being a reasonable enough playable, albeit one you end up cutting a decent chunk of the time. Modality really improves the card, though.
This is a very good common. We have seen 4-mana 2/2s that Bounce a creature be very good in the past, and that’s what we have here as a base line. The Ninjutsu upside being tacked on means it can feel a little more like a Man-O’-War since you’re paying three mana, and being able to do it at instant speed may also enable you to break up an opposing block or something, which is pretty spicy.
This does enough to be a nice little one drop. Tapping a permanent won’t always matter, but there will be turns where doing that allows you to get a much better attack in. Meanwhile, being a one mana 1/1 Flyer in this set is better than normal anyway – both because of Ninjutsu and the plethora of ways that there are to modify creatures. Its also an artifact, and that’s a nice thing to have too. This seems like a Common that overlaps into tons of different Blue archetypes, and that’s great.
This kind of card always seems to underperform. Sure, you can reuse an ETB ability, or save a creature from removal, but those situations aren’t exactly a dime a dozen, and you have to have the mana up at precisely the right time! There are a few cards in the set – like Circuit Mender – that have abilities that trigger when they leave play, and I guess if you end up with a few of those, this starts to get a little more interesting, since you rebuy the leaves play ability as well as the enters the battlefield ability, but I’m still not really convinced.
This looks pretty nice. A 3-mana 3/2 that made Treasure when it hit the opponent would already be playable, so adding the Ninjutsu angle, and the fact that it is more generally a Ninja/Rogue payoff, and you have something even nicer!
So, this is a two mana 0/4 that lets you know what the top card of your library is at worst. That’s..not exciting, but not entirely unplayable either. If you manage to Reconfigure the Chip though, you end up with the very powerful ability to play lands and cast spells from the top of your library – and that’s the kind of thing that will just generate insane value for you. The downside is you lose the 0/4 who is actively adding to the board, but there’s a good chance that onc eyou Equip this, you’ll be able to add a ton to the board on your next turn, and that will help you overcome that. It is a bit clunky – as paying two to play it and three to reconfigure it is a bit slow, but I think there is some pretty impressive upside here. If you’re allowed to untap with this Equipped to something, its going to be tough for you to lose the game.
This is a super artifact-centric version of Dig Through Time. Because you have to have a decent number of Artifacts in play to make casting it worthwhile and you need ot hit two of them in the top seven cards of your library, I think this probably has to have a build around grade. This format, as I’ve been saying, has a ton of Artifacts, but this card needs you really be in on them. You probably need 10+ artifacts in your deck to get there with it, and even in this format I don’t think that’s always going to happen.
A 5-mana ¾ with Flying is kind of an alright rate, and the upside this gives you is pretty nice. You won’t always be able to pay 1U to make a copy, but when you can this is going to do some absurd things for your board.
This is a mediocre creature if you cast it that way, but it has the upside of freezing down two opposing creatures, and that’s something that can be pretty nice in the right situation, such as those where your opponent is dead as a result of not being able to block for a couple of turns. That mode is certainly the more powerful one, but it is pretty situational, so the fact it can be a creature if that’s what you really need isn’t too bad.
This is fairly mediocre. It doesn’t stop enough of what a card can do for it to be that effective as removal. Sure, it has less power and it can’t fly – but it still lets the creature block, it can still have a death trigger, it can still have an activated ability, it can still have a static ability, and heck – it can even still attack, just less effectively! It having Flash does mean sometimes you can set this up so that you can kill an attacking creature with a double block, and when you can do that it will feel alright, but you just won’t always be able to make that happen.
This has pretty nice stats as a 4-mana 3/3 Flyer, and while its artifact pay off ability isn’t amazing, adding a loot effect to all of your artifacts is definitely relevant upside.
We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
These types of effects are almost always not worth it – they keep pushing them on us, though! What makes them bad is the fact that you only resize a creature. Making one into a 4/5 for 3 mana is not normally going to be a very good rate, and that’s even if you’re including the ability to turn Vehicles on like this can. You’re going to get a small stats boost in most cases, and that just isn’t worth the risk of getting blown out by removal. They did do one thing here that’s pretty interesting though: They added a cantrip. That certainly makes this better, as at worst you can sort of cycle this for three mana, and if you do manage to resize a creature and win combat you’ll actually feel like you’re doing something – but it still isn’t very good for the same reasons these effects never are: They don’t do enough for their cost and they are also very risky!
So, obviously you’re going to need to be returning things to your hand for her to be worthwhile – and I think that mostly means you’ll want her in a UW deck, since her activated ability will actually trigger that! Now, there are other moonfolk around who return lands to your hand, so sometimes you’ll get there without her ability, but she has a ton of internal synergy, as returning a land and reanimating an artifact or Enchantment will feel absolutely absurd sometimes. She’s effectively a UW gold card for that reason. Now, you won’t always have stuff to reanimate with that ability, but still – in the mid-to-late game it has a decent shot at bringing stuff back and drawing you a card, and that’s pretty great. I think she takes some work and some time to really do her thing, but she’ll be a pretty great engine late.
This is a more powerful take on this type of removal than we usually get. Usually, the bummer with this type of Blue removal spell is that you simply lock down a creature and it doesn’t untap – you don’t stap activated abilities and static abilities – but you actually do with this, and that’s a massive upgrade. Its nice that it can even turn off Equipment – as sometimes that will be worth doing.
This definitely feels like it needs the right deck to really excel. If you aren’t in one of the artifact-heavy decks in the format, you just won’t be that impressed with this. His +1 is faithless looting at worst, and that’s nice, but if you can’t use his static ability or his -2, or take advantage of his ultimate, you really won’t want to play this. This format does have plenty of Artifacts with activated abilities – mostly Equipment and stuff – so the static ability will be nice, and his -2 can really protect him effectively if you have enough Artifacts. But yeah, probably need a build around grade here. The good news is, there’s enough artifacts around that he will probably never be a complete dud, and he has a ceiling as a bomb.
Drawing three and discarding two has you break even on cards with some pretty good card selection, while also maybe loading the graveyard. And if you have a random artifact you don’t really need in your current situation, this ends up feeling even more potent. I think Blue decks will usually play their first copy of this.
Well, this is very nice. You can play it early as a one mana 1/1 Flyer that helps you set up your other cards with ninjutsu, and then in the later part of the game it can come in with its ninjutsu ability and make a copy of one of your other attacking creatures, something that will virtually always be worth that 4 mana. You do need another attacker of course, but that doesn’t seem like a big ask. Things get really wacky when you return it to your hand via another creature’s ninjutsu, and then you can get its powerful trigger all over again!
This is premium removal. Even if you always had to pay 4 mana for it, it would be premium – so the fact that it lets you decrease the cost all the way down to only 2 mana is really nice. It isn’t going to be easily splashable which is a little sad, but its still a great card.
So, at worst, this is a 3-mana 3/3 with Menace. That’s a very efficient creature, and this also comes with Ninja – and obviously Ninjutsu upside – and both of those are well-supported in the set. Removing a Menace counter to take away your opponent’s best nonland will sometimes be worth it – making this a creature that is also a discard spell means it will be a 2-for-1 that actually adds significantly to the board, and I like that.
A two mana 3/1 menace is something you would pretty much always play, so adding the powerful Reconfigure effect here is great. 4 mana to turn any creature into a 5/5 Menace Demon is no joke, as that’s the kind of creature that needs to be dealt with in most cases. That’s going to be a significant upgrade for almost any creature. You can just keep putting it on things too if the first one dies.
This is a Gray Ogre who attacks as a 4/2, with some reconfigure upside. I’m not ultra impressed with this as a creature or Equipment you put on something else. I mean, its fine, but I think you end up cutting it more than you’ll play it. It just isn’t very efficient no matter how you use it, and the stats boost is only useful if you’re the attacker.
This can outright kill X/1s, and takes away the ability of all creatures to block – while also slowly bleeding the opponent out. If you’re in a really aggressive Black deck, I can see playing this, but in situations where you aren’t the beatdown, it isn’t going to be very good. Your opponent just won’t always care about their creature getting a little smaller and being unable to block. It is notable that it is an Enchantment you can keep around on the table for awhile, and you kind of want to because it hurts your opponent – and that goes well in the Black-White deck, which wants an Artifact and Enchantment to be around for its various effects This is probably mostly an aggro deck special.
Keep in mind, your opponent chooses what gets exiled when you use this. So, mostly, it will feel like a three mana edict effect, and those have waning value as the game goes on and your opponent is more and more likely to have something very expendable to give up. It can be pretty potent early. And, because you choose the option, you can at least choose the one that is the toughest for them to decide – for example if they have only one creature or one enchantment the choice is easy – but its also pretty easy if they only have two of one of them and so forth. The fact its an Instant means you can deploy it at the exact right time a little more easily too – but still. Its removal that you don’t really have enough control over.
The BR deck is really about sacrificing stuff, as it often is – and you’ll have plenty of expendable things to sacrifice for value with the Chief, and there are other sacrifice synergies around too! It seems like a one drop that can really net you some serious cards in the mid to late game.
This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
This looks pretty good. If you ninjutsu it in, you’ll always have a card to discard to the effect. It sort of makes it a Bone Splinters on a stick, which is pretty good overall. Obviously, if it is able to get in more than once, it can really wreck the opposing board. Turning random creatures in hand to removal spells will usually be worth it.
The buff to power is a ton, and does make it so a whole lot of creatures can become good attackers, but because it taps the creature when it equips to it, you have to wait an entire turn to actually make that happen. I think that’s too big of a cost when you’re already paying 3 to play it and 2 to equip. This card definitely has a bit of potential, as +4/+0 can really be a big deal, but I have a hard time seeing it work out.
A 4-mana 2/2 with death touch is not a great statline, but obviously being able to pick off 1 toughness creatures when your opponent has one is definitely going to feel pretty huge, and there will be a decent number of them lying around. Once you get to where you can kill X/2s, though, is where this thing can really get silly. Like the other Shrines in this set, this card is perfectly fine even if its your only shrine, and I’m glad they designed them this way, as opposed to the way we’ve seen them in the past. Because yeah, the fail case of a 4-mana 2/2 that can trade with anything and pick off X/1s is a pretty good floor, while the ceiling is pretty amazing.
This is a Wind Drake with some excellent upside. Most of the time, I think you would want to draw a card with it, as a Wind Drake that cantrips is pretty awesome. But, you won’t always be able to set up situations where it does that, and having a symmetrical edict effect as af all back isn’t too bad – and in fact in the earlier part of the game – like when your opponent has one creature – the edict on Gravelighter is probably better than drawing a card anyway. And that’s kind of how this will shake out. It is harder to make something die early to trigger its card draw effect, but that’s okay because the Edict will probably be pretty good in that situation! Whereas, in the mid-to-late game, things are a little more likely to die, and an edict effect is also probably a lot worse, so yeah.
This new Hidetsugu is a pretty big improvement on the original card! It has a pretty solid statline and two great activated abilities. Giving up creatures to scry is sometimes something you really need – but the other ability is the one that really pushes things over the edge. Not only do you get the chance to play the card he reveals, he also damages any target equal to the mana value of the card you exile! And, in an ideal world, you can set things up with the Scry so that it does something really significant. Now, it isn’t all good. Paying three mana for the effect will mean that you won’t really be able to play the card a significant chunk of the time, and while you can use the ability at Instant speed, you won’t be able to play the thing you reveal on your opponent’s turn unless its an Instant. Still, the fact that it lets you repeatedly damage things is big, and will allow Hidetsugu to take over games. Then, when you can actually play the thing that you reveal, it will feel truly busted! Keep in mind, you can play a land off of it, it just won’t do any damage.
If this format didn’t have Ninjutsu, this would be a lot worse. It doesn’t have the best starting stats, and the ability to buff it, while sometimes useful late, certainly isn’t especially efficient. However, in a world where you want to play an early evasive creature that you can use to get in with a Ninja, well – its a solid playable.
This has a pretty tricky mana cost for Limited, but it does seem pretty good. Your opponent will amost assuredly have a creature to sacrifice to this – and an Enchantment is pretty likely too. They will almost never have a planeswalker. The nice thing is, if they don’t have one of the permanents to sacrifice, you still get some nice value by making them lose 2 life and drawing a card. So yeah, you get a 3-for-1 whether or not your opponent has all three permanent types, and that flexibility really makes this a really good edict effect.
A 5-mana 5/5 with Flying and Menace is efficient and incredibly difficult to block. So, your opponent better kill it! But..if they do, you just get to reanimate the best creature in a graveyard! Now, that creature probably isn’t quite as good as Junji, but it still super powerful none the less. The discard effect is generally going to be less good, but if your opponent is low on life, or you don’t have a creature to bring back, you’ll choose that option.
This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
If you aren’t returning a Ninja or Rogue to your hand consistently with this, it is going to be much worse. Putting your best graveyard creature on top of your library is nice, but not nearly as good, because you aren’t actually gaining a card, you’re just doing some card selection, and that’s just a massive step down. Returning a creature to your hand is likely to give you a 2-for-1, while that’s not possible if you’re putting something on top. Obviously, if the creature you put back is a bomb or something you’ll still be pretty happy, but if that’s all this is doing, it probably isn’t worth it, as a 5-mana 3/3 is a pretty bad statline.
A 4-mana ¾ is not a great stat-line these days, so you are going to want to be drawing a card off of this around half the time for it to be worth it. And…that’s not going to be automatic in every Black deck in the format, since this asks you to have both an Artifact and Enchantment. That’s certainly easier to do in this format than it is in most, but if you’re in say, UB Ninjas or the BG graveyard deck – that’s not something you’re going to be focused on. In a lot of ways, this is a BW gold card, because that’s the deck that has a whole bunch of reasons to get both an Artifact and an Enchantment in play.
