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.
Individually, each of these effects is situational and not worth four mana, especially at Sorcery speed. Blinking a creature is only going to do something in a few situations: like if you have a creature with an ETB ability, or a creature shut down by an Aura. It can give you pseudo-vigilance too, but that really isn’t worth 4 mana. Obviously, reanimating something small only does something when you have a target. Both of these things are far from guaranteed! However, you do have the option of getting both, and I think if you can do something meaningful with both parts, this seems like a fine card. This can be especially true with Enter the Battlefield abilities, because you can potentially get 2 of them going at the same time. There are only a few decks that are super interested in running this, so it probably needs a build around grade.
This is a great Uncommon. It takes down a cheap artifact or creature, and leaves behind a reasonable defensive body that can even help you poison your opponent. This is going to give you a big swing when you play it.
A 6-mana 4/4 flyer isn’t enough to cut it these days, and is a card that you end up not playing more often than you do – it is something like a D+. That much mana for something that inefficient is a real liability these days. You just expect more for six mana! Now, Adding Double Strike to the mix is definitely interesting, and it seems like a decent number of White decks will have accomplished that by the time the Apostle comes down.
Say hello to the white Diregraf Horde! This is a great Common that adds a ton to the board for the cost. While the Pests being unable to block is definitely a downside, there is a lot you can do with those Artifact tokens – including sacrificing them or simply using them to go wide. This is probably White’s best Common.
Like other recent two mana 3/1s that can become indestructible, this is going to be a great two drop. Sure, if you don’t proliferate or something, it can only use the ability once – but the great thing about this type of ability is the threat of activation is often enough for people to decide not to block or attack into it, because they end up getting 2-for-1’d in a ton of situations. So, even with only one oil counter, this will be good.
While you’re overpaying a bit for each of these modes individually, the modality here is definitely nice! If you’re good at going wide – and if you’re in White you probably are – it can be a reasonable removal spell. If you’re having a hard time getting your board going, it can give you a couple of mites!
Two mana for +2/+2 is a mediocre boost, but the 2-for-1 upside you get when you use this on a Toxic creature is definitely real upside. There’s enough Toxic in White that I feel like this is a 2.0
One mana 1/1s that replace themselves with 1/1s tend to play reasonably well, but keep in mind that these Mites are worse than most tokens we’re used to – not blocking is a big deal! If you have sacrifice outlets to use alongside this is it can be particularly nice.
This is going to be a pain to block all game long, and that goes really well alongside Toxic. That makes this a pretty high quality Common
A 5-mana 4/7 with Vigilance is already a card you’d play in most formats. It can attack and block well, and of course Vigilance makes it easy to do both. So, the additional upside here is awesome! She doubles your ETB triggers and cancels your opponents, and these days there are lots of cards that have those types of effects. I think she does enough to get into the lower bomb range, especially because even if you don’t have a deck with a critical mass of ETB triggers, the addition of shutting down opposing triggers makes it more likely she has a real effect in addition to the statline
Her static ability alone does a pretty good job of protecting her, as taking down a walker with a single creature attacking at a time is quite the challenge, but her other abilities are also really good and make it challenging to ever take her down. Her +1 can be used to rebuy an ETB, but you can also use it to temporarily remove opposing creatures or artifacts, since they don’t return until your opponent’s next end step. Her 0 loyalty ability makes a formidable token that will do a great job of deterring them from even attacking with one creature, this ability can also be used when you are ahead to generate pressure! Her -4 is a little more situational, but it makes sure that if you’re behind, you’re going to be able to change that in a hurry – and she still holds on with 1 loyalty if you use it right away! Honestly this feels like one of the biggest Limited bombs we’ve ever seen. She’s just so powerful, builds a massive advantage, is challenging to kill, and can swing the game in your favor no matter how far behind you are
You’ll often have another Toxic creature around, and when you do this ETB ability is some serious business. When you don’t, you still get a Wind Drake with Toxic 1. I’m giving this a 2.5
You get a three mana 2/3 up front here, which isn’t the worst baseline – especially when you have Equipment and Artifact payoffs in the format. The Boost this offers on its own is certainly very meager, though.
This gives you a 4-mana 3/2 Flyer up front, which is a passable card, so the additional upside here is great. Buffing all your Equipped creatures is going to come up, especially in RW – and just being able to move this Equipment around to whatever creature benefits most from it is pretty great.
This looks like a pretty nice common! A two mana ⅓ with Flying is sort of passable to begin with, and this has a really nice Corrupted Trigger, as buffing the whole board can really change combat. It also doesn’t hurt that cheap Flyers go really well with all the Equipment in the set.
A 4-mana ¾ with Toxic is acceptable, and there are certainly some nice ETBs to rebuy in this format. Its nice that this can do that for you while also generating a Mite. You can even bounce a land if you want to get the 1/1!
I don’t love the cost of casting and equipping this, but the fact it spits out a token is pretty nice. Of course, that token can’t block – but it does mean you have somewhere to stick this thing on the next turn. +2/+0 is enough to make a lot of creatures problematic too. I obviously think this is worse than all the For Mirrodin! Equipment, because with that you get the body right away – but this kind of does a similar thing in the end, since it adds a body to the board
A two mana 1/1 Double Strike always plays really well – it does a great job against other X/1s, and can trade for X/2s, while having all kinds of additional upside with Equipment, tricks, and other buffs. So, adding Toxic 1 to the mix is pretty sweet – especially because it means this will give the opponent two poison each time it goes unblocked. This will also hold all the Equipment in the set really well.
There is a lot of good Equipment in this set, so Kemba is going to thrive. The free equip when it enters isn’t always going to matter, but when it does it will be pretty insane, especially because Kemba will get an additional +1/+1! And, if the ability to make Equipment way better wasn’t enough for you, in the late game Kemba can generate tons of cat tokens. It is a little bit of a build around maybe, but this can do things that all White decks in the format will be interested in, even if Kemba isn’t doing all of those things in each of those decks.
Equipping this won’t be particularly hard in this format, but it isn’t like the payoff here is amazing or anything. Ward 2 does make it a nice place to put Equipment too, since it feels awful if your opponent kills something in response to you Equipping it, and this makes that a lot harder.
A two mana 2/1 with Lifelink is usually playable anyway, and this will often be a 3/2 or larger on your turn. Seems like a great two drop for aggressive decks that care about artifacts.
This one gives you a 5-mana 4/3 with Vigilance up front. As is the case for most of the Common For Mirrodin! Artifacts, that rate wouldn’t really be acceptable all on its own – but being able to move the boost around when you need to is nice.
If you’re making tokens, this is going to make your day! Generating all those extra tokens is great, especially because as a baseline, you’ve got a 4-mana 4/4 here. If you have enough expendable tokens around, Mondrak can also become indestructible, which is a nice thing to have on a card that can function as a pretty impressive engine
This seems like it can generate some pretty real value, especially because White is so good at making tokens in this set. Scrying 1 when a creature dies isn’t amazing, but drawing a card for every second creature that dies makes a difference, and with Proliferate, you can probably get it going even better. Your deck obviously needs a lot of creatures for this to do its thing, but it has some real upside
This is a decent Common payoff for having Artifacts, as a 4-mana 4/4 with Vigilance is a formidable body all game long. When you don’t get that going, though, this will feel pretty bad
This is a neat take on this type of removal, one we haven’t really seen since Chained to the Rocks. Basically, this is going to be a two mana removal spell, and that’s certainly premium. The only downside about this getting attached to a land is that your opponent can rid themselves of it with land destruction or enchantment destruction, and that matters but I don’t think it is a huge concern, since land destruction is mostly awful in Limited
This has amazing stats, and it is very hard to deal with. It does just die to straight up removal, but the fact that damage gets blanked and punished the opponent makes a huge difference. I think this is a bomb, with the caveat that you do have to be pretty darn close to monocolored to make it worth it.
This really leaves Pacifism and Arrest in the dust, and is a great removal spell for White. Regular Pacifism effects often have the downside of not shutting down activated abilities, so you can’t always completely remove a card – but you can do that with Planar Disruption. You still have to worry about static effects, but those are much rarer. Its great you can slap it on Artifacts and Planeswalkers too
Here is your big payoff for going wide with Mites! Your artifacts make it cheaper, and having a bunch of artifact creatures is going to feel really good when you have a +2/+1 boost. This sort of card usually needs a build around grade, because if you don’t have enough ways to go really wide, you can’t really play it – but when you’re in the right deck, this ends a lot of games
This has bad base stats, but at least it can buff itself in a pinch! +1/+1 every turn can make a difference more often than you might think, and the +2/+2 boost you can give to Toxic creatures really matters, as making them harder to block profitably comes with extra value
+2/+2 can definitely win you some combats, but it isn’t that efficient and doesn’t have that much additional upside, and you need tricks to be flexible and powerful to counteract the downside of a 2-for-1 risk, and +2/+2 for 2 doesn’t really get you there. The Equipment upside is nice – and once you’re doing that, you can turn it in to a card that blanks removal too. Even in this set, with lots of Equipment, I think you’re going to cut this a decent chunk of the time
So, if you don’t get Corrupted going, this is a pretty bad card. While Master Decoy-type creatures are nice, we’ve seen in the past that asking for four mana for such an effect is just too much, and not an effective way to use your mana on most turns. Obviously, if you can get some poison on your opponent, it gets a lot better – as one mana a turn to tap something often just feels like removal. There is some interesting synergy to be had here, as if you have three poison on your opponent, you probably have some Toxic creatures in play, in which case tapping down a blocker is going to be increasingly problematic for your opponent. That said, getting three poison on your opponent is significant set up, and the baseline card is pretty bad
If you can play him early, he can get a few poison on your opponent so your corrupted cards get better, and if you get him late, he can function as a really obnoxious way to protect your other creatures from removal or make them unblockable. This gives him some pretty relevance all game long, which is not something one often says about a one drop. He does a pretty good impression of Mother of Runes
Playing this on turn two seems pretty sweet, as you’re likely to overwhelm your opponent with Mites, and once they’ve been hit a few times, the fact they all gain lifelink is great – and really offsets the fact that they can’t block. The great thing is, even if you get this late, you can get some value by at least giving your board lifelink – assuming you have poisoned your opponent a bit. Still, it isn’t nearly as good in the mid to late game as it is early, because your 1/1 tokens aren’t likely to be much of a problem for your opponent once you reach those stages of the game
A one mana ½ with Flying and Vigilance would be a solid card in most formats. It is typically a card people can overrate in Limited, because a ½ Flyer is pretty irrelevant in most games by the middle or late game, but in a format with lots of incentives to play Equipment, this gets significantly more interesting. There will definitely be games where this comes down on turn one and does some damage, then gets suited up and runs away with the game. It probably isn’t great, but I don’t imagine you’ll ever cut the first of these from a White deck that is interested in being aggressive
Six mana to exile a creature is pretty far from an ideal rate, even on an instant. It just isn’t easy for a spell that expensive to ever be premium, because you will usually overpay to kill a cheaper creature. But the fact that this can deal with other permanent types much more efficiently helps things even out. Basically this is going to be a more expensive Disenchant early, and late it can deal with anything. It definitely isn’t premium, even with its modality, but I think the first copy will make the cut in a lot of White decks.
This offers a nice buff up front, and there are enough artifacts in the set that triggering this on most turns won’t be a challenge for White decks.
If you don’t cast this with X as 5 or more, it will sometimes be pretty bad. The new creatures you make can’t block, so as far as your opponent is concerned on their turn – you didn’t really add to the board. Sure, those tokens have Toxic 1, which means they can represent more of a threat than your typical 1/1, I think I would pretty gladly trade Toxic 1 for the ability to block, especially on a card like this! Gaining the life does offset things a little bit, but there will certainly be times where this is pretty bad – like in the mid-game. However, if you can pay a full 7 mana for this, obviously it becomes insane thanks to the fact that you will always come out ahead after the dust clears
A one mana Aura with Flash that gives +1/+1 is already somewhat acceptable. The boost isn’t massive, so it can’t win that many combats, but the fact that it leaves a permanent buff behind really matters, because it means you effect the board in the short-term and long-term when you can win combat. Then, when you get Corrupted going, this becomes really good, as +2/+1 and First Strike is going to win you most combats, and the boost is once again permanent! One mana tricks really tend to overperform, even when the lack the ability to save a creature from most removal like this
One mana tricks have been some pretty serious business of late, and I think this looks like another solid one. This kind of gives you two separate uses, which is great for such a low cost! First it can be used as a traditional trick to help your creature win combat with the +1/+3 boost – but you can also use it before your opponent blocks to make a big creature take to the air and crack in for a bunch of damage – along with some toxic upside
This is a great payoff for casting spells. It can give itself flying, and you can store up the counters to use them once you have great stuff to give flying to. Works great with Proliferate too!
So when you first play this, you’re getting a three-mana 2/2 with Clone upside. That’s pretty nice, as three mana will often net you something worth even more! I do like that you can play it on an empty board if you have to, too, unlike a lot of clones. It then has the upside of sticking around and potentially letting you make your creatures better. You won’t always be able to generate a ton of value with that, but there will also be times where this duplicates an amazing creature!
Mind control is an incredibly powerful effect, as taking an opposing creature and gaining it on your side of the board is effectively a 2-for-1. This comes with the additional absurd upside of making a token if you pay 5 or more for X. 7 mana to steal an opposing permanent and make a copy of it is insane, and an easy 3-for-1! The one downside here is it can be a little awkward early, but even stealing a two drop with this can be a play that flips the game wildly in your favor.
This starts out as a bad mana leak, and by the later stages of the game becomes a really efficient hard counter. I actually like that design, because this type of counterspell is usually good earlier in the game and horrible late. So, adding Corrupted to the mix means that this will be good for a huge chunk of the game.
None of what this does feels especially meaningful. It has mediocre stats and an ETB ability that is underwhelming. A 3/2 with Flash can ambush block stuff, but not that effectively – it just ends up being a surprise trade or chump block. The tap effect will be nice at times, but this just doesn’t feel like it has enough of an impact to make the cut consistently.
