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.
My main problem with tricks like this is that they are so situational and risky, so I need some efficiency or big upside to ever get excited about this one. Allied Assault does one of the things that gets me pretty interested in tricks – it can get you a 2-for-1. A trick that pumps two separate creatures interest me, at least initially. It does require a bit of set up to really be potent though, which makes it even more situational, which makes the 2-for-1 potential a little less impressive.
So, this is a really great blocker -- a 5-mana 2/6 with double strike, flying, and defender would be a playable card for sure in more defensive decks. Additionally, it can actually represent a very real win condition. It sort of warps the game around it. Even though your opponent is also gaining life, you have a way to win the game by gaining life while your opponent does not. Basically the Angel makes it so that if you can get to 35 life, you win, and if your board is well-developed enough that can happy in a hurry.
Decent stats and a decent ETB trigger here. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks.
A 3-mana ⅔ with Flying is a good deal, and making opposing non-basic come into play tapped is some upside --- even if it won’t be huge in Limited. Then, you have this symmetrical effect that makes it so people can’t play more than one spell -- that part is a little bit difficult to gauge, as it will hurt some decks more than others -- including, potentially, your own deck. But because it is symmetrical, it certainly isn’t all downside.
All of these “full party” cards seem like they are traps -- you might get them to do their thing sometimes, but not often enough for them to be good. Getting a party together is hard, and keeping it together is hard too. The baseline here is a one mana ½ that does nothing else, and that is not a good card in Limited. That just isn’t a body that remains relevant beyond turn one. And sure, it does have the potential to get larger and stay a little more relevant and trade up, but meh.
This is a powerful life gain AND cleric payoff. Getting a cat token the first time you gain life each turn is nice, especially because the Healer can make sure you are gaining that life, provided there are some other Clerics lying around. The activated ability isn’t exactly cheap, so I think that for the Healer to really shine, you are hoping to have some other ways to trigger the life gain clause. The good news is that is very doable in this format.
Well, this seems like a strong uncommon. Sure, he’s a little guy who dies to a lot, but the potential of pumping your entire team multiple times should not be overlooked. You can even get around the danger of it dying before you get to trigger it, at least in the late game, by playing it, and playing a land to get the trigger right away. You do need some board state for this to really shine, but even just pumping 2-3 creatures +1/+1 on multiple turns is pretty awesome for the mana investment.
Two mana 3/1s tend to be fine for aggro decks. This one is also a Warrior, so it gives you some Party synergy.
This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
So, without any other party members, Emeria Captain is a 4-mana 2/2 with Flying and Vigilance. That is...not great, but not unplayable either. I think this will be a 3/3 a reasonable chunk of the time, and in that case you’re looking at a great deal. Anything bigger than that, and you’re really in business.
This is really good. If it was just the 7 mana get two Angels thing, it would probably be a reasonable finisher. That’s the kind of card that you can get you back to parity from behind, pull you ahead from parity, or seal the deal if you’re ahead. This also has the indestructibility clause, which will often just let you attack with your whole board, since you now have two 4/4 angels protecting you, though sometimes, the indestructibility won’t matter. It is held back by being so expensive -- BUT -- that is obviously mitigated by the fact that this can just be a land for you in the early game. I think having to play this as a land will make you sad sometimes, but the flexibility this has is really important. There are many limited games where you just don’t get to 7 mana. Having this trapped in your hand that whole game is a nightmare, but by giving you the land option you end up with something really nice. It can even come into play untapped if you are willing to pay the life, and that’s nice. There are also a few ways to return lands to your hand in the format. So, obviously enough, it isn’t going to be quite as impactful as a land -- but adding that flexibility to such a powerful card does enough for this to get into the lower range of a bomb for me.
This just turns out to have lifelink a significant chunk of the time, and with the powerful lifegain payoffs around, that feels pretty good.
This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
This is pretty good. It might start out as a fragile 1/1, but if you drop this on turn two and trigger landfall the next 3 or so turns, you’re going to be in business, because this thing will take the sky and get larger, doing tons of damage in the process. It is vulnerable to be sure, but also a two drop that can win games.
This is really good. Sure, it is an Enchantment that, at least initially, doesn’t actually do anything, but the landfall triggers it offers are both very, very powerful. If you wait until a turn where you can play it AND play a land, it will be adding to the board immediately. If you have a nice board already, great – make it bigger and give it Vigilance until end of turn! If you’re lacking in board presence, that’s fine too – make a Cat token. This just gives you too much value for you to lose.