A two mana 2/2 with Lifelink always makes the cut, and this one can reconfigure to give something else lifelink later in the game. It is a little sad it doesn’t also give a stats boost, but the idea is that you’ll have something sizable enough to put it on late – and if you don’t this can still just sit around as a creature.
Two mana for -2/-2 at Instant speed isn’t exactly premium, though it can kill a lot of stuff. And you can even use it combined with a block to take something down – though that’s always a little risky. That said, I think you’ll be able to do -3/-3 with this often enough that it sneaks into the lower B range. If it was always -3/-3 it would be a 3.5. And sometimes this will be even more than -3/-3 – though I think we have to accept the wide range of outcomes with this, and the fact that -2/-2 is probably going to happen a lot.
Now, this is a Saga that turns into a creature! Chapters I and II are nice references to Umezawa’s Jitte, and once it transforms into a creature, it is a nice reference to Toshiro Umezawa. But even apart from the fun references, this card seems quite good. Chapters I and II give you options between the different modal Jitte effects, and they are pretty spicy. On some boards this will allow you to outright kill two creatures with the first two chapters – on boards where you can’t do that, this will often allow you to attack with a creature who couldn’t before – and on eboards where you can’t do either, gaining a few life isn’t a bad consolation prize, especially because it turns into a reasonable creature in the end.
I never love effects that give the opponent a choice between two things – especially when the options are discard or sacrifice a creature, because there are many board states where doing one or the other is no problem for your opponent, and because they have a choice, that means chapter I and II won’t always feel that great. That said, there will certainly be times where it is “pick your poison” for your opponent and have they have no good option, and because you do it two turns in a row, you’re more likely to produce that situation than you might otherwise be. The creature you eventually get can be pretty tough, and Chapters I and II do make it pretty likely there’s at least a few creatures in the graveyard.
These cheap board sweepers are frequently pretty awkward in Limited. Most decks have a decent number of creatures who will die to it, so finding an opening to cast it where it is purely beneficial can be hard. Still, it is one of the best possible ways to deal with an aggressive opponent, and casting it in those situations can be completely game ending. A card like that mostly feels like a sideboard card to me.
This is premium removal. It won’t always be super efficient – in fact it usually won’t be, because you have to spend one more mana than the toughness the creature has – but the fact that you gain that life back is a big deal. Casting this for 6 to kill a 5/5 is going to feel incredibly swingy! Especially at Instant speed. Like with all the Marches, you probably don’t want to be exiling cards to cast it too often, but it does give the card some extra punch – and there will be situations where it makes sense to do – like if you need to exile a card to do enough damage to kill a blocking creature, or to enable you to play another powerful spell on the same turn.
This seems like a solid little Ninja if you’re in the market for those. The Ninjutsu is very nicely costed, though keeping in mind that you have to return a thing to your hand does make it seem a bit less efficient. And really, neither casting this the normal way nor Ninjutsuing it is going to make you feel like you’re doing a great job. Its solid, and Lifelink makes it a good creature to Modify.
The mana and crew cost here is pretty reasonable, especially because sometimes you can give up a creature or artifact to make it bigger and harder to block. The bigger it gets, the crew will feel even better!
If you can hit your opponent with Nashi just once, you’re probably going to be pretty happy with your investment, as he effectively gives you an extra card that you cast for free. Because he has Ninjutsu, making that hit happen is easier than it might be otherwise. He doesn’t have the greatest stats and he has no evasion beyond Ninjutsu, so getting him in more than once will be hard to do in a lot of games, but he still seems really good.
If you can give it either of these keywords, you’ll be pretty happy, and if you can give it both, it will feel quite formidable. Menace and Deathtouch are pretty nasty together, since you can kill both things that block it
The thing I really like is that its good whether or not you’re Ninjutsuing. A two mana 3/1 that gives death touch to something when it ETBs is just a good rate. You won’t always be able to take advantage of it of course, but most of the time it will change how your turn goes. Then adding the Ninjutsu angle is a big deal, because you can use it to give death touch to one of your blocked creatures out of nowhere.
Giving us a one mana saga like this is pretty interesting! You obviously get insane value for the investment of one mana, as you drain 2 life and get a 2/2 with Menace that gives vehicles Menace! This is going to feel like a pretty good turn one play, and even in the late game this can do some work. The life drain helps you survive until it becomes a creature, and its great that as soon as it transforms you can send in a vehicle in that is hard to block. Having to wait for the body a couple of turns is going to be a little frustrating, though.
We see 5 mana reanimation spells a lot, and they tend to be kind of mediocre. This is because you don’t often have something in your graveyard that is worth paying 5 mana to reanimate. In other words, you not only need a large enough creature, it also needs to be in the graveyard. When you add +1/+1 counters to the mix, like this does, it does become easier to feel like you’re getting your 5 mana’s worth out of the card. However, you do need to have an Artifact and Enchantment to get those. I would be much happier with this card if it gave you one +1/+1 counter if you had an artifact, and another if you had an Enchantment, but it is all or nothing – and that certainly hurts it a little bit, even in a format where it seems getting one of each of those is fairly doable. If you have a couple of crazy good bombs, it does get better than that.
This is a pretty neat take on a Coercion Effect, as it is effectively a modal card that takes away your opponents best card, or it gives you a look at your opponents hand and puts two +1/+1 counters on one of your creatures or vehicles. Individually, those two effects are probably about a D. The discard effect only allows for a one-for-one trade and doesn’t change your board at all, while putting two +1/+1 counters on a thing for this much mana at Sorcery speed is really clunky. The discard effect is also pretty close to a dead card in the really late game, so having the other option will really matter there.
This type of effect tends to do alright, especially in decks with a sacrifice theme – which in this format will mostly mean Black-Red. It is sort of an Instant speed Tormenting Voice, in the sense that you give up two cards to draw two cards – its just that one of them is an artifact or creature in play. Using this in response to a removal spell, or to get rid of something expendable will always feel nice, but there are also situations where you can’t find a spot to use this because you just don’t have the resources to make it worth it. The life gain is a nice addition, but doesn’t power it up a ton.
Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Even if you never have an Artifact and Enchantment together, you have a 3-mana spell that can exile any creature. That’s the mode you’ll almost always choose if you have to choose, though having the other option tacked on is certainly upside. When you do have an Artifact and Enchantment in play, this will feel absolutely insane, as you’ll get a very efficient and powerful 2-for-1.
This 3-mana 3/3 has a ton of upside. If you can manage to cast an Enchantment you’re going to end up with 6/6 worth of stats that is very difficult to block, and that even drains your opponent when you play Enchantments! It is definitely kind of a build around, as it really needs Enchantments to excel, but because it has such a reasonable baseline you can even play this in a deck with only one Enchantment and feel pretty good about it. And..this set has a lot of Enchantments, so getting enough of them in your deck isn’t a very big ask.
Well, this is a weird card. Giving your opponent a couple of 1/1s is not usually something you want to be doing, and there will definitely be times where your opponent can utilize those tokens effectively. In fact, because you want to gain control of them when you get Echo of Death’s Wail, your opponent knows you probably aren’t that interested in blocking them! So they are likely to chip in for a few damage – and, if your opponent blows this up after Chapter II you’re going to feel really bad. However, if things go according to plan – and I think they will more often than they won’t – you eventually gain control of those rats and get a 3/3 Flyer with Haste who can sacrifice a creature to draw a card. That’s insane for the amount of mana you invest. And yes, like with all of these sgas, you’re sort of stuck in a situation where you aren’t sure you can beat the clock, but this one is so cheap to cast, and has such a powerful ceiling that I really like it overall.
Wow, this is really good for a Common! 4 mana to kill a creature and give +1/+1 to one of your creature’s is a great deal. Now, the downside here is that your opponent could blow up whatever you target in response, which will be backbreaking, so it is sort of like a Black Fight spell, in the sense that you need to pick your spot carefully – when you do though, it will feel amazing. If you’re worried your opponent will kill your creature, you can also stick it on an artifact. Its also an Enchantment, which this format cares a lot about – this will be premium removal for any deck, but the BW deck can get even more mileage out of it.
This gives Black some access to fixing and ramp, which is nice, but the stats are underwhelming and the death requirement won’t always line up for you.
This is quite the modification payoff! Now, if you’ve only got one modified creature, it isn’t going to be able to do a whole lot, but with 2+, your chance of reanimating a creature are pretty reasonable. This has a fine baseline as a 3-mana ⅔ with Menace too, which also makes it easier for you to attack with more than once. It also means that Unforgiving One is also a good creature to modify in the first place, and luckily it counts itself! I do think that it requires enough set up that it isn’t something you take super highly.
Adding to the board and taking something away from your opponents’ hand isn’t a bad play in the early to mid game, though it does get less impressive late. It comes with the Artifact type too, which is a useful thing.
This has a really interesting design. I’m normally not big on this type of effect, as actually doing some damage to something often takes up some resources, so spells that can only remove damaged creatures are often not all that playable. However, in this case they lowered the mana cost to ONE, and they added a cantrip. At that point, we’re talking about a card that is certainly playable. Keep in mind that it does need a damaged creature to target, so it isn’t really the kind of cantrip you can cycle whenever you want. You won’t usually generate a 2-for-1 with this, because of the resources you gave up to damage the creature in the first place, but the cantrip pretty much makes up for that, and on occasions where you can get a 2-for-1, this will feel downright amazing. It is still a super situational removal spell, but it is priced to move, and I think you’ll end up playing the first copy in most Black decks. Playing more than that is probably asking for trouble due to its situational nature.
This is a nice little two drop. It has passable stats and a nice ability that makes sure your board stays populated when your modified creatures die. There are a plethora of ways to modify them, so getting a creature token or two out of this isn’t far-fetched at all, and that’s some pretty great value.
If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
Getting an Enchanted creature destroyed is a pretty good way to lose a game because you get 2-for-1’d. Nice Auras tend to do something to offset that risk, and this doesn’t. This does give a pretty nice boost for the cost, and the set has payoffs for "modified" things, but I still have a hard time getting behind this.
Adding a conditional cantrip to Trumpet Blast is definitely interesting. This effect is really situational, but because it replaces itself, you end up with a card that – at worst – cycles for three mana, and you can also find more useful situations to use it in, since the card does replace itself.
A 4-mana 4/4 with Trample and Flying is already great, and Atsushi also makes sure that you always get some kind of value out of it, even if it dies immediately. If you can make use of both cards it reveals, you are getting a 3-for-1, and if you really need mana or fixing the Treasure can help you there. Basically, this puts your opponent in a situation where they are going to die to a 4/4 Flyer or give you a ton of value, and that’s a nice choice to give them! Obviously enough, this is a bomb.
Early, this is a 3-mana 3/2 with Trample, a card that would often make the cut anyway – and then later in the game it can give +3/+2 and Trample to something else – that’s the kind of boost that makes virtually any creature into a threat.
This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
The total mana investment here won’t always feel great, and it does sit around on the table for awhile before it does its thing, but accumulating counters on this seems very doable in Red in this format, and it seems like a nice removal spell that can sometimes double as a win condition. I do think that it probably needs a build around grade, as some of the Red decks in the format aren’t going to be great abusing this – UR and BR are both very interested in artifacts, but the other color pairs not so much.
So, up front it effectively draws you a card, and because this only costs one mana, it won’t usually be hard for you to play that card – and, it very nicely allows you to play lands. Now, this does mean playing it really early isn’t going to feel great, because you are less likely to be able to utilize whatever you hit, but starting around turn 4 it starts to be a nice play, and it effectively ends up as a 2-for-1, because you can also get a Samurai out of it. I do think the awkwardness of playing this early definitely hinders it, but I think you’ll end up playing this often enough in Red decks, perhaps the most in RB, which likes sacrificing them. But it also overlaps a bit into other archetypes – UR likes artifacts in general and RW like Samurai, for example.
This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
If you can get this down to about 6 mana, I think you feel pretty good about it. It is a bit of a bummer that it is a Sorcery, so when you cast it you better be doing something pretty significant. The good news is, it won’t be that hard to do something significant with it, since 10 damage is enough to kill pretty much anything, and it is also oftentimes enough to win the game. I do think the clunkiness of the spell is a pretty big problem, but the ceiling is really high.
Unlike a lot of these sagas, it adds to the board immediately with a 2/2 token – and one that can make you some treasure, which is certainly pretty nice! Chapter II’s rummage effect will sometimes come in handy too, and then when you get to chapter 3 you get a pretty powerful creature in Reflection of Kiki-Jiki. Sure, you need another creature around that’s worth copying, but you frequently will just have something else you can make a copy of that will really change the way you attack that turn. You can even copy the 2/2 that you got with Chapter I, although that isn’t the most exciting thing ever. Either way, this Saga adds to the board right away, gives you some card selection, and then you get a creature who is generally going to be a real problem for your opponent. You get a ton of value for the mana you invest, and while you have to wait for your returns – getting a good portion of them in Chapter I is a pretty big deal.
If you have no modifications, this is a Blaze that can’t hit players – that’s not the most efficient cost ever, but it is removal that can remain relevant all game long. If you throw a modification in, you end up with a much more efficient card, as it can Shock creatures for a single Red, do 3 for two mana, and so forth – so it, still scales, but it becomes more efficient. You’ll have modifications often enough that this definitely ends up as premium removal, especially because the floor is so reasonable.