Divination is a 1.5 level card a lot of the time – and that’s what the base form of this card is - not adding to the board is rough, but getting a 2-for-1 is nice, and this has the potential to only cost a single mana in the later stages of the game, which is pretty amazing. Early you can use this to help you hit a land drop or whatever, and then in the mid-to-late game you can cast this for one, and probably play at least one of the things you draw. At that point, it will feel like it is impacting the board.
So, this is basically a Mycosynth Lattice that doesn’t hit lands and only affects you. And…that doesn’t seem awful in Limited. Sure, I get it, there’s artifact payoffs in the set, but the impact this has on the board will be pretty meaningless about 99% of the time, and the times where it gives you an actual card worth of value will be even rarer.
On its own, this is a two mana 2/1 that gives -1/-0 to an opposing creature when it attacks, and its ability can lower power a lot more than that! This can often enable nice attacks not just for the Experiment, but the board. That said, it doesn’t really change the ability of your opponent’s creatures to block effectively. They may not be able to kill things they tussle with, but if they could already block your stuff and survive – that will still be true.
Anticipate usually isn’t great in Limited, but tacking Proliferate on to is a pretty big deal. There are lots of counters in this set, and even payoffs for prolfierating specifically! On top of that, UR likes spells, and this kind of instant that replaces itself always gets a boost there. Basically, this will actually effect the board reasonably often thanks to the synergies in the set, while also giving you some solid card selection.
One of Blue’s big themes is Artifacts, and this is certainly a payoff for playing them. It is nice that it Scries up front, which means you can make sure you are more likely to hit Artifacts on your next couple turns. Still, most of these cards we see that aren’t always creatures but temporarily become creatures when X happens have been sort of underwhelming. Its just rough that the card is near irrelevant on your opponents’ turn, and often doesn’t do enough on your turn either.
Mill strategies rarely work out in Limited, mostly because actually effecting the board is all important, and mill has almost no effect on the game until your opponent actually runs out of cards. There is a card we’ll see later in this video that can really help you win with mill, but I don’t think this one will. You don’t really want to spend your mana on this ability – you want to be playing things that are more meaningful. Even proliferating to get this to where it mills more cards isn’t going to be good enough
A 4-mana 2/5 is passable, and having the option to Proliferate can be nice, especially because Blue has lots of oil counters running around – and some poison too! It is definitely awkward you have to tap this to Proliferate, since the thing this card is best at in terms of combat is blocking, and not being able to do that for a turn might be a liability.
A three mana ¼ flyer is an acceptable rate, so its nice that this has the upside of using oil counters to increase its power and lower its toughness. Three oil counters is a nice number to have, as just attacking with this and turning it into a 2/3 three turns in a row is going to feel pretty good.
One mana 0/3s are pretty underwhelming. This one does Scry a few times though, and that can be useful all game long.
A two mana 1/3 is below-rate these days, but this does eventually become an unblockable 3/3, and that’s certainly something your opponent has to contend with. What I don’t like, is that if you don’t get this down early, your chances of getting to four oil counters are significantly curtailed, in which case you’re just playing something that is pretty close to a two mana 1/3, and I don’t like that.
Pretty much every set has an unplayable Planeswalker buildaround, and that’s certainly what we have here! This does have an effect that does something with any permanent with counters on it, but it is just a way worse version of Proliferate, so you’re not going to be interested.
His +1 makes it harder to take him down, his -2 will let you either load your own graveyard or try to mill out your opponent. I think most of the time you’ll actually choose the latter, especially because it synergizes better with his -X, which feels like the biggest threat. If you pay the full 4 mana for him, he can come down and immediately mill 15 cards, which can get pretty close to milling your opponent out, especially by the late game. If you play him early, he can build up his loyalty with +1 while protecting himself, before you fire off the -X. It really seems like this is one card that can singlehandedly mill the opponent out. The problem, though, is that he isn’t that great at protecting himself, especially if your opponent is even remotely ahead of you, so keeping his loyalty high will be tough. Stil, the upside of just coming down and milling 15 is pretty real in Limited. He may not always be able to stick around, but that ability on its own is enough for this card to be pretty powerful.
I like cards that replace themselves, and this has a fairly relevant body by virtue of being evasive and an Artifact.
This has a mediocre stat-line, and its ability isn’t that impressive either. Getting back removal is nice of course, but putting it on top of your library isn’t that powerful. You’ll usually have to wait a turn to get it, and if you didn’t have something worth getting out of the graveyard, you’re even more out of luck.
A 5-mana 5/5 Vigilance Vehicle with Crew 3 is probably a 1.5. That’s just not a very good rate for a card that isn’t a creature unless you do some extra work! The fact this comes with an oil counter does matter though, as it does make it so this can be a creature all on its one for one turn, and if you proliferate it can become a real problem. Of course, the upside there is still that this is just a 5-mana 5/5 with Vigilance – which is nice, but again – there is work to be done to even get it to the point where it does that consistently.
A two mana 2/1 that is unblockable is already something I would sign up for, so the fact that this can get oil counters and convert them into copies of spells is great. You can play this in any Blue deck and feel pretty good about it, but if you are really getting there on noncreature spells, and especially instants and sorceries, this is going to be even better.
This looks really good to me. Three mana to lock a creature down is usually a playable card. Sure, it doesn’t fully remove a creature, and that can be a liability sometimes – and there are lots of ways your opponent can get around this card – like by bouncing their creature. Adding Proliferate is pretty serious, though!
In Limited, cards that do nothing but give you a discount are almost never playable. Outcarding someone matters more than mana for the most part, and this makes you go down a card for a slow-building discount that only matters on two card types.
This is a nice callback to Mental Misstep, and probably has some legs in Modern – but in Limited this just doesn’t counter enough stuff
This isn’t especially powerful on its own, as a poison counter isn’t worth a ton on its own – but this is a spell that replaces itself, and the UR deck will make decent use of it
This has reasonable Flying stats and a solid ETB ability. Looting is always a nice effect to tack on to a reasonable creature.
Cancel ends up being a dud more often than not. The double Blue is surprisingly difficult to get at the right time, and leaving up three mana to counter something can horribly backfire if your opponent can play around it. It is nice that it triggers when you counter something cheap, as countering something that costs less than three feels particularly bad with this kind of card, so at least you get a consolation prize
This sort of bounce effect is usually solid card – not usually amazing because it is card disadvantage, but in a lot of decks the tempo is big – and when you can use it to trade 1-for-1 and get tempo it feels pretty absurd. You can do this if you cast it in response to a combat trick or something like that. The Proliferate upside is nice, as bouncing something expensive is usually the best thing to do to get the most tempo, but if you have enough counters around, or you feel the need to fire it off early, you get some upside
This is trying to do an impression of Icy Manipulator – and its doing a pretty solid job. It isn’t colorless, which is bummer – but it doesn’t cost mana to tap things. You can eventually run out of oil counters, but there is enough Proliferate in this set – not to mention oil counter payoffs – that this certainly seems playable. It is going to feel pretty bad if the game reaches a point where you run out of counters, but tapping something down 4 times is often enough to get you there anyway
This reminds me a lot of Jodah’s Codex. It can give you some unbeatable card advantage, but there is some serious work you need to do to get there. You’re going to have to get the cost way down on this significantly or it won’t be worth playing. While there are lots of artifacts in the set, I’m skeptical that just any Blue deck can turn this into a card worth playing, so it feels like this needs a buildaround grade.
This has good stats, doubling Proliferate is great and the ability to become indestructible is fairly accessible.
This was a nice card last time we saw it, and it certainly will be here. Multiplying poison and oil is going to be something Blue decks want to do
I’m already considering playing a 4-mana 2/4 that loots when it ETBs, so the additional artifact upside here is nice! The last ability doesn’t come up a ton, but sometimes if a game goes long, being able to put cards on the bottom of your library is a big deal. Not only can you outlast your opponent, but if you really run out of cards you can basically decide what you draw each turn! Still, about 99% of the card’s value comes from everything else about it, and not the graveyard ability
A three mana 1/1 Flyer isn’t good, but there are enough ways to grow this – between casting spells and Proliferating, that it won’t be that hard to make this a good investment. The big downside is that it will die to pretty much everything the turn it comes down.
I guess this is what a Phyrexianized grand architect looks like! And it looks like a pretty darn good card. Just looting when your blue creatures get tapped is a nice ability to have, but also buffing lots of artifact creatures and having the ability to turn creatures into blue artifact creatures makes all of that a lot better, because it lets you turn on those very bonuses! The one downside, I guess – is that the loot isn’t optional, so you might have to be a little careful sometimes, but that’s really splitting hairs. This is going to come down and make your whole board better with ease.
This looks really good. A three mana 2/3 with Toxic 1 is already passable, so the fact that this can turn an artifact into a 4/4 is pretty awesome! You can animate a noncreature artifact, or upgrade an Artifact creature that is smaller than a 4/4. There are plenty of targets in the set, including things like Mite tokens, so this is often going to give you a big advantage for only three mana
Man, I have a hard time believing paying 5 to draw three and Proliferate is going to be worth it here. I love the card advantage of course, but paying that much and likely having only a minimal impact on the board seems like a really bad idea
So, this is basically a 6-mana 4/4 Flyer that draws you a card when it dies, and that’s a 2-for-1.. Sometimes you’ll get more oil on it and draw more cards too. That’s a reasonable enough card, even if that stat-line has felt pretty bad lately. As much as I love 2-for-1s, paying this much mana for one that doesn’t leave behind any board presence at all – and dies to lots of cheap removal – is going to feel rough sometimes. If you need a 6-drop that can finish the game and have some upside, you could do worse than this – but you can probably do better too
When you can kill something with the -1/-1 this will feel pretty good. When you can’t, it will feel pretty mediocre. Sometimes you’ll be able to weaken something in a way that is beneficial for you, but you definitely want to be killing stuff with it.
This is reminiscent of Eaten Alive, a Common removal spell that played really well in a format that had lots of expendable tokens to sacrifice. You know what this format also has? That’s right, lots of expendable tokens – especially if you’re in Black/White and have access to lots of Mites.
This is great. Even without Corrupted, this would be a very nice removal spell – so, the fact that this will be able to remove anything by the mid-to-late game in most Black decks is great. This is certainly premium removal you can spent a high pick on..
A 4-mana 6/6 flyer can end the game in a hurry! And it better, because if this stays in play too long, it is going to force you to lose the game. That said, four oil counters is kind of a lot for a creature this big – especially because the Archfiend punishes your opponent for losing creatures in play too. Plus, Proliferate can keep you from losing. The downside is definitely real – but the upside is enough that this is something you’re always going to play, and something you’ll take very early
A one mana 1/1 with Deathtouch is usually solid. Gets interesting with Fight effects too. So, adding Toxic 1 to this is a nice upgrade, as it makes it more of a problem as an attacker.
So, if we take away the “X is 5 or more” part of this card, it would already be quite good. While it will never feel super efficient, the fact it scales all game long is great. That card would probably be at least a 3.5, and adding the additional late game upside is pretty massive, because killing an opposing creature and reanimating one of yours is a pretty incredible 2-for-1.
A two mana 2/2 is a passable place to start – so adding both Toxic and a nice death trigger to the mix probably makes this one of the best Black Commons
A three mana 2/2 Flyer isn’t quite as good as it used to be – but it is still decent enough, so adding some additional effects usually makes for a nice card, and that’s what we have here. If this always had deathtouch and lifelink it would be a 4.0, but you do have to jump through some hoops here.
A three mana ¼ isn’t great, but this does end up with a pretty nice ability if you can get Corrupted going. Cashing in irrelevant artifacts or creatures for cards is always nice. It also has the potential to combine quite well with the format’s Threaten effect, since it sacrifices stuff for free!
Oftentimes a creature that makes your opponent discard really drops off in the late game, because your opponent is in top deck mode. So, its nice that this can gain you 4 life in that situation. We’re still talking about a creature that is fairly below-rate. Adding deathtouch to a 5/5 isn’t a huge upgrade, and if your opponent just holds on to a land in the late game this will still have the usual downside this type of card has
This can threaten to become a 4/4 any time it swings, which is pretty nice. This kind of card often gets through without you actually having to sacrifice anything to it, because the opponent just can’t muster a good block. This also combines well with the various sacrifice synergies, and being a free Sacrifice effect means it has the upside of working really well with Red’s usual Threaten effect.
This is the first 8/3 in Magic history, so if you think that stat-line is strange, you’re not wrong! This triggering death abilities more is nice, especially because this format has a decent number of them around. Like the other Domini, it can also become indestructible – in this case by using the graveyard. An 8/3 indestructible is an absolute beast for sure, as your opponent will basically be out of luck when it comes to blocking it effectively. But before you can make this indestructible it dies to several Common and Uncommon removal spells in the format that cost a lot less than 5 mana, and that’s pretty rough. Good news is you can make him indestructible even with no mana up. Bad news is you won’t always have those creatures in the graveyard to get it done.
This is great removal. -4/-4 is enough to kill the majority of creatures, and this is cheap enough that you can trade up in a big way. If you get value out of Proliferate too it will feel truly absurd
This is a sideboard card. Against someone who isn’t a creature heavy deck, it is worth using. Against your typical Limited deck, though, it isn’t. It will just wiff far too often, and going down a card for no effect is brutal.
Lately, Sorcery-speed card draw effects that make you lose life have felt pretty bad, since you spend a significant amount of mana, don’t add to the board, and actually help out your aggressive opponent. However, I do think making your opponent lose 3 as well is a significant upgrade, but it still might be too slow
This seems like a solid Common. You can play it early as a bear, and then in the mid to late game it can start coming back from your graveyard, which can net you a very real advantage
Giving your whole board -1/-1 isn’t normally something you want to be doing, even if you do get a three mana ¾ out of the deal. However, Geth does come with the powerful ability to repeatedly reanimate things from your graveyard, which balances things out a little bit. Obviously the things you reanimate will be a little worse, but if he’s left unchecked Geth will quickly populate your board. That said, he’s going to be really rough to play in the early game, and all game long there will be scenarios where playing him kills one or two of your creatures, and that will be particularly painful if your opponent can simply deal with Geth on their turn
This proliferates twice which is definitely some serious upside in this set. Of course, it also happens to a dismal 5-mana 4/4.