If it were always 5 mana, it would probably be decent -- even though it can hit anything, it would be a little bit too clunky to consider premium. But, at 4 mana it gets into premium territory, and at 3 it is even better than that.
Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
I like the idea behind the uncommon Cycle of DFCs too, as they do the same sort of thing the Mythic ones do -- obviously, they are generally less powerful, and the land side comes into play tapped down, but having a card that is nice whether you are flooding or mana screwed is just good. And the spell side of this one is actually a removal spell. Sure, it is somewhat conditional, and wants you to have creatures in play to work, but as long as you are doing 2+ with it, you’re actually going to feel alright about it. Especially because if it isn’t any good with how your board is shaping up, you can just play it as a land.
I like one mana 1/1 flyers who have some late game utility. They can do damage early if that’s what you need, and then in the late game have an effect that will have a larger impact. For the Cleric, that involves Kicking it, at which point it becomes a 4-mana 1/1 Flyer that taps down two opposing creatures.
So, a two mana 1/1 with double strike is actually a reasonable rate -- it is effectively a 2/1 with upside, in that it can just outright kill X/1s in combat and is a great place to stick Equipment and Auras, and use combat tricks. This is already good with equipment, but the Equipped Warriors get double strike thing makes it even better. Now, you can’t really count on that always coming up, but obviously the RW deck will be the best at using it. It also means that playing it will sometimes immediately impact the board, since it may make your attacking creatures way scarier!
This has nice defensive stats, and it is one of the key Commons for the BW Cleric deck. It provides you with a repeatable source of life gain, which triggers all sorts of powerful cards. Even outside of that deck, this is serviceable as a defensive creature.
This is mostly just a 4-mana 4/3 with Flying in Limited – but good news, that’s great!
This is a very, very strong two drop! Provided you play it in your precombat main phase (and you will), at worst this is going to give you a two mana 2/2 that grows every turn, but it is better than that, because you can put the counter wherever you want. If this thing manages to survive more than one or two turns, it is going to be a major return on a very small investment. Sure, one counter a turn isn’t going to blow your opponent away all at once, but the constant value this thing churns out will get you there in the end. It is of course quite fragile to start with, but it is cheap enough that it getting killed by a cheap removal spell doesn’t feel too horrible.
This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
The downside about a mass pump spell is generally that they don’t do anything too often. Well, when that’s the case, you can have this be a much-needed land. And you still get the upside of having a card that is awesome when you have a good board state.
Wow, this isn’t quite Embercleave, but it does a reasonable impression. Giving something +2/+2, Flying, and First Strike is a good way to make it incredibly hard to block, and hard to beat in combat in general. Sure, after that first Equip you have to actually pay for it and it definitely isn’t cheap, but the fact that you can still give other creatures this bonus after that first time is really great, and this will just keep making other creatures into scary threats.
This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
This is basically arrest – it is a little harder to cast, but it can also go after planeswalkers. That upside won’t come up much, but that’s fine – having an Enchantment removal spell that can shut down just about everything about a creature is great. As awesome as Pacifism always is, it can sometimes be really frustrating that you can’t take away a powerful activated ability with it, and Binding does that!
So, on one side you have an 8 mana card that completely resets the board, and on the other side you have a land. Eight mana is a crazy amount of mana in Limited, you don’t end up getting 8 mana more often than you do end up getting it, so if this was just the Inversion half, I’d have a hard time loving it. Powerful yes, easy to cast, no. BUT this gets around that in a creative way – by being a land when you need it to be. This will be a land a lot more often than the other cards in this cycle, just because it so costly – but hey, show me a land that has the upside of blowing up the whole board for eight mana, and I would definitely be interested. Now, this isn’t quite that, because you have to choose one or the other, but I still think this is pretty nice.
His seems like a nice, if not incredible Warrior payoff. The Tactician will often still find itself to be vulnerable to an easy trade on its first attack even in situations where it attacks with a friend, as a 4/3 attacking on turn 4 isn’t exactly game-breaking -- but it can definitely snowball if you can support it.
It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside - though it is too bad they didn’t decide to make this one of the DFC lands. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal.
We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
This starts as a rather inefficient creature, but it will get larger throughout the game. Vigilance is always nice on a creature that is both a good attacker and a blocker, and this will certainly become that. I think in an ideal scenario, you play this and then a land in the same turn, that way you put it out of range of a bunch of removal. It does start fragile and inefficient, but it’s a nice Common.