This is the kind of Aura I feel alright about playing. +2/+2 and Menace is a very real stats boost, and the fact that this leaves behind a creature token when the enchanted creature dies is quite nice – and helps mitigate against the risk of getting 2-for-1’d. Now, it is still an Aura, and probably only one that you run in very aggressive decks, but it will be solid there.
A 3-mana 2/2 with First Strike is already pretty playable, especially in a format with lots of ways to modify creatures, and the fact you get to do some additional damage to the opponent or (more rarely) a planeswalker if you have spare mana lying around is pretty nice. Obviously it gets spicier if you have more Shrines around.
Well, this is a two mana 2/2 with some silly upside! Granting haste to everything is a nice enough upside to have on such a creature, but where it gets really interesting is in its ability to make Dragon tokens if you have some modified creatures. That’s not a huge ask, and it means that this is a two mana 2/2 that can really take over games where you can get that ability going. It does die to a whole lot, but it’s a two drop that is pretty scary all game long. I think it’s a bomb.
A 4-mana 3/3 Trampler isn’t a very good rate, but this comes with a nice enough “lone attacker” Samurai/Warrior pay off, as this format has a lot of artifacts. You’ll be able to make use of it often enough for this to make the cut in most Red decks. If you have some other lone attacker payoffs, the fact it has trample will feel pretty good!
You’ll get the most value out of this if you’re casting stuff from your graveyard, so it does require at least a little bit of set-up. If you are just casting things from your hand, you aren’t actually gaining cards, you’re getting a discount – and while a discount is nice, getting two whole cards of value out of this will pretty much always be better. Of course, it costs quadruple Red, and by the time you have that kind of mana, your graveyard is pretty likely to be stocked. As with all of these cycles, though, that mana is also a hefty downside in Limited, as getting quadruple of a single color can be tough in your typical 2-color Limited deck. The payoff here is good for sure, but I think the other cards in this cycle give you more for the difficult mana cost. If this was easy to cast, I would probably give it a 3.5, but I think the challenge of casting it makes it a 2.5.
This really reminds me of the Bloodrush Mechanic, which allowed you to pay some mana and discard a creature card for a trick – so, yeah. This isn’t the greatest as a creature or a trick – the small toughness boost does limit the number of combats you can win with the boar’s channel, but it also has the upside of really letting you run over a creature and do a ton of damage. I like the flexibility here.
There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Two mana to do 3 is always premium, so also doing 2 to the opponent sometimes is pretty nice. This is one of Red’s best Commons.
We’ve seen this many times before, and its always a passable trick. +1/+0 and First Strike for one mana isn’t a bad deal since it allows many creatures to win combat – first strike just does a great job of turning a trade into something much better for you.
Chapter one here isn’t anything to get excited about, but hey – it does a thing, and then chapter II is actually pretty nice, provided you have a creature to cast during the second turn you control this. Playing this on turn one, and then a turn drop on turn two is a pretty spicy way to start ag ame, especially because on turn 3 this becomes a 2/2 that can rumble right away! Its ability isn’t a huge help in Limited, so you’re mostly just getting a decent body. In the end, this is pretty slow at what it does, but it does give you some nice value – like most of these sagas that turn into creatures. It does definitely have some diminishing returns, as the stuff it does is less impactful the later the game gets.
This looks really good. Both modes on this are actually pretty efficient. A two mana 1/1 with double strike is perfectly fine, and an Equipment that equips for two and grants Double strike is pretty nice too! It doesn’t offer a stats boost, but Double Strike is a strong enough keyword ability that giving it to most creatures will immediately make it into a serious problem for your opponent.
This looks pretty good. Even if you only pay 3, you are basically getting an Instant speed divination, which is a pretty darn good deal, and the more mana you pump into it, the more card selection you get. You won’t ever get more than 2 cards though, so it almost seems like paying 3 is going to give you the most value. I like that you don’t need to invest a ton of mana into this to make it really do something nice – but you still have the option to pump a bunch of mana into it if you’re desperate to find a particular card.
This is a bear with some really good upside that lets you reload your hand if it hits the opponent. I would already be sold if all the Helmet did when it was equipped was grant the stats boost – paying 3 for that is a great deal! But adding in the ability to sacrifice the creature to find some more gas makes it even better! It will make almost any creature into a formidable attacker in the late game.
This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
This is an aggressively costed one drop. Raging Goblin normally isn’t a great card in Limited, but this version of the card has a very reasonable Reconfigure cost that both buffs and grants haste, in a lot of ways it will feel like you can pay a reasonable kicker cost to buff and give haste to your creatures in the late game, and because Reconfigure is so cheap, the Rabbit Battery can just keep going…and going…and going on to new creatures.
Even if we don’t look at some of the synergies this card has, it would probably be pretty solid. You can play it and get in for 2 when you can, and when you can’t, you can effectively cycle it away with channel. However, there are several things in this set that make this better than all of that. First, it isn’t too bad with ninjutsu, since you can have it come down out of nowhere, and its returning to your hand anyway. Second, it is good with “attacks alone” Samurai stuff, because it can come down and get those benefits immediately, making it a much more problematic attacker than it would otherwise be. And third, its an Artifact, and there are various cards in this set that do a thing when an Artifact enters the battlefield, and it can trigger them repeatedly.
It is hard for any 3-mana 3/3 with upside to be bad – and this certainly isn’t. This set has a whole lot of Artifacts in it, so using its ability will definitely happen – but it is a bit of a finicky ability since it checks for mana values.
This will slot pretty well into the Black-Red deck, which is mosty about sacrificing artifacts. With enough mana and artifacts in play, this creature becomes a real pain to block.
mana to do 2 to anything isn’t incredible, but the one damage it does to all non-artifact creatures is quite nice. There are lots of things this card can end up doing. For example, if you do the 2 damage to a non-artifact creature, this will actually end up doing 3 total. You can also use it kill an X/2 and then pick off an X/1 or two. This card will occasionally cause big blowouts against X/1s, and it probably makes non-artifact X/1s in this format a little bit worse than normal. I think in the end, this is premium removal.
I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
This compares really favorably with Tormentor’s Helm for Kaldheim. It gives the same stats boost and the same ability that punishes blocking. The difference is this is a bit more expensive to Equip – or in this case Reconfigure, but the fact you can just play t his as a creature is a huge upgrade. They’ve given us a lot of nice one drops of late, and this looks like one to me. It can attack effectively early, and then when it can no longer do that, you can suit up another creature who can take advantage of the ability more effectively.
This is a two mana 2/2 with some pretty nice upside. There are artifacts aplenty in this set, so having an expendable one around to turn into a 3/1 with Haste isn’t going to be super hard. That said, you also won’t always have an Artifact that is worth sacrificing either.
This is a great payoff for attacking with a creature alone, something that will of course be well-supported within the RW color pair. Attacking alone basically draws you a card here, so even if you offer up an attack that will be a trade at best, you’re probably still coming out ahead. While it is definitely going to make the most sense in RW, it gives you a pretty good reason to only attack with one creature a turn in most of the Red decks.
With no other creatures around, this is effectively a 4-mana 4/4 with Haste. It is unfortunate that its ability doesn’t count itself, but the card is pretty good even before that additional upside. Sometimes this will come down and be able to do a significant chunk of damage with the Attack trigger. Putting counters on stuff when it attacks can also really improve your attacks.
It won’t be hard for it to be a 3/2 attacker on many turns, and that’s not too shabby as an artifact payoff.
This is very good. Even without Channel, this would be an excellent card, as it will let you add a decent body to the board while taking down an opposing creature. Going after the opponent's face is really nice upside too. But, then you add Channel to the mix, and you make a far more flexible card. I mean, most of the time you’ll want to cast this because of the 2-for-1 potential, but sometimes you’ll have to fire this off as a straight up removal spell for less mana.
The enter the battlefield trigger on the card won’t always do something for you, but there will be a decent number of situations where it allows you to attack more effectively with your board. It can also crew everything which is nice.
Its a little bit sad that the Outlaw doesn’t count itself, as modifying it would be incredible if it did! Still, Red has lots of ways to curve out with modified creatures, making this hit pretty hard.
One mana to do two to a creature is usually pretty close to premium removal – you will be able to pay one mana to kill many creatures that cost more! This having the additional “sacrifice an artifact” option to upgrade it to doing 4 damage is definitely enough for it to be premium, as doing 4 for one mana is a really good deal, though you may not always have an expendable artifact to give up.
This isn’t that exciting past the early game. You probably won’t be able to play the extra land if you don’t play it on turn two or three. Gaining 3 life doesn’t hurt, and might help you get to the point where this becomes a creature, but I’m not super impressed with the creature in the later game either. That said, in the early game, this has a decent shot at ramping you and then giving you a nice creature for the board a couple of turns later. So yeah, this is a card where the effectiveness will vary wildly depending on what part of the game it is. Early it will be very nice, in the mid-to-late game it won’t be very impressive.
This is a very nice defensive creature. A two mana 3/3 with Reach will slow the board to a grinding halt in the early game, and the fact that you can use it as a Plummet sometimes is nice upside. It isn’t exactly the kind of card all decks will want, but grinder Green decks will probably be happy to play a few of these – while aggro decks probably aren’t playing it at all.
This doesn’t have great base stats, and its ability is incredibly costly, and even not that impressive in the extreme late game. This isn’t something you’ll play most of the time.
Your deck will have enough Enchantments and Creatures in it that you will virtually always hit with the ETB ability, so you are ending up with a 5-mana 4/4 with Reach that draws you a very real card. Its nice that if you do miss, or you are in a situation where you’d rather have 4 life than a card, it can do that too. And yeah, a 5-mana 4/4 Reach that gains you 4 life on ETB would also be a nice card.
This looks like a solid trick. It will often give a significant buff for the cost, and untapping your attacking creature can matter sometimes too, since it enables it to hang back and block. The untap part also means you can try to use it to ambush an opposing attacker, but that’s generally a riskier way to use this sort of thing, since your opponent is more likely to have mana up.
I’m always pretty concerned about a 4-mana card that doesn’t immediately add to the board in any way – and that’s certainly what we have going on here. Searching up a couple of Forests will be nice, but it isn’t that impactful in the immediate future. Chapter II may be something you don’t even want to do because you may not want to draw another land. Ultimately it will add to the board though, and usually with quite the formidable creature, but like with a lot of these – it taking a couple of turns can be a bit brutal in games where you need something that does something more immediately. Still, if you are able to draw the two lands, and then transform this a couple turns later, it will be a real presence on the board.
In a lot of formats, a two mana 1/1 that can tap for Green mana is very playable, and this is better than that in a lot of ways, since you can stick it out there at Instant speed. Meanwhile, the Aura side of things does a pretty good of ramping you too, and offers a solid stat boost. I do sort of feel like you’re going to be more interesting in Channeling this the most of the time, as I think that’s the best deal you can get here.
If you Ninjutsu this in, you end up paying two for a 2/1 that puts a counter somewhere. Note, by the way, that “somewhere” can be on itself, too! Now you obviously also returned a thing to your hand, so it isn’t all upside, but still, it seems like a reasonable deal. And it is the kind of creature that is a pretty real problem if your opponent can’t get blocks in front of it.
This is cheap and gives you some decent card selection. But…it also doesn’t really do a whole lot, and cards like that seem to be getting worse and worse in Limited these days. It seems like it will be easy to cut this.
Chapter I and II won’t do much right away – though gaining life does help soften that blow. And then, once it transforms, you’re reliant on making Dragons or the Egg die to get the rest of the card to do its thing. Now, if you can make that happen, it will feel pretty good. But if your plan is just to have the Egg die, keep in mind you’re not really netting a card in the end. You are, however, certainly getting a discount on the card. And since you get to have two things with the Hatching counters, you’re decently likely to have something pretty nice to put into play. But still, Ideally, you want to have the Egg and some other Dragon die to reap the rewards, and that’s not going to be super easy. There just aren’t Dragons in this set at lower rarities. There’s a lot of upside here, but this just won’t do very much way too often.
There are so many Artifacts and Enchantments in this set that this will virtually always have a target, and is something you’ll basically always want one of in your main deck. It even kills a ton of creatures! I do still think that it is a little too restrictive to be straight up premium, but its pretty close.
One mana 1/1s with Deathtouch are always playable, mostly because they have the ability to trade up with just about anything. This one also comes with Enchantment and Ninja upside, though in Green probably only the former matters. Still, you probably won’t ever cut the first few copies of these from your Green decks.
Channeling this will be the better deal most of the time, as the tricks we see that offer that same boost and reach always tend to be pretty playable, but it is nice that you can also use this as a more permanent boost in situations where that’s better.
This looks like a really good one drop. This set has a ton of Enchantments across the board – but especially in Green – so you end up with a one drop that can add a whole lot of +1/+1 counters to the board over the course of a game. And sure, it is quite fragile on its own, but even if you only get a single counter out of it, you’re getting good value – and sometimes this will be capable of just taking over games.
It is a fine 4-mana 4/3 in a worst-case, but it comes with an effect that can be pretty sweet in some situations. Returning something like a Saga you want to go back to chapter one on, or an Aura you wanted to move anyway – will be particularly nice, and the fact this tacks on 3 life is nice too.
This looks quite good. On its own, it is a two mana 1/1 Trampler that you can put a counter on every end step for one mana, and that’s definitely a quality card. Even without other Shrines, I don’t imagine you’ll ever cut this from your Green decks.
We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
This seems pretty nice. In the early game you can use it to fix and ramp your mana, and in the late game it can be a big beater that helps you close things out. It isn’t super incredible at doing either thing, but effectively being a split card with a worse Rampant Growth on one side and a worse Colossal Dreadmaw on the other gives you a decent option all game long.