Black usually gets a three mana Common that does some version of draw 2 lose 2, and it is usually a passable card. Not adding to the board can be a liability, and this format does feel like it will be a fast one – so you never really want more than one of these. That first copy seems alright, though.
There are a two other Rats in the format, both at lower rarities, so the ETB does actually have a chance to draw you a card, but if it doesn’t – you’re getting a 3-mana 3/3 with Toxic 1, which is a card you would always play anyway.
I don’t like this very much. It is rare that an Aura that brings a creature back when it dies is worth it, and I don’t think adding Toxic 2 is quite enough to make a difference. Both of these effects are only good if your creature is already quite good, and that’s never how you want to do Auras.
4-mana 2/2 Flyers have felt pretty bad lately – mostly because they can die to common one mana removal. However, this can grow quite quickly, especially if you combine it with sacrifice effects. But even combat can lead to this being an impressive flyer.
This will often grant you a 2-for-1, which is always nice, and the 5-mana 4/4 body it gives you isn’t completely terrible. Lots of ways to take advantage of Toxic too! Still feels a little to inefficient – and a little too specific about what it can return to your hand – to be great, but I think the first copy will usually make the cut.
This trick is always decent. It doesn’t have the upside of helping you do more damage to your opponent, but it trades that in for the flexibility of winning virtually any combat and saving your creature from most removal
This seems solid enough. It represents a real threat thanks to toxic, and is likely to contribute a few poison early. Some decks will just want to turn on their corrupted effects and not actually win with poison, and this will probably be at its best in that type of deck
This is a sweet reprint, and a great card! It doesn’t add to the board, which seems like it has been a liability in lots of sets lately, but the card advantage it grants you can really allow you to overwhelm your opponent. Losing life is a fine price to pay for something this powerful. I think in the old days of Limited it was definitely a bomb, but in this world where getting on board early has become increasingly important, it probably tops out at 4.0
This is definitely an incentive to be mono-black, as the Obliterator makes your opponent’s life incredibly difficult. Blocking it or attacking into it and coming out ahead is basically impossible, and your opponent has to have removal that doesn’t do damage to ever feel good about things, otherwise they’re going to be losing several permanents just to take out the Obliterator
I’m not in love with this. A 4-mana 6/6 that always makes you sacrifice a creature when it enters isn’t worth it except in decks with good sacrifice fodder. And while its nice that sometimes this will just be a straight up 4-mana 6/6 with no downside, it will probably be at the point in the game where it isn’t nearly as imposing. We’re still just talking about a card that’s biggest upside is that it is a big vanilla creature, and that isn’t exciting.
Proliferate is already a good thing to be doing in this format, so the fact this also lets you drain your opponent for two when you do it is great. There’s enough proliferate in the format that I think this will be a good inclusion in most Black decks
Edict effects aren’t nearly as good in Limited as in constructed, mostly because most decks have multiples of things in play and can really minimize the downside. This one is an instant, and it gives you three options that should, in theory, allow you to maximize what it can do, but I’m still not overly impressed with this. It is better early, and pretty bad the longer the game goes on
A 4-mana 2/4 with Menace is probably a 1.0 at best, and while adding Toxic to the mix is nice, this still dies to a whole lot of common double blocks
This is a very nice common. A three mana 3/2 with Toxic 1 is already probably playable, so the fact it spits out a Mite when it dies is sweet. It is worth noting that the token’s inability to block does lower the value of the token – more than adding Toxic 1 makes up for
This can give you a 2-for-1 with some nice card selection, but a 4-mana 4/1 is a rough rate
We have seen many 5 mana reanimation spells be complete duds. There’s one at Uncommon in most sets! They tend to underwhelm because it is hard to consistently get something back that is actually worth that hefty investment. However, there are two things going on here that that really change things. The first is Proliferate, which has synergy everywhere in the format. More importantly, though, is the fact that this lets you get something from any graveyard. That effectively doubles your chances of finding something to reanimate that is worth the mana, and that’s a big deal!
This seems like it takes too much work. If you play it early it will definitely build up counters and then reanimate something at some point, but if you get it in the mid to late game, it is likely to be a little too slow to actually do anything, and that’s a huge downside
This seems like it takes too much work. If you play it early it will definitely build up counters and then reanimate something at some point, but if you get it in the mid to late game, it is likely to be a little too slow to actually do anything, and that’s a huge downside
This is another bomb planeswalker. She can draw you cards and remove creatures, and if you can do both of those you’re in really good shape. Her 0 is really a +1 because of Proliferate, and it will synergize really well with other counters in the set. Her -2 can act as some pretty nice removal, especially because it is so repeatable. There will be times where you give your opponent a treasure when they really needed it, but most of the time this will be great removal. Her ultimate is…kind of silly. If you have some Toxic on the board it can set up a win the turn you use it, otherwise you’re going to have to wait until you Proliferate. Still, her 0 and -2 is where she’s going to do the most work, and its great you can choose to play her on either 5 or 6
This will have its moments, but this format also has a lot of tokens and creatures who give you value when they die, and when your opponent has those to sacrifice this won’t feel worth a card at all, even with the poison counter on top
If you can kill something with this, or have it help you win combat, it will feel pretty good since you’re only spending a single mana! Problem is, those situations won’t be that easy to manufacture
This is definitely a build around, as you’re going to really need a critical mass of counter nonsense to really take advantage of it. However, there is enough token stuff in the format that I think it is actually a fairly legit and powerful build around. There are tons of tokens in the format so this can do some serious damage. The downside is that the turn you play it, it will do either nothing or very little – but if you have a deck with lots of counters, this will be one of the best cards in your deck.
Here’s the usual Threaten effect! It is interesting its an Uncommon, which means consistently getting it when you have sacrifice outlets is going to be harder than normal. It is also kind of a bummer that it destroys the equipment immediately, instead of you getting a swing in first. But hey, the Equipment destruction angle does mean that you get to trade 1-for-1 in that situation, and that’s not too bad on top of all the other things that this can allow. As usual, this kind of a card is a build around. If you can’t consistently get that full card of value – by destroying Equipment or by sacrificing what you steal – you’re looking at a card that is pretty much only useful in one situation: When you can use it and win on the spot
This has a mediocre stat-line, and a card that can rummage a couple of times isn’t exactly something you’re going to go after. You’ll probably play this when you’re desperate for a two drop or some oil counters, but otherwise it won’t make the cut.
Two mana 3/1s tend to play pretty well in aggro decks, and that’s what you get up front here – and then you have the option of moving the Equipment to other stuff – like if you really want your token to be a 2/2, or if something else can benefit from the stat boost. +1/-1 certainly isn’t amazing, but this is really cheap to play and equip, which will be especially nice with Equipment payoffs in the set.
A three mana 2/3 with Menace is usuallya lready playable, but this also gives you some big Equipment upside! Making it cheaper to play and cheaper to put on the Aspirant is pretty serious. A menace creature is great for suiting up too
This is somewhat similar to Enthusiastic Study from Strixhaven, in that it gives a +3/+1 boost and draws you a card. Enthusiastic Study gave trample too, which makes it better, but I think this is still a nice trick. Now, a +3/+1 boost isn’t great, as many creatures will still die because the toughness boost is so low – but this offsets that downside by getting you that card back. And, if you do manage to make your creature survive and get the card, it will feel great
A one mana 1/1 that does 1 to something when it dies is usually a playable card – it can trade up for X/2s and it can get 2-for-1s against two X/1s! On top of that, this has proliferate upside. Getting in with this and sacrificing it to get a couple extra counters – while also pinging something for 1, is going to feel pretty good. Enhancing it with Equipment, tricks, and auras will feel especially great.
The Hellraiser wants your graveyard to be well-stocked – both to reduce its cost, and use its ETB trigger. 9 cards is sort of a lot, so don’t count on getting that done a ton. And the ability isn’t quite as good as it looks at first. Because it exiles three cards at random and only lets you cast noncreature nonlands, there’s a pretty real chance you just wiff. Now, you will probably hit something you can cast pretty often, and casting it for free can be pretty insane – but the Hellraiser is annoyingly random and not always easy to set up. I think you’ll get a nice 2-for-1 often enough out of this for it to be quite good
I like the rate here. 4/4 of stats for 4, including 3 power that rumbles right away. Going wide is definitely a thing in this format, too
This feels like it has the potential to be quite the value engine, as there are lots of Red cards that can do some stuff with oil counters. The token creation effect certainly isn’t the most efficient thing ever, but I can see some decks finding a way to utilize it on turns when they can. This probably needs a buildaround though, as you really need to have a critical mass of oil counters and oil counter payoffs or this just won’t do enough to be worth a card
This looks great. On its own, it is a 5-mana 4/4 with Flying and Haste. That card is already a 4.0 – it represents a fast, evasive clock. And this is even better because you can choose to move it around, and if they kill the token – or the Equipment - you still have something left behind.
If you play this on turn one, and can back it up with tricks, Equipment, and the like, it is going to be a real problem. But that’s a lot of stuff you have to do, and if you draw this late it is going to be pretty terrible.
This isn’t as good as some Common Red cards that can make something unable to block, because the set up is fairly significant, but when it can use that ability it will really open the floodgates on your opponent.
One mana for +2/+2 tends to be a pretty solid boost, as you can very cheaply allow your creature to win a lot of combats. The oil counters really matter for some cards too, though sometimes you’ll end up adding oil counters on something that can’t really do anything with them.
In Limited, this is going to be a 3-mana 3/3 with Menace and the rest of the text won’t matter on a regular basis. I guess if you went first and play this on turn three, and your opponent played a non-basic on turn one, it has a shot at chipping in for two extra damage – and that’s probably going to be the usual way that ability triggers.
A 5-mana 4/5 isn’t the worst rate ever, especially because this can give itself haste! On your next turn whatever you cast gains haste too if you want it to, so it feels like you’re getting a pretty solid return on your investment with this.
This format has a lot of Artifacts including Artifact creatures, so a card that can destroy them for one mana is already a card you’ll always play. That is definitely the mode you’re going to choose most frequently, but sometimes destroying your own thing is more beneficial. Like if you need extra bodies to go wide to win the game, or if you need those bodies to block
We’ve seen this card before, more or less, and in the right deck it can be a pretty good way to end the game, as turning off all blocking can really allow you to do a ton of damage. In a pinch, it can also sweep away a bunch of X/1s, like Mite tokens and the like – so it sort of has an alternate mode, but certainly the most powerful thing to do with it is use it to let you alpha strike for the win. With Toxic in the format, it may be easier than normal to set up lethal too, since you can threaten with both poison counters and damage
This looks pretty nice! It is a two mana 2/2 that has First Strike and trample on your turn, and that makes for a pretty good attacker early and a solid presence all game long. That’s sort of the floor here too, because you can move the Halberd to other stuff that can take more advantage of it!
Even without the Toxic-hating upside this card has, it would be quite good! One mana for 2 damage just tends to be a great deal, even allowing you to trade up for lots of 3 and 4 mana cards. Toxic is really everywhere in the format too, so you’re going to be able to do the 4 damage with this at some point in most games.
This isn’t the most impressive planeswalker for Limited. Sure, he has a +2 that technically draws you a card and a -3 that is technically removal, and those things are usually pretty good – but both are fairly weak versions of that effect. The +2 can only net you a Mountain, and the -3 is dependent on the number of Mountains you can control. Even the ultimate demands you have mountains – though obviously if you can fire off the ultimate and then use the +2 every turn to grab a Mountain you’re going to wind, but that’s going to be tough, since Koth doesn’t do much to protect himself. So, to some extent, Koth is an incentive to go Mono-Red or close to it, and if you can do that, obviously the -3 will kill most stuff, but on a board that is built out at all, your opponent can still easily deal with Koth
This will be able to attack with higher power a decent chunk of the time for sure, but the times where it is just a lowly 2/3 will feel pretty rough.
This looks really good. A three mana 3/2 with Haste is easily a C, and this comes with some pretty real upside! You can use this to put oil counters all over the place by casting it every turn, and there are definitely reasons to do that. Or, you can choose to have this stick in play for a couple of turns at a time if you need the board presence
This is red’s usual really mediocre modal removal spell. 5 mana for 5 damage at Sorcery speed isn’t anywhere close to premium – it is super clunky and firing it off on something that is cheaper than it is rough. Destroying Equipment matters a little for sure, but the fact that most Equipment in this format has “For Mirrodin!” probably means you don’t even get a full card of value if you do that
Obviously this has some potential. Dividing damage is always great, as you get the ability to take down multiple things, but that certainly gets less attractive when you 2-for-1 yourself upfront, and that’s what you’ll be doing here. You can’t even do something like give up a token, since it won’t really do any damage. So, what you need to do here is sacrifice something with a high mana value that maybe has a death trigger or ETB ability. At that point, you’re mitigating against 2-for-1ing yourself – but that is still kind of a narrow subset of cards for you to sacrifice
Paying 7 for this is bad, 6 is medium, and 5 is solid. Getting it lower than that is sort of unlikely, although with For Mirrodin!, it will be easier to play more Equipment in this format than in most. Normally you can’t run a ton of it because you need the creatures to put it on, but most of the Equipment in this set gives you both. Still, getting this to 5 is a reasonable expectation, getting below that probably isn’t.
This is a great removal spell. Even in a deck with 0 Equipment, it is premium. It kills almost everything and can very easily trade up. Once you have some Equipment in your deck it can get really silly.
While this format has a lot of artifacts, and sometimes this can just wreck your opponent – there aren’t so many that this card is amazing. Destroying For Mirrodin equipment will be sweet, because you get to keep the 2/2 – and destroying creatures is likely to give you some nice value too since you can attack with them, but on average, I don’t think this card will be a bomb like the three Twilights we saw earlier this week
This is a pretty nice rate! Menace and Reach can be a bit awkward together, since one is an aggressive keyword and the other is defensive, but it also means that this can do a reasonable job as an attacker and a reasonable job as a blocker. It certainly isn’t exciting, but seems like a solid 5-drop.