Animating a land is always less powerful than it might seem, and even adding the indestructible angle here isn’t that exciting. It does give you a reasonably efficient creature, but its also one that effectively makes you give up mana if you want to be attacking with it. I do think it’s a little better than the Red one, because this one is going to be more formidable in the later stages of the game, and it snice that they are such a pain in combat thanks to the indestructibility.
This is a 3-mana ⅔ that will sometimes be a 3-mana ¾, and in a curve out in a RG deck there’s a good chance it goes that way.
This is an Aura I can get behind playing in Limited. That’s because it will replace itself pretty often, as +2 power on your biggest creature has a pretty decent shot at drawing you that card. That means you are no longer in danger of getting 2-for-1’d like you would be with a typical Aura. Now, it is still a little tricky to use, you have to be careful not to get blown out the turn you cast it, and it isn’t game-breaking or anything – but it seems perfectly solid.
Like the rest of this cycle, this is hard to cast in Limited, but it does something pretty powerful. And actually, Green will have an easier time being able to cast its Invoke spell because it has better access to fixing. 5 mana fo two 4/5s with one of these keyword abilities is an amazing deal – if it were easy to cast, I would be tempted to give it a 4.5, But the challenge of casting this is real, and I think that probably holds it down to a 3.5.
This gives you something that affects the board right away, which is great – and it even ramps your mana some! Then, Chapter two will buff a couple of creatures, and when you get to Chapter three you end up with a very impressive creature who can buff any creature you play, and it even threatens to get even bigger if you have enough modified creatures. This feels like a bomb to me. Even waiting a couple of turns to get Jugan in the late game is no big deal, because you’re getting two other very real chapters before you get there. Its also great that Jugan is a very relevant creature all game long.
At worst, this is a 4-mana 4/4, and its much better than that because it allows you to put counters wherever you want. The Channel part of the card is nice too, because sometimes utilizing this more like a trick, or spreading around the modifications is just better anyway. It slots nicely into the RG Modification deck, as well as Green-White Enchantments.
They decided to give this samurai the old Bushido mechanic. It’s a two mana 2/2 that is harder than most two mana 2/2s to block or attack through, and that’s probably enough of an upside for you to play it a decent chunk of the time.
This is a really good Bear. It will get bigger throughout the game, and it can return from your graveyard if an Enchantment goes to the graveyard. That’s going to happen a lot in formats with lots of Enchantment creatures.
Wow. They really did it…this is a ninja turtle! Anyway, a two mana ⅓ with Deathtouch is always playable. Being able to trade for everything is a big deal, and this comes with Ninjutsu and the ability to naturalize something when it hits the opponent…and there is plenty of stuff it can blow up in this format.
This is a 3-mana 3/3 with text box loaded with upside! Hard to go wrong there. Even if it just had Reach, it would probably be at least a C+ – but giving modified creatures trample, and letting you search up basic lands is pretty nice. Obviously, you’re going to need to do some modifying to take full advantage of the card, but that’s not a huge ask in this set.
Like its brethren, this legendary dragon is a bomb, although I think it might have the worst stat-line of the bunch – but that’s only compared to completely absurd Dragons! A 5-mana 5/5 with Flying and Deathtouch is obviously a great rate, and can end the game on its own – and if your opponent ever kills Kura, you’re going to get some sweet value. It will probably make the most sense to make the creature token, as this gives you an immediate board presence that will also be a headache for your opponent. Basically, you are paying 5 mana here for two 5/5s at least, and the token might be even bigger! The land ability is something you will only do on very rare occasions, where maybe getting the right land lets you cast another bomb or something.
The other Marches are all pretty good in Limited. This one is unplayable. Having duplicates of creatures that this is worth using on just isn’t that likely, and it isn’t even like it does a whole lot when you do, as you’re just tutoring a very specific creature into play – and usually paying one more mana than that card costs.
We see versions of this card all the time, and it always ends up being Green premium removal. It allows you to kill a lot of things pretty cheaply, and having a large enough Green creature in play to make it work isn’t that hard. You do have to be a little careful with when you use it, because if they blow up your creature in response it is some really terrible news.
This can accelerate your mana, and when it gets modified it can do it even more quickly! Being able to play your 4 mana cards a turn earlier than your opponent is pretty nice! Mana dorks do of course always have the downside of being pretty mediocre in the later part of the game, but the upside they give you early tends to make them pretty nice.
This seems like a very strong Uncommon. This will spit out +1/+1 counters all game long, making your board increasingly problematic for your opponent. Adding Channel to the mix is a pretty serious upgrade too, because drawing this in the late game wouldn’t be all that impressive – but when that’s when you see this, you can just Channel it to make one of your lands a creature, something that is far more impactful in situations where you don’t get this until late. This is worth taking pretty highly, and is a definite candidate for the best Uncommon in the set.
You need to be getting both a creature and an enchantment back when you use this, or you aren’t going to be getting enough for your investment. While Enchantments are pretty plentiful in this set, especially in Green, I do think this needs a build around.
This has a very cool design. In the early game, you can use it to help you ramp your mana, and then once you’ve ramped your mana enough, you have a pretty nice Channel effect that will allow you to get back a whole bunch of permanents. That’s the kind of play that really helps you win the long game.
This is a neat take on this type of Green removal. It has a way higher ceiling than most cards like it, but it also has a pretty disappointing floor. You have to pay 4 mana to do the damage to one thing – and at Sorcery speed. That’s something we have gotten pretty regularly for about 3 mana of late and at Instant speed. It not being an Instant matters for sure too, because with this type of spell you have to pick your spots carefully, as a removal spell will utterly blow you out. So yeah, the floor here…not great. However, if you pay 6 for this, and it lets you take down TWO creatures, you’re going to feel pretty awesome, and in the extreme late game it can do even more work than that. I don’t quite think it is premium, though. The baseline is too inefficient and clunky, and the requirements that a card like this already asks you for – that is, having a creature with high power, and your opponent not being able to interact in response – those things it asks for you are already a big enough hurdle.
Getting a permanent back when you hit a player is great, and Ninjutsu helps make it pretty likely you’ll get to do it at least once. This creature is actually large enough that even on later turns it present a problem any time it attacks.
This is a really interesting design. The +1/+1 counter part of it can be a passable combat trick for sure, although the more powerful mode is assuredly the one where you accelerate your Saga and make a larger Enchantment creature. For pretty much every saga in the set, this will immeidatley make it into a creature with those two extra counters, and doing at Instant speed can let you ambush your opponent. Now, that use won’t always be possible – and as always we have to look at what this card will do on average – but I think it will do something nice with one of these modes often enough that it is at least a decent playable.
Chapter I and II actually give a fairly significant buff. +1/+1 counter + Vigilance for a turn is pretty sweet, because it not only enables a better attack, it allows you to alter how a race is going. Now, sometimes paying 5 for chapter one is going to feel pretty rough – like if getting the counter and vigilance doesn’t do much for you, but at the stage in the game that you play this, it is pretty likely to be useful. Then, you end up with a pretty nice creature – with haste and Vigilance – which will mean it can swing right away, unlike most of these saga-creatures. I think this might be Green’s best Common. It gives you a ton of very real value up front, and then a very nice creature.
I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
This looks pretty good. You immediately add something to the board which is not something most of these creature-sagas do, and because of that you’ll also likely have something to put a +1/+1 counter on with Chapter II. Then, once it transforms, it can attack and gobble up cards in graveyards for value – and because it milled you three cards, it will have a good shot at being able to do one of the things it can do. Now, a 1/1 that becomes a 2/2 won’t always be incredible by the time it comes into play as a creature, and that does hold the card back some, but I still think its quite good overall.
An Enchantment creature lord looks to be pretty formidable in this format, and the fact that this can copy Enchantment abilities is pretty sweet, especially when it comes to Sagas. Now, you can’t end up with two copies of the enchantment creature a saga gives you, since they are just on double-faced cards and not tokens, but you can copy other chapters, and do some other wacky things with Enchantments in this set.
The usual 3-mana ¼ Reach spider we get tends to be a 1.5 or a 2.0. They aren’t great, but you end up playing them in grindier Green decks. Adding the additional Reconfigure upside here is nice, though not anything special.
On its own, on a board with no other creatures, this is a 5-mana 5/3 with Haste. It will often be bigger than that, though, and can do some serious damage out of nowhere – and it of course also offers that bonus to your other lone attackers. But I can’t help feeling like this is a little over costed at 5 mana.
This has three pretty nice modes! If you get it late and cast it as a creature, its big enough that it can close out a game, and Ward 2 provides it a bit of protection. UG is the color pair that has the most channel in it, and the Skyturtle does a pretty good of making tha clear with its two channel abilities – and they are both abilities that do a thing that might let you get back a card with Channel. Even absent that channel synergy, the fact that you can use this to get back any card from your graveyard, or to bounce a permanent is pretty nice. For most stuff with channel, if you chopped the card up, each card individually wouldn’t be that impressive, but because this card basically has three very different modes, the flexibility is well worth it.
This is a weird card. It will be good if you can win the game win you cast it, but it will pretty much be a dead card if you can’t. The good news is, Haste + Menace on all of your tokens does stand a pretty reasonable chance at helping you do lethal. If you use it and can’t kill your opponent, it won’t accomplish much, since they get almost as many tokens as you do. You do add one more token than they do, so you do come out ahead, but if you are at parity or behind, casting this is going to feel pretty bad in a lot of situations. It will definitely close out some games, but you have to factor in how mediocre it is in other situations.
This has good stats and a nice keyword for the cost, and reduces the cost of Artifacts. Obviously, that’s what UR is all about in this set, so this will set you up nicely in that deck.
This is pretty good. It will set you up for a 2-for-1 most of the time, and the fact it has Menace even means it can be a little bit of a problem as an attacker. The one downside here is that sometimes you won’t really want to play this on turn three, because you don’t have a permanent in your graveyard. It is costed as more of an aggressive creature, but most of the time you probably won’t want to play this if you aren’t taking advantage of the ETB. The good news is, most of the time you’ll be able to.
This looks pretty darn good, between the great stats and the Vehicle recursion. Obviously, you need some Vehicles in the graveyard to really get there with this, but there are enough of them in this set, that I can see Greasefang doing the job a significant chunk of the time. Even just doing it once is immensely powerful, since you not only get a quick swing in, you also get it back in your hand.
You are not super likely to destroy anything with Chapter I – and you should also keep in mind that its symmetrical! Then, Chapter II’s effect also isn’t that great – there is some graveyard stuff in this set, like there always is, but it isn’t a huge theme in this set, so exiling graveyards isn’t that meaningful. You do, of course, eventually get a creature out of the deal – but it isn’t that impressive of one, frankly. The alternate win mode on the card is very much a “win more” effect, as if you do 10 in a turn, there’s a good chance you’re winning anyway, and the creature, while reasonably efficient, isn’t that great, especially because he won’t be showing up until turn 6 or so. This card has a neat design, but it definitely isn’t the kind of Mythic Rare you first pick – in fact, I don’t think its even close.
This has great stats and a couple of great static abilities. You do have to have Jeskai mana to cast it, which isn’t going to be the easiest to make happen. If it were in one of the green shards or wedges, it would be a little easier. It is both difficult to cast and not exactly game-ending when you do manage to. Sure, it has the nice stats that are relevant all game long, and the abilities matter too – but the abilities will have waning value as the game goes on. I still think you can take this highly and try to get fixing together, but it probably isn’t very close to being a bomb.
This definitely has the most interesting design of all of the signpost Uncommons. It also has some pretty awesome art! I think it is probably also the one that is the hardest to gauge. That said, I think it looks pretty good. RG is about modifying stuff, so this gives you a payoff for Modifying your creatures by giving them haste, and it also provides a way for you to modify your creatures, since it can move counters from itself on to creatures. This will also give the creature Haste, obviously enough. It is basically an Enchantment that gives you one +1/+1 counter a turn over four turns – generally, an Enchantment that gives you a counter every turn tends to be pretty powerful, and while this will eventually run out of counters, being able to do it 4 times ia pretty big deal. This format has a fair bit of synergy for Modifications too, in addition to what Invigorating Thermal Springs has to offer, so being able to put a counter on a thing carries some extra weight here.
There are a lot of creatures who trigger stuff when they attack in this format, especially when it comes to Samurais attacking alone. Being Mardu is a bit of a hurdle of course, in a format not overloaded with fixing outside of Green, but the upside is nice. I do think it takes enough effort to make him work, in addition to the mana requirements, that I’m not super pumped about the idea of taking him early, since you need to line up not only fixing, but also plenty of cards to take advantage of his ability.
A two mana 2/2 with lifelink is pretty nice, and reducing the cost of Enchantments is pretty nice too! As it often is, GW is about Enchantments in this set, so that will definitely be coming up.
This has a really neat design. Its triggered ability makes it so that your opponent can’t damage it on their first turn after you play it, and its other abilities are pretty nice! Typically, you’re probably going to play it and use the +1, since you won’t have any fear of Katio dying on that next turn, and then you can start making Ninjas to protect the planeswalker too! If you play this on turn three, it will really take over the game. However, in the later game, its abilities look increasingly unimpressive. I don’t quite think its a bomb since it won’t help you out a whole lot if you’re at parity or behind. Instead, its just a really good card.
This is very powerful. It immediately exiles a permanent, and then bounces a permanent the next turn, and then turns into a pretty frightening creature that returns stuff to your hand and makes it hit really hard. The downside is, of course, that it costs mana of all 5 colors. Something that is tough to produce consistently in pretty much every Limited format. Still, this is the kind of card that will win you the game when you can cast it. Chapters I and II should get you to at least parity in most cases, and then the Dragon Spirit can win you the game. There is enough Common fixing in the format that this is doable, but its still going to be tough. This type of card is always awkward to grade, because we have to take into account how consistently you can actually cast it. If we don’t look at the fact it costs 5 colors, paying 6 for this would be a stone cold bomb – but because of how difficult the mana is, you should probably value it more like a 4.0 than a 5.0.
This has a neat design. Kotose is effectively a 5-mana 4/4 that draws you a card – and generally a pretty meaningful one. Sure, it is a little dependent on what your opponent has, but they are bound to have something very useful – whether its some random creature or a removal spell or whatever. Tacking the “Lobotomy” effect on to this is kind of interesting, but won’t really matter very often in Limited, where duplicates are less common. Of course, if you steal their best removal spell from their graveyard, and exile another copy from their deck, it will feel pretty good!
I don’t love the stat-line here, but if you can consistently generate 2/2 tokens with it, its going to feel pretty good. That said, a 5-mana 4/4 will frequently be an underwhelming attacker, so counting on it doing its thing more than twice is probably a little too optimistic. Now, this set does have a lot of Equipment and Auras – both things that this card also synergizes with, so maybe it will be a good attacker more often than I think – but it still has the not insignificant set-up cost that demands you have both an artifact and enchantment around in the first place. Which, while doable, does further limit a card that has a pretty ugly floor as a 5-mana 4/4. It is definitely going to generate some serious value in decks that really get there with it, but right now I’m not ultra impressed with this signpost Uncommon.
Because it can sacrifice itself, it is – at worst, this is a two mana 1/1 token that drains the opponent one life. That’s not exactly exciting, but that’s pretty much the fail case here. This can also be a pretty sweet engine, since you can just keep giving up the same 1/1 every turn to drain the opponent one life, since it allows you to sacrifice tokens, and that’s pretty spicy – it will feel al little bit like getting Cauldron Familiar and Witch’s Oven together – and you have it all on one card! It is obviously a bit slow at what it does, but the engine aspect seems pretty sweet to me.
It isn’t that hard to crew, and it spits out creature tokens that can crew it when it attacks – just in case you were going to have a problem crewing it in the first place. Obviously it synergizes well with other vehicles too.
A 4-mana 3/3 with First Strike is already decent, and this gives you a pretty big bonus for attacking with only a single Samurai or Warrior, since you get another combat phase – and presumably one where you probably attack with more than just one creature. Notably, Raiyuu can do the attacking all on his own to give you that combat phase, so you don’t even necessarily need a bunch of warriors or Samurai to make it happen. Its also important that that second combat phase will happen even if the lone attacker dies.
This looks pretty good. Because of Haste, it stands a good chance at getting in and gaining an indestructible counter. And, while that counter might not stick around forever, it is definitely going to be a problem for your opponent while it does.
This new Umezawa is very powerful. Adding a card selection and drawing effect to every ninjutsu is a great payoff, and Satoru would be a very strong build around if that’s all that was going on here, but all of your cards gain ninjutsu too, so it isn’t even a build around! So yeah, now you get a huge effect when you ninjutsu things, one that certainly trumps any sort of downside that comes with having to bounce a creature to your hand. There’s some upside there too – because you can rebuy ETB abilities or even cheat a creature into play for way less mana!
So, there are a lot of Sagas in this set, including some at Common, and GW is the color pair that is the most into Enchantments, so Satsuki looks like she can do some pretty nice stuff for you. Accelerating your Sagas is a big deal in this set since they all eventually become Creatures, so getting them to add to the board as quickly as you can is quite good. And then, her death trigger will stand a reasonable chance at getting you something back from your graveyard. She definitely takes a little bit of work to get going, but because GW will fairly organically end up with the kinds of cards she’s good with, I don’t think she needs a build around grade.
This is quite the signpost Uncommon for the UB Ninja deck. Buffing all of your Ninjas and Rogues and decreasing the cost Ninjutsu is quite impressive, and sometimes you’ll be able to Ninjutsu this in and buff some of your creatures to either do more damage to your opponent or make it so your creature or creatures win combat.
If you have creatures who give you value with an ETB or death triggered ability, or some tokens lying around, it seems like this will be able to generate some pretty nice value for you. If you don’t, this is going to be less attractive, as you’ll typically just be upgrading one of your permanents a little bit, and there’s also no guaranteeing you have something good to sacrifice and something worth getting back, and that’s pretty rough on a 5-mana Enchantment. The good news is you can get that new permanent right away, so it does something to the board immediately. This has a pretty impressive ceiling, but I think it will be far too inconsistent to get anywhere close to being a bomb.
You can either straight up pay 5 mana for her as a 5 loyalty planeswalker – or pay 4 mana and 2 life to play her as a 3-loyalty planeswalker. Both options are fairly appealing. Her +1 does a good job of protecting her and disrupting your opponent, and her -X can also do a good job of that. Her ultimate is also quite good, as decreasing the cost of all of your spells and being able to tap her notebook to draw a card is awesome. She can get to that ultimate pretty quickly if you pay all mana for her, too. She won’t always be able to stick around, but it does seem like her +1 and -X will do a pretty good job of making that happen.
There are enough artifacts in this set that this will actually be able to ramp your mana reasonably well, and it has some decent stats.
This has a unique design, but the lack of a boost to toughness and the requirement to pump mana into it is pretty hefty. I can sort of see late game situations where you just have all the mana in the world to use on this, and at that stage of the game its going to be pretty nice, as you can just put in on anything and that creature will have to be blocked. But what about the rest of the game? In the early going, it is pretty close to useless, because you just won’t have enough mana to make it do anything significant. So I have a hard time getting behind this with any enthusiasm. There’s an equipment and an artifact theme in this set that definitely give it some bonus points.
This is a nice little Vehicle at Common. 1 to crew is super easy, and its no joke as an attacker. As we’ve seen, there’s lots of Vehicle stuff going on this set too.
This is a nice little card. A 3-mana ⅔ that gains you 2 life is already kind of playable, especially i a set with lots of artifact payoffs, and then it even replaces itself when it dies! Its large enough to enable a 2-for-1 every once and a while – and if you combine it with blink or bounce it gets even sillier, because it lets you draw the card when it leaves the battlefield, and that means if it leaves in any way! Combining it with Ninjutsu could be especially back-breaking.
Man, if we had this in Crimson Vow it would have been absurd thanks to all the Blood tokens! This format also has a mechanic that involves discarding, though – and its Channel. If you Channel a card to get some effect and the construct exiles that card for you, it is going to feel pretty insane. You really only need to pull it off once to feel pretty good about it. So, if you have 0 ways to discard cards in your deck, you probably don’t play this, but as long as you have at least one, I don’t think you cut it. This is because it has passable stats and has a useful card type in Artifact, which is likely to help you with synergy too. It will be pretty hard to end up with 0 cards that have you discard, so I don’t really think it needs a build around grade.
There’s a lot of counters in this set, so taking them away from your opponent or adding them to your own things is definitely relevant, but it still won’t always actually be able to do a thing, and when it can’t it will still be a 4-mana 2/4, which is pretty bad.
This is Bonesplitter with a whole bunch of upside, and Bonesplitter already tends to be a pretty solid piece of Equipment. +2/+0 for 1 to play and 1 to Equip is just a nice rate, and +2 often enables some nice attacks you didn’t have before. Now, I guess it isn’t all upside, because if you have a creature you would like to get back from the ‘yard later in the game, this won’t let you do it, but I still think the fact that this gets the keyword abilities of the creatures that die is more upside than downside. At the same time, you won’t always have creatures with keyword abilities for this to give other creatures, but still - I like this a lot.
Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
This looks quite nice. It is easy to Crew, has good evasive stats, and it even has Flash and the ability to tap a thing down when it ETBs. It doesn’t do any of those things super impressively, but it does a whole lot for the mana investment.
This format has plenty of counters, so putting more on this thing isn’t a huge stretch. It also gives you a creature that enters the battlefield modified, which powers up a bunch of cards in this format.
Without the ability, this is a pretty bad vehicle. The ability is obviously a very cool reference to Voltron and the like, and it does give you quite the formidable creature token. One that is hard to block effective, and one that can attack immediately as a 10/10 that will gain you 10 life. The nice thing is, if the token ever leaves the battlefield, you get back everything you exiled except the Mechtitan Core – which is pretty cool flavor! So, how good is this? I’m pretty skeptical that its anything special. This set does have lots of artifact creatures and vehicles, but having the five mana and 4 things to exile it is still pretty big set up, especially because this card’s baseline is pretty unimpressive. Still, if you get to use that effect, there’s a good chance you win the game. Occasionally, it will perform pretty amazingly – but other times its going to be a 2-mana 2/4 vehicle, and that’s not something special.
This set has more legendaries than normal, but it still isn’t enough for this to be worth it. A very, very low percentage of drafts will have you end up with enough duplicate creatures and legendaries for this to actually do something worth the card and the mana.
3 mana manarocks, even those that tap for any color, are sometimes a bit clunky in Limited – but the ability that is tacked on here isn’t an irrelevant one – it gives you some very real card selection in the late game, and it does it fairly cheaply. You do of course need another artifact around, but that’s not asking that much. Having this around will sort of feel like you are playing the RB Blood deck from Crimson Vow, and it also fixes your mana, so I think this will make the cut reasonably often – though probably only if you’re splashing a third color.
You pay a total of 3 mana for Lightning, and that’s not a bad rate in Limited. What’s more is, it also lets you get some synergy – and not only the obvious artifact and Equipment synergy – but also some sacrifice synergy for the RB deck
This is another card where the trigger only requires it to leave the battlefield, so it getting blinked, or going back to your hand for ninjutsu will also give you the option of paying 2 to draw a card. You won’t always have the mana vailable to do it of course, but I think you’ll have it often enough that this is a pretty solid two drop in most decks.
I think this is pretty good. Obviously you need a lot of Artifacts, but there are plenty of those in this format. Ward 2 makes it so it is pretty hard for your opponent to deal with it when it is still small, and as it gets larger there will be fewer things that can deal with it – and generally the tax from Ward 2 will always make it feel a lot less bad when it does die. If this comes down early, it will get huge.
The casting cost is great for a 4/4, and the Crew is a little bit high, but it more than makes up for that with its activated ability, which will net you some cards, give you a creature token that can crew it, and even fix your mana a little bit. It may take a few turns to get going, but at times where you don’t have those turns, you’ll probably also just be able to crew it.
Milling doesn’t seem to be a major component of this format for the most part, whether you’re miling yourself or someone else. BG definitely has some graveyard stuff going on, and that’s probably where this will be at its best, but I’m still not overly impressed with a 3-mana 3/3 Defender. The cool thing you can do with it in the extreme late game is start using its ability to draw whatever you want to every single turn, but I’m always skeptical that type of strategy will end up working out in Limited. It doesn’t very often!
Obviously enough, you need to really get there on a graveyard-centric artifact/enchantment deck or this is going to be a pretty disappointing card. If you do get there, this looks like a pretty reasonable payoff. As long as it is like, a 2/4 you’re going to feel alright, especially because its likely to grow from there.
This gives you some reasonable value for the cost, and its also a great card to combine with Ninjas, since it is not only evasive, but it also has an ETB ability, so recasting it will give you another token, and that’s some nice value to get on top of whatever it is you did with Ninjutsu.
This has some ugly stats, but if your deck has even 2 Shrines and/or Auras, it is probably worth running. While this set does have plenty of Enchantments, it doesn’t have so many Auras and Shrines that you’ll always end up with enough of them to run the Steward.
On its own, it will do 2 damage to an opposing creature or planeswalker when it comes down. This means it impacts the board immediately in most cases, and sometimes it will kill much larger things. Crew 4 is definitely high, even for a 5/5 with Menace, but the ETB ability helps soften the blow there, and a 5/5 Menace does hit pretty hard. This is going to feel a bit like Flame-Tongue Kavu in Vehicle form, and I’m all in on that.
This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
This looks pretty nice. A 4-mana 2/1 that puts a counter on a creature is quite good, and obviously there is a fair bit of synergy in this format for artifacts and modifications – including this card, which comes with the pretty nice ability to draw you a card. It is very likely it will only cost you 3 because of the counter it puts somewhere, and I can get behind that cost pretty happily – anything less than that and this will really generate some serious card advantage.
You probably want to be casting this for 6 consistently to play it in your deck – but I actually don’t think that’s a huge hurdle in this format. There’s lots of things that modify your creatures, and playing a 6-mana 8/8 with Trample and Hexproof when its untapped is pretty spicy! I think this will probably be a nice playable for just about any deck that isn’t super aggressive.
Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
This is essentially a Forest that can also blow up some problematic permanents. Of course, it has the downside of maybe helping your opponent fix or ramp – but oftentimes blowing up a permanent of one of those types will be well worth it. This format has a ton of artifacts and Enchantments – so many that this will feel like Path to Exile or Assasin’s Trophy in many games. In other words, its a land that is also premium removal.
Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Like Boseiju, this is a land that can be a removal spell, and that’s pretty awesome. Sure, its situational, and only does 4 damage, but keep in mind – this is a land that you can draw in the late game and it actually does something, and there’s no downside in running it in place of a Plains because it comes into play untapped.
Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
This looks like a nice utility land. It will mostly only tap for colorless, but the ability to crew a Vehicle for three mana is quite nice in a format that has a ton of Vehicles. I can accept the fact that this might hurt my mana base a little bit for that kind of upside. And hey, sometimes it may even help you splash a Vehicle or something.
Another great land. If you need an Island early, it’ll do that for you, and then in the late game it can be a pretty nice bounce spell. The flexibility this offers is just really good.