This is kind of close to being Thermo-Alchemist, and that card has been great in spell decks in several different formats at this point. This does die super easy, but it only costs one, so your opponent won’t really be able to trade up for it or anything, and if it sits around in play in your spell-heavy deck, it is going to chip in for a ton of damage. Now, it is worse that the Alchemist, because the Alchemist can do damage without the help of spells, it just does more when you have them. The Scamp doesn’t do anything when you can’t find your spells, which happens
This can kill a decent number of creatures in the format, and there’s also plenty of noncreature artifacts it can deal with too. Sacrificing a Mite or something else expendable seems particularly nice. You also have a baseline of a 2-mana 2/2, which you’ll certainly be wanting if you don’t have something else to do on turn two
This has a solid stat-line and an ability that will be useful on occasion. You can definitely find situations where sacrificing something with this can net you some nice mana to cast an artifact, but more often than not, the ability won’t matter
Doing noncombat damage isn’t something that is entirely automatic in Limited, so that part of the card won’t always be coming up. You’re likely to have like three cards that this helps, and that’s nice, but not insane or anything. The upside of indestructibility is nice, though you need to have things you want to discard to take full advantage here
We’ve seen this before, and it is often the kind of card that spell decks will run, but no one else really wants to play, and even the spell decks would be happier with a lot of other instants and sorceries that draw them cards!
So, the stat-line is bad enough here that you probably want to consistently do 2 or more with this, and that probably makes this a build around. Oil counters are definitely around, especially in Blue-Red, but I don’t feel super confident that your typical deck in the format will have enough of them to make this acceptable. If you do 0 with it, it will be awful – 1 with it is semi-passable, and once you’re at 2 or more you’re going to really feel like you’re really doing it, because you can consistently get a 2-for-1 at that point.
So, every turn, you get an increasingly large Haste Trampler that gets sacrificed at the end of the turn. This can obviously let you pressure your opponent pretty effectively, but it also doesn’t add something to the board that has a permanent impact on it, and that definitely matters. Still, the presence of Proliferate and other oil counter nonsense in the format does mean that you can get this going faster than it might look at first. If your deck has some sacrifice payoffs going it can get really silly too.
If you play this really early, you’re likely to get a lot of counters on it and eventually use the ability and reload your hand, at which point you’ve got a great chance at winning…but at the same time it adds a body to the board that basically doesn’t matter, and it is a body that can die to lots of cheap removal too. If you get it late, it will take fewer counters to get it going. Don’t forget about Proliferate either, which means you can get the tokens going a bit better. Still, this seems slow and clunky, even as powerful as that ability is.
This is a reprint of a card that was great last time! Three mana for 3 damage at instant speed is usually premium. It isn’t always going to be able to trade up, but being able to go after your opponent and being Instant speed means you’re usually getting a good deal. Proliferate is a big addition, though, as this format has plenty of counters you can get an advantage out of.
So, this is effectively a 4-mana 4/2 when it comes down – one that leaves behind a pretty clunky piece of equipment. Neither of these things is that impressive for 4 mana, but the initial creature you get out of this definitely softens the blow, especially in a format with lots of payoffs for Equipment.
Both of these triggers can be pretty nice. +2/+2 and Vigilance is a boost that can really allow you to have a much better turn, since it can allow a creature to attack more effectively and stay on defense, and when Proliferate can add a bunch of counters to stuff, that will feel good too.
This looks quite good. It fixes and ramps your mana effectively, and actually can become a 3/3 in the later stages of the game, and that’s enough size to at least be relevant all game long.
This has a great statline, comes with evasion, and Proliferate and toxic both synergize really well with the set – not to mention one another. It probably falls a little short of being a bomb, as it doesn’t dominate the game when it gets to the later stages, but it is still pretty darn good
A two mana 3/1 with upside will usually make the cut in aggro decks, but it isn’t anything special
This has really good stats, and a great modal ability that will almost always do something meaningful.
There are enough Artifacts and Enchantments in this set that this it probably isn’t a disaster to run this, especially with that Proliferate upside. It is a bit of a bummer that all this Artifact spot removal is a little worse in a world with the “For Mirrodin!” mechanic, because your opponent still holds on to a token, and being a Sorcery is pretty rough too. This is mostly a sideboard card, though. I think you’ll be disappointed if this makes your main deck.
There are several Common lands in this format that put themselves into the graveyard – including the Sphere cycle and Terramorphic Expanse, so being able to play lands from your graveyard will come up some. Casting things from your graveyard is pretty great, but making it so you can’t cast other spells is obviously a problem. This feels like a pretty bad card in the early and mid game, when you need to develop things, but int he later stages of the game it definitely has the potential to take over – you can’t really blank on draws if your graveyard is effectively part of your hand, and that’s how it is going to feel.
This is a great Common. If this could only proliferate, or only get a land from the top four, it would be a good Common – having the option between both is great. It can help you hit your land drop when you need it to, and then you can Proliferate in the later game and get some nice value.
A two mana 1/3 Reach isn’t very good. This can give itself up to Proliferate which is nice, since it will often not be a very relevant body on the board. Still, it doesn’t seem like this will be making the cut with regularity
This is a fun call back to Blastoderm, and it carries on that legacy pretty effectively! A 4-mana 5/5 Hexproof is great, and while I wish it could hold on to Hexproof forever, the fact that it trades it in for Trample definitely softens the blow, and means it becomes more of a problem as an attacker. Obviously, its time on this earth is limited, but having a hexproof 5/5 around for two turns, and a 5/5 trampler for another is a pretty solid deal.
If you play it early, it is going to get absolutely massive, and is a one drop that can potentially take the game over. It does get worse the later you play it, but it is still likely to grow basically any time you play a creature at that point
You have a pretty good chance of hitting two lands when you cast this, and that’s some pretty serious ramp – but I love that you can choose some combination of lands and proliferating when you cast this. Sometimes in the late game drawing your ramp spell is pretty awful, and this becomes a 4-mana Sorcery that Proliferates twice in that situation, and that’s often going to have a significant impact on the board. That said, format looks fast enough that there won’t be that many decks looking to take this.
I think you’ll have to pay 3 for X for this to get you two cards consistently, which means this is often a more expensive Green Divination which isn’t…great. After all, it won’t really add to the board. Obviously if you can 5 for X, you’re likely to get a land and a creature on to the battlefield, and at that point we’re talking about something that’s way better, since it gives you something on the board immediately. There will be times where you don’t get six mana’s worth of value out of it, but most of the time you’ll do alright. It is a little awkward that the more mana you spend, the less likely you’re going to get a good return on your investment – this isn’t really true of the other cards in this cycle
A three mana 1/3 Deathtouch isn’t the most impressive thing ever, but it does provide a pretty good road block. Adding Toxic to a death toucher is nice upside, since blocking this can be a real pain
This has the potential to be really good in Limited, especially because it has the ability to make three bodies at the very least! Now, it certainly isn’t efficient at doing it, but in a lot of Limited formats cards that simply let you outcard the opponent are what you need, and this will definitely do it. A three-for-one really isn’t out of the question, and that’s not something you find at lower rarities most of the time. It reminds me a little bit of Mask of the Jadecrafter from The Brothers’ War, which turned out to be pretty good. I’m going to start the format pretty high on this thing – though if it ends up being a format that is dominated by aggro, this will drop precipitously.
Instant speed Rabid Bite is great, so tacking on Poison upside is pretty awesome. As always, you have to be a little careful about casting removal like this, but it will do the job really well most of the time.
This seems pretty strong for a Common. A 4-mana 4/3 is almost passable, so adding the ability to use oil counters to buff it up to a 5/4 that untaps is really nice. This can hit pretty hard while playing both offense and defense.
A three mana Flash Aura that gives +2/+2 is a card we’ve seen before, and it was playable. If you look at this only as a combat trick it doesn’t seem that efficient, as you can usually get +2/+2 for a single mana. However, the fact this stays around to enhance that creature beyond that turn makes a big difference. The hexproof upside is going to come up sometimes too!
This is a bomb no matter how you cast it, and the modality is a huge upside. She can come down and generate a huge token right away, and that token will do a great job of protecting her. Even if you play her with 3 loyalty, that token will usually be a problem. Note, by the way, that the token is locked in its size when it gets created. It doesn’t have text on it that adjusts the power and toughness like some effects – so even if Nissa dies, the token will stick around. Anyway, her -1 will have plenty of targets in this format, and her -7 will be a huge overrun effect. If you pay a full 7 for her, she can even use that effect right away, which will usually win you the game right away. So yeah, no matter how you decide to cast her, she will be a token factory that can remove plenty of permanents, that also threatens to just win the game with her -7
This is an interesting take on a mass pump effect. There will certainly be times where this puts your opponent in a lose-lose situation, since they can neither take all the damage or get the poison counters, but most of the time they can probably find a way to mix and match and survive. Five mana for this sorcery speed boost is normally just not a very good card in Limited and I don’t feel like the poison counter upside is enough for me to want to play this in this format. It is definitely hard to evaluate, as the poison vs. damage choice can definitely be powerful, but I think this is probably still too situational to be very good.
A 5-mana ¾ that gains you 3 life when it enters the battlefield is not especially good, so how good this card is comes down to how often you get to draw. I think it is definitely accessible, and one this card is gaining you life and netting you a card, it is going to feel pretty sweet. This is another Green card that feels like it can do a reasonable job of throwing a monkey wrench into the plans of aggro decks, as is often the case for creatures that gain life on ETB.
This is hard to chump block, and it can end the game in two swings thanks to Toxic. The stat-line isn’t amazing for the cost though, and there will still be enough boards where your opponent can just double block it to take it down. It also doesn’t deliver any bonus value you get to hold on to in the event it gets destroyed, and if I’m going to spend 7 mana, I feel like I should get something, even a bit of life or a 1/1 token would make a big difference.
A 4-mana ¾ with Toxic 2 is fine, and adding more Toxic to your Toxic creatures can definitely cause problems. The threat of activation is something that your opponent really has to consider on a board with a few other Toxic creatures.
This seems like a fine two drop. The ability isn’t exactly efficient, and it is definitely clunky as a sorcery speed only effect, but it can certainly allow you to send in an attacker that couldn’t attack otherwise.
This doesn’t look very good. The best thing about a mana dork is that it can play you more powerful spells every turn. This can’t do that. It will finally untap a land on turn three, and while the boost is nice, the fact you had to tap this twice to get it is no small thing. Sure, you can proliferate and stuff to have to tap it less, but you’re jumping through some pretty serious hoops to make your one drop work.
This is basically Epic Confrontation, which is a great Limited Common. +1/+2 enables a lot more of your creatures to Fight successfully, and you can often knock a blocker out of the way and swing in with your buffed creature.
If you’re behind, it can hang back and block even flyers, and if you’re ahead, it can attack pretty hard. I wish there was some sort of ETB associated with it so you got some permanent value, though. Six mana is a lot to not get something like that!
This is Colossal Dreadmaw with upside, since it starts out as a 6-mana 6/6 Trampler. The Equip cost is obviously massive here, but once you reach a point where you can just slap this on whatever you want your opponent is going to be in serious trouble. Unlike the Engulfer we just saw, this does leave value on the board no matter what.
This is a solid modal card. It can help you fix your mana or just hit a land drop, and it is the kind of card that can almost stand in for a land in your deck, since it is almost a modal double-faced land card! Once you have the lands you need, you can Proliferate for some nice value. Sometimes neither mode will be useful, which is a bummer – but most of the time you’ll be getting something worthwhile for the investment.
This new Thrun looks great. You could take away any of his individual abilities and it would still be an awesome card! He is incredibly difficult to deal with, as only opposing Green cards can target him – and on your turn he also happens to be indestructible, which really matters for a 5/5 Trampler. It will be a great attack on most boards as a result. I think Thrun’s efficiency and resilience makes him a bomb.
+4/+4 will win you most combats, and two mana isn’t a terrible amount to spend for the boost. It can also sneak in lethal out of nowhere.
Toxic 3 is a lot, as it will immediately give you Corrupted if you don’t already have it, and if you do already have it 3 poison is going to get your opponent in the red zone. Toxic pairs really well with Haste too, as it makes it easier to get in that first time, or at the very least set up a situation where your opponent’s options are a bad chump block or taking the hit.
Obviously, this has some very impressive efficiency. It can also come down and do something right away thanks to Haste! Ward also means this can’t be dealt with efficiently. Toxic and Trample might seem like a strange pair, but its actually pretty great! If your opponent takes any damage at all from the Rex, even 1 trample damage, they end up with 4 poison – and you still destroy their creature. Triple Green can be surprisingly hard to get in Limited, but I still think this does enough right away, and is hard enough to deal with, that it is a bomb.
Two mana for +1/+1, hexproof, and indestructible is a pretty solid trick, and this has the upside of both scaling as the game goes on and being castable for only mana when that’s useful for you. The best tricks have the ability to win combat and protect a creature from removal, giving them broad situations where you want to use them, and this definitely does that, and can even give you lethal out of nowhere! This is one of the best Limited combat tricks we’ve ever seen.
We see this effect a lot, and a Regrowth that only gets permanents is not usually very good in Limited, especially if that’s all the card does. It isn’t a disaster to play, but can be underwhelming for a lot of reasons! For one thing, it doesn’t do anything until there’s a permanent in the graveyard – and it doesn’t really feel like you’re accomplishing something until there is a worthwhile permanent, so it can be a dead card for awhile!
A one mana ½ with Toxic 1 will get some poison going if you play it on turn one, and it does have an ability that keeps it somewhat relevant. It gives your opponent a poison counter if you target your own creature with a combat trick (and there are several solid ones in Green) and if they remove one of your creatures too, which means this card will pretty consistently chip in at least one poison.
This looks really good. It gives you a good rate, and Toxic 3 is legit, as is the fact you can kick this to Proliferate, something that will have a real impact by that stage of the game more often than not.
This is another great uncommon – this one may be Green’ best! You’d already play a 3-mana 3/3 with Toxic 1 – that’s probably right around a C, but the Flashback upside here is huge, because it gives the card fairly accessible 2-for-1 potential, and the two bodies you get are pretty real. And I think most of the time you’ll find a way to get that second body during the game – especially because the first body helps you get there!