Like Mech Hanger, this is another nice utility land where it is worth running despite the fact that it may make your mana base a little worse. This produces mana for you when that’s what you need, and then when you’re in need of some extra gas, you can sacrifice this. You’re typically going to be able to draw a single card pretty easily, and drawing 2 with it is also going to happen a fair bit. That’s some very nice upside.
Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
So, this set does have a bit of a tribal element, but I think it will still be a bit difficult to make this actually produce mana of any color consistently enough that I don’t love this card in most Limited decks in this format. If it is producing colorless almost all the time, it isn’t worth it, because that makes your mana base way worse. You need a critical mass of creatures with the same type – and that’s doable – but it isn’t a forgone conclusion.
As we’ve seen with this cycle – this is pretty nice! Its a land when you need one of those early, and if you draw it late it basically turns into a spell. A couple of 1/1s for 4 mana isn’t exactly efficient – but sometimes you’ll be able to decrease the cost – and even if you don’t do that, you have to remember that this is basically a split card. As long as it does something for you you’re going to be happy, and adding to the board is definitely something.
Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Like all of these, this is pretty nice. Having a land with no downside that can return a creature from your graveyard to your hand in the later part of the game is great.
Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Coming into play tapped is definitely a downside, but the ability to name a color is great. I do think the dual lands are slightly better, as they always tap for two colors you probably need, and this will only ever tap for one, but if you need fixing, this is fine.
Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-common|White|Artifact — Equipment
|
3.0 | 1.5 | 10.67 | 124 | 8.86 | 1375 |
ss-mythic|White|Legendary Creature — Dragon Spirit
|
5.0 | 5 | 1.14 | 125 | 1.27 | 137 |
ss-uncommon|White|Sorcery
|
4.0 | 3.7 | 4.58 | 71 | 3.69 | 220 |
ss-common|White|Enchantment — Saga
|
3.0 | 2.9 | 6.89 | 123 | 6.29 | 1063 |
ss-uncommon|White|Creature — Fox Ninja
|
3.5 | 3.4 | 5.34 | 53 | 4.62 | 330 |
ss-uncommon|White|Enchantment — Aura
|
3.0 | 2.8 | 7.24 | 55 | 5.63 | 417 |
ss-rare|White|Sorcery
|
3.0 | 3.7 | 4.65 | 17 | 3.87 | 71 |
ss-rare|White|Artifact Creature — Equipment Kirin
|
4.5 | 4.7 | 1.74 | 23 | 1.68 | 47 |
ss-common|White|Artifact — Vehicle
|
2.5 | 1.4 | 11.02 | 99 | 8.70 | 1452 |
ss-common|White|Enchantment Creature — Human Samurai
|
3.0 | 2.4 | 8.18 | 154 | 7.08 | 1063 |
ss-common|White|Enchantment — Saga
|
2.0 | 3.2 | 6.07 | 138 | 5.42 | 934 |
ss-uncommon|White|Enchantment — Saga
|
2.5 | 3.8 | 4.38 | 81 | 3.80 | 356 |
ss-rare|White|Sorcery
|
4.5 | 4.8 | 1.55 | 38 | 1.61 | 60 |
ss-uncommon|White|Legendary Enchantment Creature — Shrine
|
3.5 | 3.9 | 4.05 | 74 | 3.47 | 247 |
ss-common|White|Enchantment Creature — Fox Monk
|
2.0 | 2.4 | 8.33 | 120 | 7.00 | 1120 |
ss-uncommon|White|Artifact Creature — Fox Pilot
|
3.0 | 2.5 | 8.02 | 47 | 5.94 | 443 |
ss-common|White|Sorcery
|
1.5 | 3.3 | 5.71 | 139 | 5.28 | 804 |
ss-uncommon|White|Artifact — Vehicle
|
2.5 | 3.2 | 5.97 | 61 | 4.64 | 345 |
ss-common|White|Creature — Human Samurai
|
2.5 | 1.8 | 10.09 | 138 | 8.31 | 1305 |
ss-common|White|Enchantment — Aura
|
3.5 | 3.8 | 4.44 | 156 | 4.24 | 650 |
ss-rare|White|Sorcery
|
3.5 | 4.1 | 3.64 | 22 | 3.22 | 67 |
ss-common|White|Creature — Fox Pilot
|
3.0 | 1.4 | 10.95 | 132 | 8.96 | 1427 |
ss-rare|White|Legendary Creature — Dragon Spirit
|
5.0 | 4.8 | 1.50 | 30 | 1.46 | 36 |
ss-common|White|Instant
|
1.0 | 1.1 | 11.95 | 110 | 9.65 | 1587 |
ss-rare|White|Legendary Creature — Fox Advisor
|
3.0 | 2.9 | 6.94 | 17 | 4.39 | 117 |
ss-rare|White|Artifact Creature — Equipment Cat
|
4.5 | 4.7 | 1.71 | 24 | 1.67 | 36 |
ss-common|White|Sorcery
|
1.5 | 1.4 | 11.09 | 101 | 8.92 | 1388 |
ss-rare|White|Instant
|
4.0 | 4.6 | 2.24 | 33 | 2.04 | 51 |
ss-uncommon|White|Enchantment — Saga
|
3.5 | 4.3 | 3.06 | 88 | 2.84 | 230 |
ss-common|White|Creature — Fox Warrior
|
2.0 | 2.1 | 9.23 | 111 | 7.58 | 1237 |
ss-uncommon|White|Legendary Creature — Human Samurai
|
3.0 | 3.6 | 4.96 | 56 | 3.79 | 286 |
ss-common|White|Instant
|
1.5 | 1.3 | 11.43 | 102 | 9.44 | 1602 |
ss-common|White|Instant
|
2.5 | 2.4 | 8.26 | 140 | 6.90 | 1130 |
ss-rare|White|Enchantment — Saga
|
3.5 | 4.7 | 1.73 | 26 | 1.76 | 44 |
ss-uncommon|White|Creature — Fox Samurai
|
4.0 | 3.9 | 4.18 | 76 | 3.81 | 257 |
ss-common|White|Creature — Fox Samurai
|
2.5 | 1.8 | 10.04 | 114 | 8.30 | 1285 |
ss-uncommon|White|Enchantment Creature — Human Samurai
|
3.0 | 3.5 | 5.06 | 65 | 4.28 | 311 |
ss-common|White|Enchantment Creature — Dog
|
2.5 | 3.7 | 4.55 | 139 | 4.16 | 641 |
ss-common|White|Enchantment Creature — Human Samurai
|
3.0 | 3 | 6.47 | 141 | 5.75 | 963 |
ss-uncommon|White|Enchantment
|
4.0 | 4.2 | 3.27 | 77 | 2.69 | 200 |
ss-common|White|Instant
|
2.5 | 2.7 | 7.36 | 130 | 6.30 | 1005 |
ss-mythic|White|Legendary Planeswalker
|
5.0 | 4.9 | 1.25 | 24 | 1.24 | 26 |
ss-uncommon|White|Instant
|
1.5 | 1.6 | 10.59 | 29 | 7.43 | 540 |
ss-common|Blue|Artifact Creature — Equipment Octopus
|
2.5 | 3 | 6.60 | 50 | 4.84 | 337 |
ss-uncommon|Blue|Sorcery
|
0.0 // 2.5 | 1.3 | 11.25 | 69 | 8.75 | 653 |
ss-common|Blue|Artifact Creature — Equipment Beast
|
2.5 | 2 | 9.47 | 148 | 8.08 | 1350 |
ss-uncommon|Blue|Enchantment — Aura
|
1.0 | 1.3 | 11.30 | 54 | 8.29 | 650 |
ss-uncommon|Blue|Enchantment — Saga
|
4.0 | 4.6 | 2.09 | 112 | 2.30 | 213 |
ss-uncommon|Blue|Artifact Creature — Human Ninja
|
2.5 | 2.6 | 7.58 | 59 | 5.77 | 425 |
ss-uncommon|Blue|Instant
|
1.5 | 0.9 | 12.39 | 57 | 9.19 | 700 |
ss-common|Blue|Instant
|
2.0 | 1.2 | 11.77 | 123 | 9.55 | 1542 |
ss-uncommon|Blue|Instant
|
2.0 | 1.6 | 10.58 | 43 | 7.60 | 538 |
ss-uncommon|Blue|Creature — Human Ninja
|
2.5 | 1.9 | 9.75 | 55 | 7.49 | 536 |
ss-common|Blue|Artifact — Vehicle
|
2.0 | 0.7 | 12.99 | 96 | 10.21 | 1640 |
ss-uncommon|Blue|Legendary Enchantment Creature — Shrine
|
2.5 | 2.9 | 6.95 | 61 | 5.74 | 413 |
ss-common|Blue|Creature — Moonfolk Samurai
|
2.0 | 0.9 | 12.47 | 135 | 10.38 | 1794 |
ss-rare|Blue|Enchantment — Saga
|
4.0 | 4.8 | 1.52 | 25 | 1.42 | 33 |
ss-rare|Blue|Sorcery
|
4.5 | 4.5 | 2.38 | 21 | 2.93 | 57 |
ss-mythic|Blue|Legendary Creature — Phyrexian Praetor
|
5.0 | 4.9 | 1.50 | 109 | 1.61 | 136 |
ss-mythic|Blue|Legendary Creature — Dragon Spirit
|
5.0 | 5 | 1.19 | 118 | 1.44 | 147 |
ss-rare|Blue|Instant
|
2.5 | 2.8 | 7.06 | 18 | 5.23 | 109 |
ss-rare|Blue|Artifact — Vehicle
|
3.5 | 4.6 | 2.18 | 22 | 2.38 | 44 |
ss-common|Blue|Artifact Creature — Crab
|
1.5 | 1.9 | 9.67 | 132 | 7.93 | 1311 |
ss-common|Blue|Artifact
|
2.5 | 1.5 | 10.73 | 126 | 8.92 | 1448 |
ss-uncommon|Blue|Artifact — Vehicle
|
3.0 | 2.8 | 7.30 | 44 | 6.30 | 433 |
ss-common|Blue|Enchantment — Saga
|
3.0 | 3.4 | 5.35 | 158 | 4.84 | 795 |
ss-common|Blue|Enchantment Creature — Human Ninja
|
3.0 | 3.4 | 5.40 | 227 | 5.23 | 852 |
ss-common|Blue|Artifact Creature — Moonfolk Wizard
|
2.0 | 2.3 | 8.64 | 151 | 7.36 | 1209 |
ss-common|Blue|Artifact
|
2.0 | 1 | 12.16 | 130 | 10.25 | 1654 |
ss-common|Blue|Creature — Human Ninja
|
3.5 | 3.5 | 5.26 | 211 | 5.30 | 799 |
ss-common|Blue|Artifact Creature — Moonfolk Rogue
|
3.0 | 3 | 6.64 | 169 | 6.03 | 926 |
ss-common|Blue|Instant
|
1.0 | 1.1 | 11.81 | 114 | 9.79 | 1568 |
ss-uncommon|Blue|Creature — Human Ninja
|
3.5 | 3.4 | 5.38 | 64 | 4.24 | 243 |
ss-rare|Blue|Legendary Artifact Creature — Equipment Jellyfish
|
5.0 | 4.9 | 1.33 | 24 | 1.35 | 34 |
ss-uncommon|Blue|Instant
|
1.0 // 3.0 | 1.2 | 11.60 | 52 | 8.68 | 666 |
ss-uncommon|Blue|Creature — Moonfolk Artificer
|
4.0 | 4 | 3.80 | 64 | 3.71 | 255 |
ss-common|Blue|Artifact Creature — Moonfolk Rogue
|
2.0 | 1.1 | 11.89 | 132 | 10.00 | 1630 |
ss-common|Blue|Enchantment — Aura
|
1.5 | 0.8 | 12.78 | 121 | 10.29 | 1701 |
ss-common|Blue|Creature — Fish
|
3.0 | 2.4 | 8.41 | 176 | 7.31 | 1223 |
ss-common|Blue|Instant
|
0.0 | 0.9 | 12.47 | 101 | 10.07 | 1527 |
ss-common|Blue|Instant
|
1.5 | 2 | 9.41 | 151 | 8.35 | 1324 |
ss-rare|Blue|Legendary Creature — Moonfolk Wizard
|
3.5 | 4.8 | 1.61 | 28 | 1.83 | 43 |
ss-common|Blue|Enchantment — Aura