The turn you play this, it is likely to have a pretty big impact the board, provided you have any creatures in play at all. There’s a good chance they will be able to attack even if they couldn’t before, and if they already could, they will attack for a ton. If somehow you couldn’t attack, this also works reasonably well on defense, as it offers the buff every combat. It is also nice that this can become indestructible even when you’re tapped out, though awkwardly, giving up two creatures makes Sopandrel’s beginning of combat trigger less powerful. Of course, it can attack on its own as an indestructible 8/12, which is pretty sweet.
Obviously, if you can cast Atraxa, you’re going to get a massive, formidable creature that also draws you something like 3 or 4 cards. That’s going to pretty much always win you the game, but the question is how easy this will be to cast. I think the fact that Green is one of her four colors really matters, and probably does make it possible to cast this thing in some decks.
This gives you a three mana 2/2 with double strike up front, and that’s great, as is reducing the cost of your other Equipment. The bad news is that once that 2/2 goes down, you have to pay five to put this on something. That’s a downside, but it will still feel pretty close to a 2-for-1.
UW is the most artifact-centric color pair in this format, as Cephalapod Sentry clearly shows. On its own, it is a 4-mana 1/5 flyer, which isn’t the worst rate ever – and if you’re in Blue/White it is likely to be a threat your opponent has to kill, as you’re likely to control many artifacts.
A three mana ⅔ that makes a 1/1 is already a great rate, so the fact that this can save up oil counters and use them to draw cards is pretty amazing. It takes some work to do of course, but as usual Black-Red has ways to make its own stuff die, so it is certainly doable. I think it has the potential to be the best signpost Uncommon in the set between the great rate and ability to draw cards.
Paying five for this seems eminently doable, and I think that will feel like a pretty good deal! Sometimes you’ll be able to get it out there even earlier, and there are enough 1/1 tokens and X/1s in the set that you’ll get to pick off at least one creature a decent chunk of the time when you play this.
Playing this on four isn’t amazing as it has bad stats and doesn’t really do anything all on its own, but Proliferate is a pretty big theme in the set, so you’ll often be able to take advantage of it and draw a whole lot of cards. I love that it also has the late game upside though, where you can cast is for 7, Proliferate Twice – which already is quite strong – but you also get to draw two cards!
Glissa still has both First Strike and Death touch, which makes for a nasty combination! A three mana 3/3 with those two keywords is probably already a B, as it is near impossible to attack through or block. So, the fact she comes with big upside is great! She’s awful to block, but if your opponent lets her through, they are going to give you some serious value! Drawing the card is going to be the option you choose the most, but the other two are nice to have around. I think Glissa gets into the lower bomb range. She is great all game long, and probably takes over the game if left unchecked.
A two mana 2/2 with Trample is probably a 2.0 – it isn’t like that’s a scary statline for a trampler, but it does incentivize you to enhance it – and especially with Equipment in this case, since Jor Kadeen gives you a pretty nice upgrade if you can do it! If it has one EQuipment on it, it is likely to get to at least 4 power, making it a formidable attacker that also draws you a card. RW is enough about Equipment in this format that I don’t really think this needs a build around grade.
This looks excellent. He has a -2 that is very good at protecting him – a death touch body is not something your opponent can take lightly, and even if they do find a way to get rid of it, you still get to drain 2 life! He can also draw you cards for no loyalty at all, and Pacify a creature for an entire turn cycle! His static ability is also pretty great, and will at a minimum draw you an extra card when you trigger it, since you’ll use that ability again. Turns where you can make something unable to block to allow you to get in with a creature, then use his triggered ability to return it to your hand, use another loyalty ability to draw a card, and then just recast the creature are going to feel insane, and that isn’t even a Magical Christmas land scenario. Bouncing something to your hand can even be upside if you’re trying to abuse an ETB ability! I think this is a massive bomb – a 4-mana card that can get pretty close to ending the game on the spot. He protects himself, he draws you cards, and he even has an effect that will get pretty close to feeling like removal.
7 mana is a lot, especially when you have to have two mana of two different colors! But Kaya definitely delivers. Each time you use her -3 you’re going to be getting a pretty sweet two-for-one, since she removes an opposing creature and gives you a flying 1/1 copy of it. In other words, the effect is both removal and a way to protect her quite effectively, which is pretty insane for one ability! Her other two abilities are also very good, but the -3 is really the star of the show here. It is also great that she comes with Hexproof, as these days more and more things seem capable of killing planeswalkers. So yeah, she’s kind of hard to cast, but she is pretty close to unbeatable on most board states, so I think she is a bomb.
A 4-mana 4/4 is a great stat-line in Limited, and the ability this has is very real. You’re always going to get a cheaper creature of course, but giving up a creature that is no longer useful, or one with an ETB ability that gave you most of its value is going to feel great. Note that it is a may clause too, which is important. In a pinch, you can even sacrifice something you attacked with to find a creature who can come into play untapped – basically a really convoluted way to do Vigilance, but it does let you pressure your opponent and keep your shields up.
You either get a 4-mana 3 loyalty planewalker, or a 5-mana 5-loyalty planeswalker. I think you usually will want to pay the full five, because that gives you the option of using his -4 right away, and that’s an ability that will usually allow you to kill something. However, his most consistent ability is probably his -1 anyway, as adding a real presence to the board that can pressure your opponent and protect him is pretty great, and there will be times where his ability to start cranking those out on turn 4 just wins you the game! The +1 is probably the least impressive, but sometimes you’ll want to get your ramp on. All in all, he is going to be pretty effective at removing creatures and protecting hismelf, and that’s usually enough for a walker to be a bomb.
A three mana 1/1 that makes a 3/3 token is already a really good card – pretty close to Blade Splicer - but this comes with the additional upside of occasionally spitting out another 3/3. Now, making that happen isn’t going to be easy, as getting three artifacts into play in one turn is a big ask in Limited, but I think it will happen on occasion.
This is a pretty sweet two-mana creature! Obviously she has above-rate stats, but the fact that she weakens the Toxic mechanic is nice upside, as is her ability to reanimate a creature or artifact that has died during your turn. That second part is definitely going to be more important, but what we’re looking at here is still a two mana 3/3 with substantial upside
This thing is a monster. It can really cash in those oil counters for some very serious value, either becoming an imposing attacker or taking down some problematic artifacts and enchantments – or a mix of those things, and it start with a great stat-line. If this comes down on turn three and you don’t deal with it, your opponent is likely to run you over. It gives even sillier with Proliferate. The sheer efficiency, coupled with flexibility and usefulness all game long does enough for this to sneak into the lower bomb range
Overall, she doesn’t seem like a super impressive planeswalker for Limited. Effects like her +1 are usually pretty underpowered – you can certainly force an attack that is bad for your opponent, but it is still super situational – you won’t always accomplish something by using it. Her other +1 lets you rummage, which is solid but unexciting – but it does set up her 0 loyalty ability – which can be pretty good if you have a well-stocked graveyard. Still, the token she can make is restricted in several ways – it has to have a low enough mana value, and it only gets to swing once. She can work pretty well with the “For Mirrodin!” Equipment in the set, because the tokens those Equipment make will stick around. But still, she doesn’t come with a real removal effect, she doesn’t protect herself, and she doesn’t even net you cards. Usually a great Limited Planeswalker does 2 or more of those things, and we’re being generous here if we say she is doing 1 of 3 of them! All of that said, she isn’t a bad card, just sort of a situational value-engine type planeswalker, and not one that takes over games. If you’ve managed to stabilize or you’re ahead, her 0 ability will definitely pressure your opponent – but if you’re behind, this is a pretty ineffective planeswalker
Black/Green is a grinder Toxic deck, as the Rotpriest shows you. It provides a medium defensive body, along with all kinds of toxic upside – you get to poison stuff more quickly, and granting death touch to toxic stuff is nice all game. On some boards, you’re going to put your opponent in a spot where they have to get a significant number of poison counters or set up an ugly block against your potential deathtouch creature. Threat of activation will be pretty real there!
This is expensive, but it does give you quite the impressive creature. Ward 3 and pay three life is pretty legit, as it makes it harder for your opponent to efficiently deal with the Goliath, and they are going to take a hit in terms of their life no matter what they do – and that’s the fail case here. Then, if you untap with it and cast some noncreature spell, the game is pretty much over, since you make an army of tokens that can either allow you to finish your opponent off or gain a massive advantage on the board. You won’t always find yourself able to do that of course, but you’re still talking about a 6/6 Flyer that is an absolute pain to kill. I think this sneaks into the lower “bomb” range, since it gives you solid value even if the worst-case thing happens, and if it sticks around, you’re just going to win.
A four mana ¾ with battle cry is a nice place to start, and the ability is really interesting. It is pretty much all upside, because it doesn’t say you have to choose your own creature. So, if you’d rather have all your creatures able to damage your opponent, you can just choose an opposing creature, which won’t really do anything one way or another, since it only counts combat damage done to a player. And sometimes, you’ll want to go wide with all those pests – especially because Battle Cry pays you off for making a bunch of them!
As usual, Blue/Red is into spells – but there is an oil counter theme too! Like most signposts, this looks pretty nice. A 4-mana 2/4 Flyer isn’t amazing, but is actually a solid stat-line – so the upside of drawing a card and bolting a creature or planeswalker every three spells is pretty massive. The thing I don’t love here is that there are often going to be times where you just can’t get that third oil counter, even with proliferate around
So, GW is about Toxic aggro – and A two mana 2/2 with Toxic 2 is already pretty solid, so offering a boost to all of your toxic creatures is nice – and will feel especially good with the tokens in the format. If you get it early it will allow you to be really aggressive, and if you get it late it can still have a pretty real and immediate impact
This is another strong signpost Uncommon. A three mana ⅔ Flyer with Toxic 1 is something you’ll always play, and the Proliferate upside here is pretty sweet, especially because it works with the Poison counters. You generally won’t have the mana available to proliferate until the mid or late game, but the baseline here is great
The really cool thing he can do is allow you to play a creature with a tap activated ability and use that ability right away – and then you can use the +1 to use the ability again! But situations like that aren’t just going to happen in your typical Limited game. His -2 also isn’t guaranteed to reanimate something, though if you do play him in the mid to late game, playing him and using the -2 does probably mean you get a small creature back. It just seems like he’s doing stuff that is very hard to take advantage of in Limited, and even when he does get you a 2 drop from the graveyard you’re not going to be that excited
A two mana ⅓ with Lifelink and Toxic 1 is probably a 2.5 or 3.0, and this has massive proliferate upside! Making a 3/3 is no joke, and you can give that 3/3 lifelink and flying when you Proliferate again. Obviously, you need to have 4-5 cards with Proliferate to really unlock this, but that doesn’t seem like a big ask, and the floor of the card is so good that it is hard to look at this as anything less than amazing.
A 5-mana 4/4 with Vigilance isn’t great, but obviously if you can get the ETB going here this is an absolutely incredible card. The upside is huge, the baseline is fine, and I think getting that upside is pretty accessible.
This, our last signpost Uncommon, is another good one! A two mana 2/1 with Toxic 1 and Flying is quite nice, and the fact that you can get this back when you Proliferate is big, especially because Proliferate seems plentiful in the format. If this is in the graveyard, it effectively adds “draw a card” to your Proliferate trigger, which is going to feel great.
This has the downside Masticores usually have, but also turns it in to a bit of upside! A 5-mana 5/5 with First Strike and protection from Multicolored that makes you discard every turn would probably be a 2.5 at best – that’s a huge downside, even on an efficient creature. But turning the cards you discard into removal spells is amazing, and really softens the blow. When you have this in play you’ll usually be able to get more value out of holding on to cards than playing them. Now, there will be times where you just have lands to discard – or you run out of cards to discard, and things will go really sideways if that happens, but I think the upside here is enough for this to be a high pick.
This looks great for an Uncommon. Gray Ogre stats are never very good, but the ability tacked on to this is pretty huge! Granting a keyword to something once a turn for three turns is quite strong, especially because you can do it the turn you play it if you play it before combat. One of these keywords is extremely likely to be beneficial for you every single turn, giving you attacks you just didn’t have. It can also give the keyword to itself, though that doesn’t help you on that first turn. But if you don’t have a creature to buff with it, you can just wait to play it until your second main phase. It gets better in a world where you have ways to take more advantage of oil counters too! Its also colorless, so I can see this getting first picked a lot, since it will end up in your deck 100% of the time and is a powerful card.
Glad to see a Phyrexian variant of the Mirrodin Spellbomb! At worst, these all cycle away while giving you some artifact synergy, and that makes it hard for them to be terrible. Then, when you have the mana, it does something reasonably significant while still replacing itself. +2/+2 and Flying is the kind of boost that matters a big chunk of the time.
This one can get a creature back from your graveyard and draw you a card, and once it does that you get a pretty nice 2-for-1
This kind of fixing usually isn’t great, because putting the card on top is a pretty massive difference from getting it in your hand or something. But it does have solid stats and brings Toxic to the table.
These sweeper effects that take a ton of time to set up tend to be awkward. This kind of card is great in formats with really low curves, where you can easily get it to blow things up, but most Limited formats don’t get there. Now, there are tokens in the set all over, and this can blow those up immediately, and sometimes that will be good. The additional oil counter upside on the card is definitely interesting, and does give the card something to do in situations where you can’t really set this up to be a good sweeper. There are lots of oil counters in the format and proliferate, but 10 is still a lot of counters!
I think this is probably the worst of the bunch, mostly because its effect is more niche than the others. If you don’t have a permanent that cares about oil counters, it doesn’t do anything, while the others have effects that pretty much always do something. It still can be cycled away easily, and when you can get value out of the counters it is fine, but it is a bit worse than the others.
This is a cool call back to the old school Juggernaut, and it can certainly enhance your board state. Your average creature is likely to be worse than a 5/3 – making the whole board hit that hard is pretty real, and at the stage of the game when you cast Graaz, your opponent probably can’t be hit by more than one of them. All that said, Graaz costs a ton of mana, and also comes with some downside – making all your stuff attack isn’t always a good thing.
An easy to cast three mana ⅔ isn’t a terrible starting point, and the oil counter upside here feels pretty real in this format. It does probably mean that it is at its best in a UR or RG deck, but I think even if you have 2+ creatures that do something with oil tokens, you’re playing this.
have the time to use the ability.
This has a cool design! Especially because it even gains the ability to tap for mana, but this won’t amount to much more than a hard-to-use 3 mana mana rock, and that’s not worth a card in Limited.
This has a really neat design, but I think it is pretty much a dud in Limited. We’ve seen artifacts that let you search up a land for three mana, and they are usually far too clunky to be worth using. Moreover, actually getting enough lands in play to make it so this can animate into this really scary creature isn’t likely.
This seems pretty darn good. It ramps your mana, fixes your mana, and even has kind of a decent baseline as a two mana 2/1 with Infect 1. I think that whole package is worth a pretty early pick.
If this only Scried 2 for you, it would probably be a 2.5. Scry 2 is pretty nice card selection Letting your opponent also Scry 1 obviously makes it worse, especially because your opponent can take advantage of their Scry before you can.
There aren’t really that many Myrs in the set, so I mostly don’t see this getting off the ground. If you have at least three Myr, it is probably worth playing, as it will be able to generate a 2-for-1. And if you have Myr Convert, this will sort of fix your mana too. It is probably unplayable in most Limited decks, and playable if you have a couple of Converts.
In most formats, a three mana mana rock just isn’t worth it. You need to add more meaningfully to the board, and using a card to get a small mana boost can be pretty rough. In theory, this does start doing something in the middle part of the game, but I’m still not in on this.
We’ve seen this before and it is always surprisingly good. Filtering mana is of course in efficient, and this doesn’t actually net you mana – but the fact this fixes your mana and replaces itself is no small thing. Actually getting a card worth of value is a big deal.
This is cheap to play and Equip, but it doesn’t feel like it is worth a whole card to me. +0/+2 is a pretty meager boost, and while Toxic and Equipment have synergy in this format, there are better options for both of those of things that are also at lower rarities!
A 4-mana 4/4 vehicles with Crew 3 is not especially good, but this does replace itself, and Toxic has some real upside. The 2-for-1 potential is very real.
These abilities don’t hate on very much in this format, but it is a two mana 0/4 that happens to be an artifact,, so it probably isn’t a complete disaster to play it. I don’t think the typical deck in the format will have enough cards that the ability actually comes up, but there are definitely a few Uncommons in the format it actually does something against
This is a fun call back to Staff of Domination – but like the Staff, this isn’t anything special in Limited. The Pay 1 life ability almost never comes up. The 2 life ability makes this a really mediocre mana rock. Paying 3 life to proliferate and 4 to draw a card is where things start to get interesting, but that amount of life can add up quickly, and having a card that makes you pay life that also doesn’t usually add to the board seems like a recipe for disaster in a lot of games. If you have some ways to gain life this obviously gets more interesting, but that doesn’t seem to be a big theme here
Like the others, this cycles at worst, and can have a real impact on the board that still nets you a card.
The cards in this mega-mega cycle have pretty much always been bombs. Even just +2/+2 and protection from two colors is a huge problem in a lot of games – with everyone playing two color decks, there’s a pretty good chance Red or Green is one of their colors! Obviously though, its the effect you get when you hit your opponent that makes this really good, as it will just start drawing you extra cards at a pretty crazy rate! You can get up to two extra cards when you hit your opponent, and it even makes sure you get some value if you hit two lands. So yeah, it grants an efficient boost, one that can be moved around all game long, and grants serious card advantage. I think it does enough to be a bomb, like most of its predcessors.
I don’t think this will be very good in Limited. It takes too long to get going. Getting two oil counters on it won’t exactly feel amazing anyway – you’re going to need to get to five before this card starts to do something worthwhile, and that’s a lot! Even in a format with Proliferate.
A two mana 3/1 isn’t a terrible baseline, and the Chronicler comes with an interesting effect. Obviously, it is going to be at its best in a deck with very multicolored cards, since you make the effect one sided. This is not a set with a huge multicolored theme, with only the signpost uncommons and some rares and mythics actually being multicolored, so the Chronicler’s effect will only be coming up zero to 2 times in most games. Once nice thing is that even if you do have multicolored cards of your own, you can play with that knowledge – in other words, you can trade it off or something so you don’t give your opponent a card. That’s something else that makes this feel more beneficial than not.
This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
These all offer great fixing, like most dual lands, and the fact that they enter untapped early is pretty nice.
These all offer great fixing, like most dual lands, and the fact that they enter untapped early is pretty nice.
These all offer great fixing, like most dual lands, and the fact that they enter untapped early is pretty nice.
This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Well, this is interesting. The turn you play it, it is great at fixing mana. After that, it doesn’t do it at all! But it can still tap for colorless mana and crank out 1/1 pests. As I’ve noted, making it so tokens can’t block is a big downside, as that is usually the main thing 1/1s are doing in the mid-to-late game. But still, this can add to the board while you’re flooding out. I think it seems solid overall between the one-turn fixing it provides and its ability to make tokens.
Oil counters are definitely a thing in the set, but I have a hard time imagining that you’re going to end up with so many things that use oil counters that you’re actually going to want to use this. Especially in a set where Proliferate is everywhere and far more flexible. Basically, this is bad for your mana base and has very minor upside
I am not normally a fan of filter lands, they tend to be super clunky at fixing your mana – and that’s certainly true here. But, the upside here is pregit legit. I think there are enough artifact creatures in this set that it will feel like a creature land a significant chunk of the time, and those always perform well, since it lets you turn a land into something that actually impacts the board. It obviously has more flexibility than a creature land too! So basically, this is a powerful utility land that can also fix your mana, and I think I’m in for that.
These all offer great fixing, like most dual lands, and the fact that they enter untapped early is pretty nice.
These all offer great fixing, like most dual lands, and the fact that they enter untapped early is pretty nice.
There are a lot of Phyrexians in the set, so you’ll be able to make mana of any color with this for a decent percentage of the creatures in your deck – and you’ll kind of need to, because if this can only tap for colorless it probably isn’t worth the hit to your mana. Obviously, being able to tap and buff a creature is pretty sweet, but not all decks will be that capable of getting that online.
This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
This always provides some solid fixing, even for two color decks. It can be particularly appealing when you are splashing one card, as just a single basic land and the Expanse are often enough to make that work.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-uncommon|White|Sorcery
|
1.0 // 2.5 | 2.4 | 7.26 | 27 | 5.38 | 202 |
ss-uncommon|White|Artifact Creature — Phyrexian Cleric
|
4.0 | 4.5 | 2.24 | 54 | 2.20 | 76 |
ss-uncommon|White|Creature — Phyrexian Angel
|
2.5 | 1.7 | 9.00 | 31 | 6.09 | 198 |
ss-common|White|Creature — Phyrexian Angel
|
4.0 | 3.2 | 5.41 | 122 | 4.92 | 415 |
ss-uncommon|White|Creature — Phyrexian Soldier
|
3.5 | 4 | 3.38 | 39 | 3.30 | 109 |
ss-common|White|Instant
|
2.5 | 3.1 | 5.66 | 96 | 5.36 | 461 |
ss-common|White|Instant
|
2.0 | 2.1 | 8.05 | 95 | 6.82 | 642 |
ss-common|White|Creature — Phyrexian Horror
|
2.5 | 3.3 | 5.10 | 91 | 4.82 | 394 |
ss-common|White|Creature — Phyrexian Soldier
|
3.0 | 3.5 | 4.56 | 100 | 4.55 | 372 |
ss-mythic|White|Legendary Creature — Phyrexian Praetor
|
4.5 | 4.9 | 1.24 | 62 | 1.25 | 66 |
ss-rare|White|Legendary Planeswalker
|
5.0 | 4.9 | 1.19 | 110 | 1.42 | 121 |
ss-common|White|Creature — Phyrexian Bird
|
2.5 | 3.7 | 4.17 | 93 | 4.16 | 325 |
ss-common|White|Artifact — Equipment
|
2.0 | 1.2 | 10.19 | 70 | 8.25 | 749 |
ss-uncommon|White|Artifact — Equipment
|
3.5 | 4.1 | 3.20 | 41 | 3.20 | 104 |
ss-common|White|Artifact Creature — Phyrexian Construct
|
2.5 | 2.7 | 6.67 | 84 | 5.54 | 460 |
ss-common|White|Creature — Phyrexian Cleric
|
2.5 | 3.2 | 5.36 | 97 | 5.37 | 456 |
ss-uncommon|White|Artifact — Equipment
|
1.5 | 2.8 | 6.29 | 21 | 4.82 | 156 |
ss-uncommon|White|Creature — Phyrexian Soldier
|
3.5 | 4.3 | 2.68 | 38 | 2.71 | 87 |
ss-rare|White|Legendary Creature — Cat Cleric
|
4.0 | 4.5 | 2.27 | 89 | 2.33 | 162 |
ss-common|White|Creature — Cat Rebel
|
2.5 | 0.9 | 10.80 | 81 | 9.06 | 786 |
ss-common|White|Artifact Creature — Phyrexian Cleric
|
3.0 | 2.5 | 6.99 | 99 | 5.81 | 499 |
ss-common|White|Artifact — Equipment
|
2.0 | 1.2 | 10.12 | 67 | 8.73 | 778 |
ss-mythic|White|Legendary Creature — Phyrexian Horror
|
4.5 | 4.8 | 1.40 | 5 | 1.40 | 5 |
ss-rare|White|Artifact
|