|
3.5 | 3.2 | 6.06 | 171 | 5.62 | 969 |
ss-mythic|Blue|Legendary Planeswalker — Tezzeret
|
2.5 | 4.9 | 1.41 | 64 | 1.41 | 98 |
ss-uncommon|Blue|Instant
|
3.0 | 2.6 | 7.68 | 66 | 6.08 | 456 |
ss-rare|Blue|Creature — Human Ninja
|
4.0 | 4.4 | 2.78 | 32 | 2.43 | 56 |
ss-uncommon|Black|Instant
|
4.0 | 4.4 | 2.57 | 63 | 2.46 | 161 |
ss-rare|Black|Creature — Human Ninja
|
4.0 | 4.8 | 1.62 | 29 | 1.92 | 40 |
ss-mythic|Black|Artifact Creature — Equipment Demon
|
4.5 | 4.9 | 1.42 | 100 | 1.47 | 123 |
ss-common|Black|Artifact Creature — Equipment Insect
|
2.0 | 2 | 9.34 | 116 | 7.85 | 1283 |
ss-common|Black|Enchantment — Aura
|
2.0 | 2.1 | 8.98 | 134 | 7.58 | 1223 |
ss-common|Black|Instant
|
2.5 | 1.6 | 10.48 | 118 | 8.50 | 1379 |
ss-uncommon|Black|Enchantment Creature — Human Citizen
|
3.0 | 3.5 | 5.24 | 78 | 4.10 | 306 |
ss-common|Black|Creature — Ogre Ninja
|
2.0 | 2.1 | 8.99 | 189 | 7.71 | 1249 |
ss-uncommon|Black|Creature — Human Ninja
|
3.5 | 3.1 | 6.21 | 73 | 4.94 | 354 |
ss-uncommon|Black|Artifact — Equipment
|
1.0 | 1.2 | 11.53 | 51 | 8.60 | 690 |
ss-uncommon|Black|Legendary Enchantment Creature — Shrine
|
3.0 | 3.4 | 5.43 | 76 | 4.49 | 299 |
ss-uncommon|Black|Creature — Spirit
|
4.0 | 4.1 | 3.58 | 72 | 3.71 | 255 |
ss-rare|Black|Legendary Creature — Ogre Demon
|
4.5 | 4.8 | 1.48 | 31 | 1.56 | 37 |
ss-common|Black|Creature — Human Ninja
|
2.0 | 2.5 | 8.11 | 129 | 7.10 | 1122 |
ss-rare|Black|Sorcery
|
3.5 | 4 | 3.86 | 28 | 3.04 | 78 |
ss-mythic|Black|Legendary Creature — Dragon Spirit
|
5.0 | 5 | 1.11 | 125 | 1.66 | 134 |
ss-common|Black|Sorcery
|
2.0 | 1.2 | 11.74 | 124 | 9.55 | 1596 |
ss-common|Black|Creature — Spirit
|
1.0 // 3.0 | 1.4 | 11.21 | 144 | 9.33 | 1501 |
ss-common|Black|Creature — Spirit
|
1.5 // 3.0 | 2.6 | 7.74 | 176 | 6.87 | 1148 |
ss-uncommon|Black|Artifact Creature — Equipment Leech
|
3.0 | 3.8 | 4.43 | 61 | 3.65 | 280 |
ss-common|Black|Instant
|
3.0 | 3 | 6.55 | 192 | 5.93 | 941 |
ss-uncommon|Black|Enchantment — Saga
|
4.0 | 4.4 | 2.75 | 117 | 2.91 | 251 |
ss-uncommon|Black|Enchantment — Saga
|
2.5 | 4.2 | 3.32 | 98 | 2.90 | 272 |
ss-uncommon|Black|Sorcery
|
1.5 // 3.0 | 2.1 | 9.14 | 37 | 6.36 | 450 |
ss-rare|Black|Instant
|
4.0 | 4.6 | 2.24 | 21 | 2.39 | 47 |
ss-common|Black|Artifact Creature — Rat Ninja
|
2.0 | 3 | 6.73 | 139 | 5.86 | 977 |
ss-rare|Black|Artifact — Vehicle
|
3.5 | 4.2 | 3.33 | 27 | 3.13 | 72 |
ss-mythic|Black|Legendary Creature — Rat Ninja
|
4.0 | 4.9 | 1.44 | 93 | 1.57 | 127 |
ss-common|Black|Creature — Rat Samurai
|
2.5 | 2.1 | 9.01 | 125 | 7.39 | 1198 |
ss-uncommon|Black|Artifact Creature — Rat Ninja
|
3.5 | 3.9 | 4.16 | 75 | 3.66 | 237 |
ss-common|Black|Enchantment — Saga
|
2.5 | 3.8 | 4.41 | 201 | 4.10 | 680 |
ss-uncommon|Black|Sorcery
|
2.0 | 1.5 | 10.89 | 53 | 7.47 | 550 |
ss-common|Black|Sorcery
|
1.5 | 0.9 | 12.60 | 101 | 10.13 | 1684 |
ss-common|Black|Instant
|
2.0 | 1.2 | 11.56 | 133 | 9.69 | 1567 |
ss-common|Black|Instant
|
2.0 | 1.4 | 10.94 | 124 | 9.18 | 1524 |
ss-rare|Black|Sorcery
|
4.0 | 4.9 | 1.35 | 26 | 1.43 | 40 |
ss-rare|Black|Legendary Creature — Human Ninja
|
4.5 | 4.8 | 1.45 | 29 | 1.44 | 34 |
ss-rare|Black|Enchantment — Saga
|
3.5 | 4.7 | 1.87 | 23 | 1.78 | 39 |
ss-common|Black|Enchantment — Aura
|
3.5 | 4.1 | 3.46 | 194 | 3.47 | 526 |
ss-common|Black|Artifact Creature — Human Rogue
|
1.5 | 1.7 | 10.23 | 135 | 8.20 | 1336 |
ss-uncommon|Black|Creature — Spirit
|
3.0 | 2.1 | 9.25 | 36 | 6.33 | 464 |
ss-common|Black|Artifact Creature — Insect
|
1.5 | 3.6 | 4.83 | 168 | 4.47 | 687 |
ss-common|Black|Instant
|
2.5 | 1.7 | 10.14 | 142 | 8.35 | 1369 |
ss-common|Red|Enchantment Creature — Goblin Warrior
|
3.0 | 1.6 | 10.53 | 165 | 9.09 | 1539 |
ss-common|Red|Creature — Goblin Samurai
|
1.5 | 1.2 | 11.52 | 111 | 9.95 | 1633 |
ss-common|Red|Enchantment — Aura
|
1.0 | 0.6 | 13.39 | 113 | 10.75 | 1776 |
ss-common|Red|Instant
|
2.0 | 0.9 | 12.61 | 133 | 10.42 | 1678 |
ss-mythic|Red|Legendary Creature — Dragon Spirit
|
5.0 | 4.8 | 1.47 | 19 | 1.43 | 22 |
ss-uncommon|Red|Artifact Creature — Equipment Boar
|
4.0 | 3.3 | 5.72 | 54 | 4.56 | 298 |
ss-common|Red|Enchantment — Aura
|
1.5 | 0.8 | 12.78 | 138 | 10.53 | 1695 |
ss-uncommon|Red|Artifact
|
1.5 // 4.0 | 2.8 | 7.13 | 53 | 5.67 | 405 |
ss-common|Red|Artifact
|
2.0 | 2.6 | 7.78 | 150 | 7.17 | 1102 |
ss-common|Red|Sorcery
|
3.0 | 1.5 | 10.76 | 157 | 9.33 | 1513 |
ss-mythic|Red|Sorcery
|
3.0 | 3.7 | 4.50 | 8 | 3.54 | 28 |
ss-rare|Red|Enchantment — Saga
|
4.5 | 4.9 | 1.29 | 24 | 1.41 | 34 |
ss-uncommon|Red|Instant
|
4.0 | 3.7 | 4.58 | 72 | 4.19 | 295 |
ss-common|Red|Enchantment — Aura
|
2.0 | 0.9 | 12.48 | 115 | 10.30 | 1653 |
ss-uncommon|Red|Legendary Enchantment Creature — Shrine
|
3.5 | 3.5 | 5.23 | 74 | 4.97 | 371 |
ss-rare|Red|Legendary Creature — Goblin Samurai
|
5.0 | 4.5 | 2.32 | 28 | 2.52 | 47 |
ss-uncommon|Red|Legendary Creature — Human Samurai
|
3.0 | 3.1 | 6.22 | 65 | 4.92 | 359 |
ss-rare|Red|Instant
|
2.5 | 2 | 9.52 | 27 | 6.25 | 158 |
ss-common|Red|Artifact Creature — Boar
|
2.5 | 2 | 9.42 | 139 | 7.77 | 1208 |
ss-common|Red|Creature — Spirt
|
1.5 | 1.2 | 11.52 | 129 | 9.91 | 1585 |
ss-common|Red|Instant
|
3.5 | 3.8 | 4.49 | 202 | 4.62 | 714 |
ss-common|Red|Instant
|
1.5 | 0.6 | 13.32 | 114 | 11.08 | 1798 |
ss-uncommon|Red|Enchantment — Saga
|
2.5 | 3.5 | 5.08 | 90 | 4.37 | 422 |
ss-rare|Red|Artifact Creature — Equipment Lizard
|
4.0 | 4.6 | 2.00 | 32 | 2.02 | 51 |
ss-rare|Red|Instant
|
3.5 | 3 | 6.71 | 24 | 5.14 | 127 |
ss-rare|Red|Artifact Creature — Equipment Ogre
|
4.0 | 4.6 | 2.06 | 36 | 2.23 | 65 |
ss-common|Red|Creature — Human Samurai
|
3.0 | 1.5 | 10.74 | 149 | 9.23 | 1456 |
ss-uncommon|Red|Artifact Creature — Equipment Rabbit
|
3.5 | 3.5 | 5.13 | 83 | 4.50 | 288 |
ss-uncommon|Red|Artifact Creature — Human Samurai
|
3.0 | 3.1 | 6.41 | 56 | 5.00 | 366 |
ss-rare|Red|Creature — Goblin Artificer
|
3.0 | 3.2 | 6.00 | 20 | 4.22 | 109 |
ss-common|Red|Artifact Creature — Human Warrior
|
2.0 | 1.5 | 10.75 | 151 | 9.21 | 1499 |
ss-uncommon|Red|Instant
|
3.5 | 3.6 | 4.91 | 68 | 4.60 | 336 |
ss-common|Red|Enchantment — Saga
|
1.5 | 1 | 12.33 | 136 | 9.71 | 1746 |
ss-common|Red|Artifact Creature — Equipment Monkey
|
3.0 | 2.6 | 7.85 | 155 | 7.23 | 1171 |
ss-uncommon|Red|Creature — Goblin Artificer
|
3.0 | 3.3 | 5.78 | 73 | 4.87 | 341 |
ss-uncommon|Red|Enchantment
|
3.0 | 2.3 | 8.55 | 53 | 6.55 | 480 |
ss-rare|Red|Creature — Spirit
|
4.0 | 4.7 | 1.79 | 29 | 1.69 | 46 |
ss-common|Red|Artifact Creature — Human Artificer
|
2.0 | 2.1 | 9.01 | 142 | 7.85 | 1228 |
ss-uncommon|Red|Artifact Creature — Goblin Archer
|
4.0 | 4.2 | 3.17 | 83 | 2.81 | 177 |
ss-common|Red|Artifact Creature — Ogre Warrior
|
2.0 | 1.8 | 9.89 | 166 | 8.92 | 1498 |
ss-uncommon|Red|Creature — Human Samurai
|
3.0 | 2.2 | 8.79 | 48 | 6.36 | 457 |
ss-common|Red|Instant
|
3.0 | 3.2 | 6.11 | 176 | 5.96 | 944 |
ss-uncommon|Green|Enchantment — Saga
|
2.5 | 3.2 | 5.95 | 62 | 4.06 | 383 |
ss-common|Green|Enchantment Creature — Snake Archer
|
2.5 | 2.6 | 7.78 | 162 | 6.52 | 1094 |
ss-common|Green|Enchantment Creature — Human Monk
|
1.5 | 1.8 | 9.85 | 155 | 7.96 | 1376 |
ss-uncommon|Green|Creature — Spirit
|
4.0 | 4.4 | 2.70 | 73 | 2.53 | 156 |
ss-uncommon|Green|Instant
|
2.0 | 1.5 | 10.77 | 69 | 8.01 | 552 |
ss-uncommon|Green|Enchantment — Saga
|
3.0 | 4.4 | 2.62 | 85 | 2.35 | 198 |
ss-common|Green|Enchantment — Aura
|
2.5 | 2.4 | 8.22 | 148 | 7.66 | 1229 |
ss-common|Green|Creature — Snake Ninja
|
3.0 | 1.7 | 10.25 | 147 | 8.25 | 1289 |
ss-common|Green|Sorcery
|
1.0 | 1.9 | 9.66 | 103 | 8.13 | 1349 |
ss-rare|Green|Enchantment — Saga
|
1.5 | 3.2 | 5.91 | 22 | 4.51 | 120 |
ss-common|Green|Sorcery
|
2.5 | 3 | 6.65 | 175 | 5.95 | 1007 |
ss-common|Green|Enchantment Creature — Snake Ninja
|
2.5 | 3.1 | 6.45 | 132 | 5.12 | 844 |
ss-common|Green|Enchantment — Aura
|
2.0 | 1.2 | 11.63 | 123 | 9.45 | 1526 |
ss-uncommon|Green|Creature — Spirit
|
4.0 | 4.2 | 3.19 | 70 | 3.01 | 180 |
ss-common|Green|Creature — Spirit
|
2.0 | 2.7 | 7.31 | 159 | 6.57 | 1046 |
ss-common|Green|Legendary Enchantment Creature — Shrine
|
3.5 | 3.7 | 4.58 | 60 | 3.72 | 247 |
ss-common|Green|Enchantment — Aura
|
1.5 | 2 | 9.26 | 126 | 7.98 | 1252 |
ss-common|Green|Enchantment Creature — Dog
|
3.0 | 3.2 | 6.17 | 180 | 5.39 | 811 |
ss-common|Green|Enchantment — Aura
|
1.5 | 2 | 9.34 | 130 | 8.06 | 1302 |
ss-common|Green|Creature — Snake Samurai
|
2.5 | 1.1 | 11.89 | 129 | 9.67 | 1560 |