3.0 | 3 | 5.85 | 13 | 4.66 | 60 |
ss-common|White|Creature — Phyrexian Cleric
|
2.0 | 1.2 | 10.21 | 66 | 8.52 | 708 |
ss-uncommon|White|Enchantment — Aura
|
4.0 | 4.5 | 2.31 | 42 | 2.23 | 68 |
ss-mythic|White|Creature — Phyrexian Horror
|
1.5 // 4.5 | 4.9 | 1.34 | 44 | 1.45 | 69 |
ss-common|White|Enchantment — Aura
|
1.5 | 3.9 | 3.61 | 90 | 3.04 | 266 |
ss-uncommon|White|Instant
|
1.5 // 3.0 | 1.9 | 8.44 | 34 | 6.81 | 250 |
ss-uncommon|White|Creature — Phyrexian Soldier
|
3.5 | 3.7 | 4.21 | 33 | 3.71 | 100 |
ss-uncommon|White|Instant
|
1.5 | 1.3 | 9.96 | 24 | 7.40 | 306 |
ss-common|White|Creature — Phyrexian Soldier
|
2.0 | 1.5 | 9.47 | 72 | 7.80 | 653 |
ss-rare|White|Legendary Artifact Creature — Phyrexian Mite
|
3.5 | 4.7 | 1.59 | 74 | 1.59 | 115 |
ss-rare|White|Enchantment
|
3.0 | 4.8 | 1.36 | 84 | 1.39 | 116 |
ss-uncommon|White|Artifact Creature — Phyrexian Construct
|
2.5 | 2.5 | 6.92 | 25 | 5.10 | 168 |
ss-common|White|Instant
|
1.5 | 1.4 | 9.73 | 92 | 8.21 | 747 |
ss-uncommon|White|Artifact
|
3.0 | 2.2 | 7.79 | 29 | 6.41 | 231 |
ss-rare|White|Sorcery
|
5.0 | 4.9 | 1.33 | 125 | 1.42 | 151 |
ss-common|White|Enchantment — Aura
|
2.5 | 1.1 | 10.37 | 73 | 8.58 | 747 |
ss-common|Blue|Instant
|
2.0 | 0.3 | 12.23 | 60 | 10.04 | 886 |
ss-uncommon|Blue|Creature — Phyrexian Wizard
|
4.0 | 2.4 | 7.17 | 29 | 6.33 | 235 |
ss-rare|Blue|Artifact — Equipment
|
3.5 | 3.9 | 3.69 | 13 | 2.97 | 40 |
ss-rare|Blue|Sorcery
|
5.0 | 4.7 | 1.71 | 14 | 1.78 | 24 |
ss-common|Blue|Instant
|
2.5 | 1.1 | 10.30 | 53 | 8.39 | 692 |
ss-common|Blue|Artifact Creature — Phyrexian Cat
|
1.5 | 1.2 | 10.24 | 59 | 7.93 | 688 |
ss-uncommon|Blue|Sorcery
|
3.0 | 1.9 | 8.50 | 28 | 6.15 | 198 |
ss-rare||Artifact
|
0.0 | 2.2 | 7.82 | 11 | 6.23 | 88 |
ss-common|Blue|Artifact Creature — Phyrexian Beast
|
2.0 | 0.8 | 11.08 | 72 | 9.35 | 798 |
ss-common|Blue|Instant
|
2.5 | 1.9 | 8.47 | 81 | 6.82 | 637 |
ss-common|Blue|Artifact
|
2.0 | 1.3 | 9.83 | 52 | 8.82 | 772 |
ss-uncommon|Blue|Artifact
|
0.0 | 0.8 | 11.24 | 21 | 9.06 | 320 |
ss-common|Blue|Creature — Phyrexian Wizard
|
1.5 | 0.4 | 12.12 | 51 | 9.87 | 920 |
ss-common|Blue|Creature — Phyrexian Bird
|
3.0 | 2.2 | 7.65 | 80 | 7.35 | 595 |
ss-common|Blue|Creature — Phyrexian Advisor
|
2.0 | 1 | 10.75 | 68 | 8.91 | 790 |
ss-common|Blue|Creature — Phyrexian Wizard
|
1.5 | 1.4 | 9.73 | 63 | 8.08 | 666 |
ss-mythic|Blue|Artifact
|
0.0 | 3.5 | 4.50 | 4 | 4.00 | 25 |
ss-mythic|Blue|Legendary Planeswalker — Jace
|
3.5 | 5 | 1.00 | 7 | 1.00 | 8 |
ss-common|Blue|Artifact Creature — Phyrexian Drone
|
2.0 | 1.7 | 8.86 | 56 | 7.20 | 611 |
ss-common|Blue|Creature — Phyrexian Wizard
|
1.5 | 0.6 | 11.61 | 62 | 9.83 | 874 |
ss-common|Blue|Artifact — Vehicle
|
2.0 | 0.8 | 11.05 | 73 | 9.76 | 837 |
ss-rare|Blue|Creature — Phyrexian Rogue
|
4.0 | 4.7 | 1.67 | 12 | 1.74 | 25 |
ss-common|Blue|Enchantment — Aura
|
3.0 | 2.9 | 6.10 | 83 | 5.77 | 515 |
ss-rare|Blue|Artifact
|
0.0 | 1.7 | 8.90 | 10 | 5.97 | 96 |
ss-uncommon|Blue|Instant
|
0.0 | 0.1 | 12.79 | 28 | 9.31 | 383 |
ss-common|Blue|Instant
|
2.0 | 1.3 | 10.03 | 58 | 8.40 | 754 |
ss-common|Blue|Creature — Phyrexian Drake
|
2.5 | 1.1 | 10.46 | 65 | 9.04 | 746 |
ss-uncommon|Blue|Instant
|
2.0 | 1.1 | 10.40 | 10 | 6.50 | 221 |
ss-uncommon|Blue|Instant
|
2.5 | 2.8 | 6.34 | 29 | 4.96 | 182 |
ss-uncommon|Blue|Artifact
|
3.5 | 3.4 | 4.76 | 21 | 4.44 | 127 |
ss-uncommon|Blue|Artifact
|
1.0 // 3.5 | 0.5 | 11.91 | 22 | 8.42 | 298 |
ss-mythic|Blue|Legendary Creature — Phyrexian Horror
|
4.5 | 4.7 | 1.63 | 35 | 1.56 | 62 |
ss-uncommon|Blue|Creature — Phyrexian Bird Horror
|
3.5 | 3 | 5.88 | 26 | 4.25 | 153 |
ss-uncommon|Blue|Artifact Creature — Phyrexian Artificer
|
3.0 | 1.9 | 8.48 | 33 | 6.78 | 262 |
ss-uncommon|Blue|Creature — Phyrexian Drake
|
3.0 | 3.5 | 4.69 | 26 | 3.82 | 137 |
ss-rare|Blue|Legendary Creature — Phyrexian Vedalken
|
4.5 | 4.5 | 2.17 | 6 | 2.68 | 24 |
ss-uncommon|Blue|Creature — Phyrexian Artificer
|
3.5 | 3.8 | 4.00 | 36 | 3.96 | 127 |
ss-common|Blue|Sorcery
|
1.5 | 0.6 | 11.53 | 55 | 9.19 | 799 |
ss-uncommon|Blue|Creature — Phyrexian Jellyfish
|
2.5 | 2 | 8.33 | 21 | 6.83 | 253 |
ss-uncommon|Black|Artifact Creature — Phyrexian Construct
|
3.0 | 3.2 | 5.23 | 26 | 4.28 | 147 |
ss-common|Black|Sorcery
|
3.5 | 3.1 | 5.63 | 99 | 5.55 | 445 |
ss-common|Black|Instant
|
4.0 | 4.2 | 3.00 | 109 | 3.14 | 284 |
ss-rare|Black|Creature — Phyrexian Demon
|
4.0 | 4.7 | 1.59 | 109 | 1.67 | 160 |
ss-uncommon|Black|Creature — Phyrexian Insect
|
2.5 | 4.5 | 2.25 | 28 | 2.62 | 93 |
ss-rare|Black|Instant
|
5.0 | 4.8 | 1.57 | 14 | 1.55 | 21 |
ss-common|Black|Creature — Phyrexian Rat
|
3.0 | 3.4 | 4.82 | 71 | 4.59 | 395 |
ss-common|Black|Creature — Phyrexian Imp
|
3.0 | 1.5 | 9.35 | 77 | 7.63 | 635 |
ss-common|Black|Creature — Phyrexian Rat
|
2.5 | 2.6 | 6.79 | 28 | 5.54 | 223 |
ss-common|Black|Creature — Phyrexian Cleric
|
1.5 | 0.8 | 11.22 | 59 | 9.14 | 775 |
ss-common|Black|Artifact Creature — Phyrexian Warrior
|
2.0 | 0.7 | 11.27 | 51 | 9.62 | 857 |
ss-mythic|Black|Legendary Creature — Phyrexian Horror
|
4.5 | 4.7 | 1.83 | 6 | 1.56 | 9 |
ss-uncommon|Black|Sorcery
|
4.0 | 4.3 | 2.59 | 34 | 2.29 | 74 |
ss-common|Black|Sorcery
|
0.5 | 0.3 | 12.35 | 52 | 9.90 | 864 |
ss-uncommon|Black|Sorcery
|
1.5 | 1.2 | 10.08 | 25 | 7.16 | 267 |
ss-common|Black|Creature — Phyrexian Skeleton
|
3.0 | 1.2 | 10.13 | 52 | 8.57 | 780 |
ss-rare|Black|Legendary Creature — Phyrexian Zombie
|
2.5 | 2.4 | 7.29 | 7 | 4.92 | 73 |
ss-common|Black|Creature — Phyrexian Horror
|
2.5 | 1.6 | 9.25 | 61 | 7.77 | 658 |
ss-common|Black|Sorcery
|
2.0 | 1.6 | 9.17 | 63 | 7.65 | 654 |
ss-rare|Black|Legendary Creature — Phyrexian Rat
|
2.5 | 2.8 | 6.30 | 10 | 4.51 | 40 |
ss-uncommon|Black|Enchantment — Aura
|
1.0 | 2.2 | 7.69 | 13 | 5.23 | 188 |
ss-uncommon|Black|Creature — Phyrexian Insect
|
3.0 | 2.3 | 7.60 | 20 | 4.99 | 172 |
ss-uncommon|Black|Creature — Phyrexian Knight
|
3.0 | 3.7 | 4.25 | 28 | 3.55 | 115 |
ss-common|Black|Instant
|
2.5 | 1.2 | 10.28 | 60 | 8.45 | 735 |
ss-common|Black|Creature — Phyrexian Insect
|
2.0 | 2.9 | 6.05 | 81 | 5.08 | 437 |
ss-rare|Black|Enchantment
|
4.0 | 3.9 | 3.71 | 14 | 3.15 | 36 |
ss-mythic|Black|Creature — Phyrexian Horror
|
1.0 // 4.5 | 4.6 | 1.84 | 43 | 1.72 | 66 |
ss-uncommon|Black|Creature — Phyrexian Horror
|
2.5 | 2.6 | 6.77 | 26 | 4.81 | 177 |
ss-uncommon|Black|Creature — Phyrexian Advisor
|
3.5 | 3.3 | 5.00 | 25 | 4.98 | 152 |
ss-uncommon|Black|Instant
|
2.0 | 3.2 | 5.29 | 24 | 3.79 | 144 |
ss-common|Black|Creature — Phyrexian Warrior
|
1.5 | 2 | 8.28 | 47 | 6.57 | 547 |
ss-common|Black|Creature — Phyrexian Warlock
|
3.5 | 2.9 | 6.13 | 91 | 5.75 | 491 |
ss-common|Black|Creature — Phyrexian Warrior
|
2.0 | 1.1 | 10.40 | 65 | 8.82 | 745 |
ss-uncommon|Black|Sorcery
|
2.0 | 2 | 8.17 | 23 | 5.88 | 194 |
ss-uncommon|Black|Artifact
|
1.0 | 1.1 | 10.36 | 28 | 7.40 | 256 |
ss-rare|Black|Legendary Creature — Phyrexian Vampire
|
3.5 | 4.4 | 2.44 | 9 | 2.67 | 22 |
ss-mythic|Black|Legendary Planeswalker — Vraska
|
5.0 | 4.9 | 1.14 | 7 | 1.14 | 7 |
ss-common|Black|Instant
|
1.5 | 1.7 | 9.02 | 61 | 6.60 | 581 |
ss-common|Black|Instant
|
1.5 | 2 | 8.22 | 67 | 7.04 | 581 |
ss-mythic|Red|Enchantment
|
1.0 // 4.0 | 4.3 | 2.60 | 35 | 2.64 | 95 |
ss-uncommon|Red|Sorcery
|
1.0 // 3.0 | 0.4 | 12.13 | 23 | 8.40 | 323 |
ss-common|Red|Creature — Phyrexian Wizard
|
1.5 | 2.5 | 7.04 | 77 | 6.14 | 524 |
ss-common|Red|Artifact — Equipment
|
2.5 | 2.8 | 6.29 | 106 | 5.74 | 497 |
ss-common|Red|Creature — Phyrexian Warrior
|
2.5 | 1.7 | 8.98 | 80 | 7.98 | 708 |
ss-common|Red|Instant
|
2.0 | 1.6 | 9.24 | 76 | 7.88 | 697 |
ss-uncommon|Red|Creature — Phyrexian Goblin Warrior
|
3.5 | 2.6 | 6.74 | 35 | 5.79 | 223 |
ss-mythic|Red|Creature — Phyrexian Dragon
|
4.0 | 4.4 | 2.32 | 41 | 2.23 | 83 |
ss-common|Red|Creature — Phyrexian Goblin Warrior
|
3.0 | 2.7 | 6.62 | 91 | 5.80 | 447 |
ss-uncommon|Red|Artifact
|
1.0 // 3.0 | 2.8 | 6.41 | 27 | 4.90 | 174 |
ss-rare|Red|Artifact — Equipment
|
4.5 | 4.7 | 1.79 | 106 | 1.84 | 170 |
ss-uncommon|Red|Creature — Phyrexian Goblin Warrior
|
2.0 | 3.2 | 5.40 | 25 | 4.81 | 162 |
ss-common|Red|Creature — Phyrexian Warrior
|
2.5 | 1.4 | 9.73 | 78 | 8.53 | 745 |
ss-common|Red|Instant
|
2.0 | 1.6 | 9.11 | 80 | 7.90 | 729 |
ss-uncommon|Red|Creature — Phyrexian Warrior
|
3.0 | 2.9 | 6.03 | 33 | 4.82 | 167 |
ss-common|Red|Creature — Phyrexian Beast
|
3.0 | 2.5 | 7.10 | 90 | 6.23 | 514 |
ss-uncommon|Red|Sorcery
|
3.0 | 1.7 | 8.94 | 31 | 7.40 | 276 |
ss-common|Red|Sorcery
|
1.5 // 2.5 | 1.6 | 9.22 | 78 | 8.16 | 708 |
ss-uncommon|Red|Artifact — Equipment
|
3.5 | 4.1 | 3.27 | 56 | 3.18 | 137 |
ss-common|Red|Instant
|
3.5 | 3.9 | 3.65 | 91 | 3.41 | 260 |
ss-rare|Red|Legendary Planeswalker — Koth
|
2.5 | 4.8 | 1.56 | 91 | 1.54 | 140 |
ss-common|Red|Creature — Phyrexian Hyena
|
2.5 | 1.8 | 8.79 | 72 | 7.96 | 692 |
ss-uncommon|Red|Creature — Phyrexian Warrior
|
3.5 | 1.9 | 8.43 | 30 | 5.98 | 222 |
ss-common|Red|Sorcery
|
2.0 | 1.3 | 9.93 | 68 | 8.61 | 715 |
ss-uncommon|Red|Sorcery
|
1.0 | 1 | 10.63 | 30 | 8.17 | 334 |
ss-uncommon|Red|Creature — Ogre Rebel
|
2.5 | 1.5 | 9.41 | 32 | 7.32 | 239 |
ss-uncommon|Red|Instant
|
4.0 | 4.5 | 2.23 | 30 | 2.11 | 67 |
ss-rare|Red|Sorcery
|
3.5 | 1.9 | 8.45 | 11 | 4.59 | 78 |
ss-uncommon|Red|Creature — Ogre Rebel
|
3.0 | 2.7 | 6.67 | 30 | 4.96 | 180 |
ss-common|Red|Creature — Phyrexian Beast
|
2.5 | 1.3 | 9.97 | 71 | 8.38 | 737 |
ss-common|Red|Artifact Creature — Phyrexian Beast
|
2.5 | 1.7 | 8.90 | 77 | 7.74 | 678 |
ss-rare|Red|Legendary Creature — Phyrexian Goblin Artificer
|
2.5 | 2.3 | 7.58 | 12 | 5.29 | 75 |
ss-mythic|Red|Legendary Creature — Phyrexian Horror
|
4.0 | 4.7 | 1.76 | 42 | 1.64 | 67 |
ss-common|Red|Instant
|
1.5 | 0.3 | 12.42 | 59 | 10.00 | 945 |
ss-uncommon|Red|Artifact Creature — Phyrexian Wizard
|
1.5 // 4.0 | 3.4 | 4.87 | 30 | 4.35 | 151 |
ss-rare|Red|Artifact
|
2.5 | 4.6 | 1.82 | 106 | 1.89 | 153 |
ss-rare|Red|Creature — Phyrexian Wizard
|
2.5 | 3.8 | 3.86 | 14 | 2.97 | 39 |
ss-common|Red|Instant
|
3.5 | 3.9 | 3.76 | 103 | 3.75 | 295 |
ss-common|Red|Artifact — Equipment
|
2.0 | 1.1 | 10.37 | 70 | 8.52 | 699 |
ss-common|Green|Creature — Phyrexian Druid
|
2.5 | 1.5 | 9.46 | 89 | 8.23 | 689 |
ss-uncommon|Green|Creature — Phyrexian Beast
|
3.5 | 4.2 | 2.98 | 42 | 2.80 | 95 |
ss-rare|Green|Creature — Phyrexian Beast
|
4.0 | 4.8 | 1.45 | 94 | 1.54 | 122 |
ss-common|Green|Creature — Phyrexian Elf Scout
|
2.5 | 2.8 | 6.27 | 78 | 5.40 | 450 |
ss-uncommon|Green|Creature — Phyrexian Fungus
|
3.5 | 3.9 | 3.68 | 41 | 2.99 | 94 |
ss-common|Green|Sorcery
|
1.5 | 1.6 | 9.21 | 90 | 7.88 | 667 |
ss-rare|Green|Artifact
|
2.5 | 3.2 | 5.30 | 10 | 4.11 | 52 |
ss-common|Green|Creature — Phyrexian Boar Beast
|
4.0 | 3.8 | 3.80 | 111 | 3.57 | 308 |
ss-common|Green|Creature — Phyrexian Spider
|
1.5 | 1.2 | 10.10 | 73 | 8.49 | 724 |
ss-rare|Green|Creature — Phyrexian Beast
|
4.0 | 4.7 | 1.63 | 19 | 1.58 | 26 |
ss-uncommon|Green|Creature — Phyrexian Warrior
|
3.5 | 4.3 | 2.76 | 37 | 2.69 | 89 |
ss-uncommon|Green|Sorcery
|
1.5 | 1.1 | 10.44 | 18 | 7.76 | 291 |
ss-rare|Green|Sorcery
|
3.5 | 3.7 | 4.07 | 15 | 3.59 | 51 |
ss-common|Green|Creature — Phyrexian Basilisk
|
1.5 | 2.1 | 7.94 | 67 | 6.69 | 567 |
ss-uncommon|Green|Artifact
|
3.5 | 3.6 | 4.49 | 45 | 4.14 | 130 |
ss-uncommon|Green|Instant
|
4.0 | 4.1 | 3.08 | 51 | 3.04 | 94 |
ss-common|Green|Creature — Phyrexian Insect
|
3.0 | 2.9 | 6.06 | 112 | 5.71 | 516 |
ss-common|Green|Enchantment — Aura
|
2.0 | 0.9 | 10.94 | 72 | 8.97 | 783 |
ss-mythic|Green|Legendary Planeswalker — Nissa
|
5.0 | 4.9 | 1.23 | 66 | 1.21 | 72 |
ss-uncommon|Green|Sorcery
|
1.0 | 1.4 | 9.80 | 20 | 6.82 | 253 |
ss-common|Green|Creature — Phyrexian Troll Warrior
|
3.0 | 2.2 | 7.86 | 113 | 7.10 | 640 |
ss-uncommon|Green|Creature — Phyrexian Knight
|
2.0 | 1.9 | 8.50 | 22 | 6.01 | 209 |
ss-common|Green|Creature — Phyrexian Cleric
|
2.0 | 1.8 | 8.61 | 74 | 7.71 | 647 |
ss-common|Green|Creature — Phyrexian Elf Warrior
|
2.0 | 2.1 | 8.09 | 90 | 7.03 | 570 |
ss-common|Green|Creature — Phyrexian Elf Druid
|
1.5 | 2.2 | 7.86 | 95 | 6.83 | 562 |
ss-common|Green|Sorcery
|
3.5 | 3.4 | 4.94 | 110 | 4.53 | 390 |
ss-common|Green|Creature — Phyrexian Beast
|
1.5 | 0.9 | 10.81 | 81 | 9.16 | 828 |
ss-uncommon|Green|Artifact — Equipment
|
3.0 | 3.2 | 5.29 | 48 | 4.67 | 180 |
ss-common|Green|Sorcery
|
2.5 | 1.2 | 10.28 | 83 | 8.52 | 767 |
ss-rare|Green|Legendary Creature — Troll Shaman
|
5.0 | 4.9 | 1.30 | 108 | 1.56 | 126 |
ss-common|Green|Instant
|
2.0 | 1.3 | 10.01 | 90 | 8.86 | 765 |
ss-common|Green|Creature — Phyrexian Dinosaur
|
2.5 | 2.2 | 7.76 | 76 | 6.96 | 562 |
ss-mythic|Green|Creature — Phyrexian Dinosaur
|
5.0 | 5 | 1.11 | 54 | 1.16 | 65 |
ss-uncommon|Green|Instant
|
3.5 | 3.7 | 4.16 | 32 | 3.81 | 116 |
ss-uncommon|Green|Sorcery
|
1.5 | 1.8 | 8.62 | 21 | 6.00 | 209 |
ss-rare|Green|Creature — Phyrexian Druid
|
2.5 | 4.5 | 2.18 | 11 | 2.15 | 29 |
ss-uncommon|Green|Creature — Phyrexian Knight
|
4.0 | 3.8 | 3.91 | 43 | 3.45 | 127 |
ss-uncommon|Green|Sorcery
|
4.0 | 4.2 | 2.93 | 30 | 3.39 | 93 |
ss-mythic|Green|Legendary Creature — Phyrexian Horror
|
4.5 | 4.8 | 1.60 | 5 | 1.60 | 5 |
ss-mythic|White|Blue|Black|Green|Legendary Creature — Phyrexian Angel
|
4.0 | 4.5 | 2.16 | 38 | 2.09 | 82 |
ss-uncommon|White|Red|Artifact — Equipment
|
3.5 | 3.8 | 4.00 | 36 | 3.86 | 110 |
ss-uncommon|White|Blue|Artifact Creature — Phyrexian Squid
|
3.5 | 2.7 | 6.61 | 18 | 4.84 | 163 |
ss-uncommon|Black|Red|Creature — Phyrexian Beast
|
4.0 | 2.2 | 7.83 | 24 | 5.92 | 199 |
ss-uncommon|Red|Green|Creature — Phyrexian Warrior
|
3.5 | 3.8 | 3.88 | 42 | 4.02 | 120 |
ss-rare|Blue|Green|Legendary Creature — Phyrexian Elf Warrior
|
4.0 | 2.9 | 6.11 | 9 | 3.82 | 54 |
ss-rare|Black|Green|Legendary Creature — Phyrexian Zombie Elf
|
4.5 | 4.8 | 1.50 | 16 | 1.67 | 24 |
ss-rare|White|Red|Legendary Creature — Human Rebel
|
3.5 | 3.4 | 4.94 | 16 | 4.57 | 49 |
ss-rare|Blue|Black|Legendary Planeswalker — Kaito
|
5.0 | 4.7 | 1.82 | 17 | 1.91 | 23 |
ss-rare|White|Black|Legendary Planeswalker — Kaya
|
4.5 | 4.6 | 1.92 | 12 | 1.80 | 21 |
ss-rare|Black|Red|Legendary Creature — Phyrexian Beast
|
3.5 | 2.5 | 7.09 | 11 | 4.64 | 75 |
ss-mythic|Red|Green|Legendary Planeswalker — Lukka
|
5.0 | 4.9 | 1.15 | 53 | 1.25 | 63 |
ss-rare|White|Blue|Legendary Creature — Phyrexian Elephant Wizard
|
4.0 | 3.9 | 3.67 | 15 | 3.15 | 44 |
ss-rare|White|Green|Legendary Creature — Human Scout
|
3.5 | 3.7 | 4.20 | 15 | 3.63 | 47 |
ss-rare|Red|Green|Legendary Creature — Phyrexian Beast
|
4.5 | 4.5 | 2.06 | 110 | 2.11 | 160 |
ss-rare|White|Red|Legendary Planeswalker — Nahiri
|
3.0 | 4.5 | 2.16 | 31 | 1.96 | 75 |
ss-uncommon|Black|Green|Creature — Phyrexian Zombie Cleric
|
3.5 | 3.8 | 4.00 | 27 | 3.96 | 115 |
ss-rare|Blue|Red|Legendary Creature — Phyrexian Nightmare
|
4.5 | 3.4 | 4.80 | 10 | 3.43 | 39 |
ss-rare|White|Black|Legendary Creature — Phyrexian Knight
|
4.0 | 4.5 | 2.25 | 16 | 2.72 | 30 |
ss-uncommon|Blue|Red|Creature — Phyrexian Chimera
|
3.0 | 2.5 | 7.13 | 31 | 5.23 | 207 |
ss-uncommon|White|Green|Creature — Phyrexian Cleric
|
4.0 | 3.4 | 4.97 | 40 | 4.38 | 131 |
ss-uncommon|Blue|Green|Creature — Phyrexian Bird
|
3.5 | 2.3 | 7.53 | 32 | 5.74 | 181 |
ss-rare|Black|Green|Legendary Planeswalker — Tyvar
|
1.5 | 3.9 | 3.75 | 8 | 3.70 | 50 |
ss-rare|Blue|Black|Legendary Creature — Phyrexian Zombie Wizard
|
4.5 | 4.2 | 2.82 | 11 | 2.71 | 27 |
ss-uncommon|White|Black|Creature — Phyrexian Cleric
|
4.0 | 3.8 | 3.92 | 36 | 3.38 | 138 |
ss-uncommon|Blue|Black|Creature — Phyrexian Bat
|
3.5 | 2.7 | 6.46 | 13 | 5.43 | 141 |
ss-rare||Artifact Creature — Phyrexian Masticore
|
4.0 | 4.9 | 1.33 | 91 | 1.49 | 108 |
ss-uncommon||Artifact Creature — Phyrexian Insect
|
4.0 | 4.5 | 2.24 | 45 | 2.16 | 69 |
ss-common||Artifact
|
2.0 | 1.1 | 10.29 | 75 | 8.35 | 692 |
ss-common||Artifact
|
2.5 | 1.1 | 10.44 | 62 | 8.89 | 769 |
ss-common||Artifact Creature — Phyrexian Golem
|
2.0 | 3.2 | 5.26 | 88 | 5.18 | 450 |
ss-rare||Legendary Artifact
|
2.5 | 3.9 | 3.57 | 7 | 2.64 | 28 |
ss-common||Artifact
|
1.5 | 0.9 | 10.88 | 57 | 9.22 | 828 |
ss-rare||Legendary Artifact Creature — Juggernaut
|
1.5 | 2.7 | 6.60 | 5 | 4.70 | 55 |
ss-uncommon||Artifact Creature — Phyrexian Golem
|
4.0 | 3.9 | 3.64 | 25 | 3.66 | 116 |
ss-common||Artifact
|
2.5 | 0.7 | 11.30 | 87 | 9.74 | 849 |
ss-rare||Artifact
|
0.0 | 1.2 | 10.12 | 8 | 6.91 | 91 |
ss-rare||Artifact
|
0.0 | 1.9 | 8.50 | 8 | 6.14 | 85 |
ss-uncommon||Artifact Creature — Phyrexian Myr
|
3.5 | 3.9 | 3.63 | 30 | 3.17 | 89 |
ss-common||Artifact Creature — Myr
|
1.5 | 0.2 | 12.55 | 67 | 10.13 | 948 |
ss-common||Artifact Creature — Myr
|
0.0 // 2.0 | -0 | 13.06 | 68 | 10.76 | 992 |
ss-common||Artifact
|
1.5 | 1 | 10.69 | 55 | 8.55 | 722 |
ss-common||Artifact
|
2.5 | 2 | 8.22 | 83 | 7.29 | 667 |
ss-uncommon||Artifact — Equipment
|
1.5 | 2.5 | 6.93 | 27 | 5.70 | 199 |
ss-uncommon||Artifact — Vehicle
|
2.5 | 2 | 8.23 | 31 | 5.70 | 199 |
ss-rare||Artifact Creature — Phyrexian Golem
|
1.0 | 2.4 | 7.25 | 4 | 4.84 | 61 |
ss-mythic||Artifact
|
1.5 | 2.4 | 7.20 | 5 | 4.22 | 27 |
ss-common||Artifact
|
2.5 | 1.6 | 9.28 | 54 | 7.92 | 676 |
ss-mythic||Artifact — Equipment
|
5.0 | 4.9 | 1.14 | 7 | 1.14 | 7 |
ss-rare||Artifact
|
0.0 | 4 | 3.33 | 6 | 3.19 | 36 |
ss-rare||Artifact Creature — Phyrexian Construct
|
1.5 | 3 | 5.73 | 15 | 4.52 | 79 |
ss-common||Land — Sphere
|
2.5 | 0.8 | 11.12 | 67 | 9.13 | 788 |
ss-rare||Land
|
2.5 | 2.9 | 6.11 | 9 | 4.44 | 65 |
ss-rare||Land
|
2.5 | 3.4 | 4.83 | 12 | 4.52 | 58 |
ss-rare||Land
|
2.5 | 3.1 | 5.57 | 7 | 4.21 | 49 |
ss-common||Land — Sphere
|
2.5 | 1.1 | 10.40 | 73 | 9.12 | 808 |
ss-common||Land — Sphere
|
2.5 | 1.5 | 9.51 | 82 | 8.60 | 762 |
ss-common||Land — Sphere
|
2.5 | 1.3 | 9.94 | 85 | 8.95 | 846 |
ss-rare||Land — Sphere
|
2.5 | 4 | 3.36 | 11 | 2.81 | 26 |
ss-rare||Land — Sphere
|
0.0 | 2.7 | 6.50 | 8 | 4.37 | 65 |
ss-rare||Land — Sphere
|
3.0 | 3 | 5.79 | 14 | 4.04 | 67 |
ss-rare||Land
|
2.5 | 3.4 | 4.80 | 15 | 3.65 | 47 |
ss-rare||Land
|
2.5 | 2.7 | 6.46 | 13 | 4.64 | 62 |
ss-rare||Land — Sphere
|
2.5 | 4.4 | 2.38 | 8 | 2.70 | 44 |
ss-common||Land — Sphere
|
2.5 | 0.2 | 12.54 | 74 | 9.98 | 887 |
ss-common||Land
|
2.5 | 2.5 | 7.03 | 80 | 6.07 | 558 |
|
Gruul | 7029 matches | 862 decks |
|
Orzhov | 6314 matches | 770 decks |
|
Selesnya | 5067 matches | 621 decks |
|
Boros | 4546 matches | 554 decks |
|
Golgari | 3629 matches | 440 decks |
|
Azorius | 2196 matches | 274 decks |
|
Dimir | 1648 matches | 205 decks |
|
Izzet | 1168 matches | 143 decks |
|
Rakdos | 1043 matches | 129 decks |
|
Simic | 1007 matches | 125 decks |
|
Abzan | 1006 matches | 122 decks |
|
Mono White | 478 matches | 58 decks |
|
Naya | 330 matches | 42 decks |
|
Mono Red | 339 matches | 40 decks |
|
Sultai | 249 matches | 31 decks |
|
Jund | 231 matches | 29 decks |
|
Esper | 209 matches | 24 decks |
|
Mono Green | 152 matches | 19 decks |
|
Mono Black | 154 matches | 19 decks |
|
Mardu | 125 matches | 14 decks |
|
Bant | 97 matches | 12 decks |
|
Grixis | 79 matches | 10 decks |
|
Temur | 84 matches | 10 decks |
|
Mono Blue | 80 matches | 9 decks |
|
Jeskai | 62 matches | 7 decks |
|
Four Color | 18 matches | 2 decks |
|
Four Color | 17 matches | 2 decks |
|
Four Color | 8 matches | 1 decks |