ss-uncommon|Green|Enchantment — Aura
|
2.0 | 1.7 | 10.28 | 58 | 7.04 | 570 |
ss-rare|Green|Sorcery
|
3.5 | 4.5 | 2.40 | 25 | 2.55 | 49 |
ss-mythic|Green|Enchantment — Saga
|
5.0 | 4.8 | 1.50 | 22 | 1.44 | 25 |
ss-common|Green|Enchantment Creature — Human Druid
|
3.0 | 2.9 | 6.85 | 166 | 5.81 | 874 |
ss-common|Green|Creature — Human Samurai
|
2.0 | 1.9 | 9.69 | 123 | 8.44 | 1376 |
ss-rare|Green|Creature — Spirit
|
4.5 | 4.5 | 2.38 | 24 | 2.27 | 42 |
ss-uncommon|Green|Creature — Turtle Ninja
|
3.5 | 4.3 | 2.91 | 64 | 2.86 | 142 |
ss-mythic|Green|Legendary Creature — Spirit
|
4.0 | 4.8 | 1.75 | 96 | 1.90 | 137 |
ss-mythic|Green|Legendary Creature — Dragon Spirit
|
5.0 | 5 | 1.23 | 114 | 1.35 | 131 |
ss-rare|Green|Instant
|
0.0 | 1.9 | 9.57 | 21 | 6.82 | 184 |
ss-common|Green|Instant
|
3.0 | 3.1 | 6.30 | 164 | 5.64 | 806 |
ss-uncommon|Green|Creature — Snake Druid
|
3.0 | 2.6 | 7.71 | 51 | 5.84 | 411 |
ss-uncommon|Green|Enchantment
|
4.5 | 3.7 | 4.75 | 48 | 4.23 | 255 |
ss-common|Green|Instant
|
1.0 // 2.5 | 2.6 | 7.68 | 148 | 6.53 | 1097 |
ss-rare|Green|Legendary Enchantment Creature — Snake Druid
|
3.5 | 4.7 | 1.81 | 32 | 1.91 | 49 |
ss-uncommon|Green|Sorcery
|
3.0 | 3.8 | 4.34 | 73 | 4.38 | 275 |
ss-rare|Green|Creature — Insect Ninja
|
4.5 | 4.8 | 1.61 | 23 | 1.94 | 35 |
ss-uncommon|Green|Instant
|
2.0 | 1.8 | 9.88 | 49 | 7.34 | 566 |
ss-common|Green|Enchantment — Saga
|
3.5 | 3.4 | 5.35 | 165 | 4.91 | 815 |
ss-common|Green|Instant
|
1.0 | 1.7 | 10.20 | 141 | 8.29 | 1330 |
ss-rare|Green|Enchantment — Saga
|
4.0 | 4.7 | 1.77 | 30 | 2.00 | 66 |
ss-rare|Green|Enchantment Creature — Snake Druid
|
3.5 | 4.6 | 2.15 | 26 | 2.14 | 51 |
ss-uncommon|Green|Artifact Creature — Equipment Spider
|
2.5 | 2.6 | 7.68 | 47 | 5.79 | 370 |
ss-uncommon|White|Red|Creature — Human Samurai
|
3.0 | 2.2 | 8.89 | 44 | 6.58 | 498 |
ss-uncommon|Blue|Green|Enchantment Creature — Turtle
|
3.5 | 3.6 | 4.95 | 61 | 4.07 | 232 |
ss-rare|White|Red|Sorcery
|
2.5 | 2.1 | 9.05 | 21 | 5.95 | 175 |
ss-uncommon|Blue|Red|Artifact Creature — Goblin Artificer
|
3.5 | 2.8 | 7.14 | 64 | 6.18 | 439 |
ss-uncommon|Black|Green|Enchantment Creature — Cat Beast
|
3.5 | 4 | 3.86 | 66 | 3.69 | 222 |
ss-rare|White|Black|Legendary Creature — Rat Pilot
|
4.0 | 4.3 | 2.96 | 23 | 3.27 | 80 |
ss-mythic|Black|Red|Enchantment — Saga
|
1.5 | 3.5 | 5.17 | 6 | 3.68 | 41 |
ss-rare|White|Blue|Red|Legendary Creature — Kirin Spirit
|
3.5 | 3.4 | 5.50 | 22 | 4.25 | 113 |
ss-uncommon|Red|Green|Enchantment
|
4.0 | 2.6 | 7.70 | 64 | 6.20 | 467 |
ss-rare|White|Black|Red|Legendary Creature — Human Samurai
|
3.0 | 3 | 6.53 | 19 | 4.67 | 116 |
ss-uncommon|White|Green|Enchantment Creature — Human Monk
|
3.5 | 3.4 | 5.38 | 64 | 4.06 | 296 |
ss-mythic|Blue|Black|Legendary Planeswalker — Kaito
|
4.0 | 4.9 | 1.36 | 120 | 1.49 | 143 |
ss-mythic|White|Blue|Black|Red|Green|Enchantment — Saga
|
4.0 | 4.4 | 2.75 | 8 | 2.55 | 22 |
ss-rare|Blue|Black|Legendary Creature — Human Ninja
|
4.0 | 4.1 | 3.50 | 24 | 2.88 | 47 |
ss-uncommon|White|Black|Legendary Creature — Human Advisor
|
3.0 | 3.5 | 5.21 | 67 | 4.65 | 307 |
ss-uncommon|Black|Red|Artifact
|
3.5 | 3.5 | 5.17 | 88 | 4.78 | 323 |
ss-uncommon|White|Blue|Artifact — Vehicle
|
3.5 | 2.5 | 8.06 | 33 | 5.54 | 382 |
ss-rare|White|Red|Legendary Creature — Human Samurai
|
3.5 | 4 | 3.86 | 22 | 3.20 | 74 |
ss-rare|White|Red|Legendary Creature — Human Samurai
|
3.5 | 3.9 | 4.18 | 17 | 3.95 | 94 |
ss-rare|Blue|Black|Legendary Creature — Human Ninja
|
5.0 | 4.4 | 2.78 | 27 | 2.61 | 73 |
ss-rare|White|Green|Legendary Creature — Human Druid
|
3.0 | 3.4 | 5.46 | 26 | 4.05 | 124 |
ss-uncommon|Blue|Black|Creature — Rat Ninja
|
4.0 | 3.5 | 5.12 | 67 | 4.46 | 338 |
ss-mythic|White|Black|Enchantment
|
3.0 | 4 | 3.78 | 9 | 2.83 | 38 |
ss-mythic|Blue|Green|Legendary Planeswalker — Tamiyo
|
5.0 | 4.9 | 1.28 | 89 | 1.46 | 109 |
ss-common||Artifact Creature — Artificer
|
2.0 | 1.3 | 11.45 | 95 | 9.47 | 1552 |
ss-uncommon||Artifact — Equipment
|
1.5 | 0.9 | 12.37 | 43 | 9.19 | 747 |
ss-common||Artifact — Vehicle
|
2.5 | 1.9 | 9.64 | 135 | 8.44 | 1347 |
ss-uncommon||Artifact Creature — Insect
|
3.5 | 4.4 | 2.76 | 102 | 2.70 | 196 |
ss-uncommon||Artifact Creature — Construct
|
3.0 | 3.3 | 5.75 | 72 | 4.64 | 336 |
ss-common||Artifact Creature — Construct
|
1.5 | 0.8 | 12.66 | 104 | 10.22 | 1728 |
ss-rare||Legendary Artifact — Equipment
|
3.5 | 4.9 | 1.14 | 14 | 1.22 | 25 |
ss-common||Artifact
|
2.5 | 3 | 6.70 | 156 | 6.11 | 969 |
ss-uncommon||Artifact — Vehicle
|
3.5 | 3.5 | 5.09 | 79 | 3.99 | 268 |
ss-common||Artifact Creature — Construct
|
2.0 | 2.3 | 8.54 | 145 | 7.39 | 1176 |
ss-rare||Artifact — Vehicle
|
2.5 | 4.4 | 2.78 | 9 | 2.81 | 60 |
ss-rare||Artifact
|
0.0 | 2.5 | 7.93 | 14 | 5.88 | 152 |
ss-common||Artifact
|
2.0 | 2.2 | 8.75 | 140 | 7.40 | 1251 |
ss-common||Artifact — Equipment
|
2.5 | 2.8 | 7.28 | 176 | 6.78 | 1152 |
ss-common||Artifact Creature — Frog
|
2.0 | 2.2 | 8.79 | 163 | 7.69 | 1273 |
ss-uncommon||Artifact Creature — Construct
|
3.5 | 3.9 | 4.18 | 62 | 3.32 | 232 |
ss-rare||Artifact — Vehicle
|
4.0 | 4.9 | 1.26 | 31 | 1.26 | 32 |
ss-uncommon||Artifact Creature — Construct
|
1.0 | 1.3 | 11.48 | 48 | 7.92 | 612 |
ss-uncommon||Artifact Creature — Construct
|
1.5 // 3.0 | 2.9 | 6.88 | 42 | 4.90 | 362 |
ss-common||Artifact Creature — Drone
|
3.0 | 2.9 | 6.94 | 175 | 6.01 | 966 |
ss-common||Artifact Creature — Construct
|
1.0 // 2.5 | 1.8 | 9.98 | 138 | 8.26 | 1348 |
ss-rare||Artifact — Vehicle
|
4.0 | 4.8 | 1.60 | 40 | 1.88 | 50 |
ss-common||Artifact — Vehicle
|
2.0 | 1.5 | 10.89 | 100 | 9.05 | 1404 |
ss-uncommon||Artifact Creature — Construct
|
3.0 | 3.7 | 4.58 | 62 | 3.39 | 242 |
ss-uncommon||Artifact Creature — Construct
|
3.0 | 3 | 6.47 | 58 | 5.45 | 409 |
ss-common||Land
|
2.5 | 2.1 | 9.05 | 65 | 6.71 | 497 |
ss-common||Land
|
2.5 | 2.3 | 8.63 | 60 | 5.72 | 411 |
ss-mythic||Legendary Land
|
4.0 | 4.4 | 2.58 | 31 | 2.44 | 61 |
ss-common||Land
|
2.5 | 2.5 | 7.87 | 67 | 5.95 | 433 |
ss-rare||Legendary Land
|
4.0 | 4.5 | 2.36 | 28 | 2.80 | 59 |
ss-common||Land
|
2.5 | 2.4 | 8.36 | 59 | 5.88 | 429 |
ss-uncommon||Land
|
3.0 | 1.3 | 11.32 | 37 | 8.55 | 614 |
ss-rare||Legendary Land
|
3.5 | 4.1 | 3.50 | 30 | 3.37 | 73 |
ss-uncommon||Land
|
3.0 | 2.8 | 7.03 | 79 | 5.67 | 405 |
ss-common||Land
|
2.5 | 1.5 | 10.89 | 55 | 7.23 | 544 |
ss-common||Land
|
2.5 | 2.4 | 8.36 | 56 | 5.84 | 421 |
ss-uncommon||Land
|
1.0 // 2.5 | 1.4 | 10.93 | 30 | 7.99 | 634 |
ss-rare||Legendary Land
|
3.5 | 4.2 | 3.17 | 24 | 3.33 | 100 |
ss-common||Land
|
2.5 | 1.8 | 10.07 | 59 | 7.17 | 489 |
ss-rare||Legendary Land
|
3.5 | 3.8 | 4.28 | 18 | 3.20 | 75 |
ss-common||Land
|
2.5 | 2.4 | 8.26 | 62 | 6.24 | 451 |
ss-common||Land
|
2.5 | 2.3 | 8.60 | 53 | 5.93 | 454 |
ss-common||Land
|
2.5 | 3.1 | 6.43 | 164 | 5.78 | 908 |
ss-common||Land
|
2.5 | 1.7 | 10.23 | 52 | 6.93 | 481 |
ss-common||Basic Land — Plains
|
0 | 14.93 | 95 | 11.90 | 1496 | |
ss-common||Basic Land — Island
|
0 | 14.90 | 84 | 12.05 | 1592 | |
ss-common||Basic Land — Swamp
|
-0 | 14.99 | 105 | 12.15 | 1599 | |
ss-common||Basic Land — Mountain
|
0 | 14.89 | 107 | 12.32 | 1627 | |
ss-common||Basic Land — Forest
|
0 | 14.89 | 91 | 11.96 | 1551 |
|
Selesnya | 12124 matches | 1467 decks |
|
Dimir | 10970 matches | 1344 decks |
|
Golgari | 6806 matches | 834 decks |
|
Rakdos | 6728 matches | 824 decks |
|
Orzhov | 5506 matches | 667 decks |
|
Boros | 4032 matches | 492 decks |
|
Simic | 3526 matches | 429 decks |
|
Azorius | 3419 matches | 421 decks |
|
Bant | 2887 matches | 356 decks |
|
Abzan | 2832 matches | 354 decks |
|
Gruul | 2867 matches | 351 decks |
|
Izzet | 2545 matches | 318 decks |
|
Sultai | 2379 matches | 289 decks |
|
Esper | 2153 matches | 259 decks |
|
Grixis | 1284 matches | 158 decks |
|
Naya | 1313 matches | 158 decks |
|
Mardu | 1310 matches | 157 decks |
|
Jeskai | 880 matches | 110 decks |
|
Jund | 861 matches | 105 decks |
|
Four Color | 651 matches | 79 decks |
|
Mono Red | 586 matches | 77 decks |
|
Temur | 545 matches | 66 decks |
|
Mono Green | 483 matches | 60 decks |
|
Mono White | 315 matches | 38 decks |
|
Four Color | 312 matches | 38 decks |
|
Mono Black | 279 matches | 33 decks |
|
Four Color | 268 matches | 33 decks |
|
Four Color | 277 matches | 33 decks |
|
Mono Blue | 215 matches | 25 decks |
|
Four Color | 193 matches | 23 decks |
|
Five Color | 129 matches | 16 decks |