One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Like the other DFC Land spells, this makes mana screw AND flooding feel less terrible, because it can help you out with either situation. The spell part of the card is woefully inefficient here, but it does have situations where it can shine -- saving a creature from removal, making a creature unblockable in a key situation, etc., so at least this land DOES something if you’re flooded out.
On its own, this is a 5-mana ¾ flyer that gains you 2 life. That is a card that will make the cut more often than it won’t, but certainly nothing special. Frequently this will gain you 4 life, and it will also rarely gain you 6 to 8 life. This reminds me a little bit of of Archway Angel -- a card that really overperformed when we saw it. This has the same stats for less mana, but is also a little more challenging to gain absurd amounts of life with, but I can see it playing a similar role in the format, but it probably won’t be quite the overperformer the Archway Angel was.
This type of creature is always great -- it adds to your board while subtracting from your opponent’s. This is an interesting take on it though, because instead of your opponent getting the card back, they instead get a token. I would say that the majority of the time, the token will be worse than whatever you exiled. That means you won’t feel quite as bad when your opponent kills your Apparition, since you have still disrupted them considerably -- and if they don’t kill it, you’re looking at a 2-for-1.
Here is another flexible DFC creature-land. On one side, you have a card that impacts the board -- and frequently thats what you want. On the other, you have land -- and sometimes you need that more. Basically, this helps you whether you are flooding out or mana screwed, and there aren’t many cards that can say that -- this will make your deck run much more smoothly as a result, even if the two mana ⅓ that gains you 2 life is nothing special, and the land comes into play tapped, the flexibility here is for real. And it also has a useful creature type and gains you life, all things BW wants.
At worst, it is a 4-mana 3/3 that makes a 1/1. That is already pretty good. Like all of these cards with a “full party” effect, I am a bit skeptical you can make them work, but in this case, you have a card with a really good baseline, so it isn’t something that is crucial to the card being worth playing. The “full party” upside here is pretty insane too, as it just pumps the whole board and lets you attack for free because of indestructible.
We see this a lot. It is always an ok removal spell. It is conditional, but at least it is an instant, and it can kill some big stuff.
This has decent stats and it lets you return lands to your hand, which is useful for trigger landfall, and useful for returning MDFC lands.
A 5-mana 4/6 isn’t the worst on the vanilla test, especially with a powerful activated ability -- but most of the time, you’ll probably be able to cast Tazri for 4 without too much effort. The activated ability will likely be more challenging to activate, but it is great that they decided to give it the generic hybrid mana cost, so any deck can theoretically use it -- and most decks will probably be paying about 6 mana to activate the ability, which is not too bad for something that will generally draw you at least a single card.
This ends up being a hard counter a significant chunk of the time, especially in UB which does a good job of milling. If you can’t consistently get this to be a hard counter, you probably don’t play it, but if you can it ends being a pretty nice card to have around.
The reason this type of effect isn’t great is because it doesn’t do anything, or does far too little way more often than it actually does do something. However, when that window does open, it can do some nasty stuff, like completely wreck combat for your opponent. But, if it is clear it isn’t going to be much use, you can play it as a land to get more mana, and maybe even trigger landfall.
Getting away with just paying one for this on a creature that is already tapped is going to feel great, and when you are the more defensive player, that is probably often how you’ll use it, since it will enable you to do some other things on your turn. Sometimes, you need to just be able to lock down an opposing creature, and you can pay the Kicker when that’s necessary to get a blocker out of the way, or a creature your opponent just won’t attack with that is cause you all kinds of problems.
I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
A 4-mana 0/17 that makes people pay extra to use removal on it would probably already be pretty nice. Then, you add in the activated ability which lets it actually be a good attacker sometimes – and a blocker that can kill opposing attackers too – and I think you have a really nice card on your hands. It is definitely a silly meme card, but also a pretty strong one.
If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
This doesn’t counter enough things and it is too situational.
Since this thing, at worst, is a blank card with Cycling, I think it does avoid being 100% unplayable. That said, even in a set with a bunch of landfalls, the additional text on this card just won’t come up much.
It seems like most of the time, you’ll be able to draw a card with the Commander. You definitely need to have a few cards with Kicker, but something like 5 or 6 will be enough to draw a card most of the time. Looting any time you Kick is also quite nice, as it helps you rip through your deck and find relevant cards more effectively.
This isn’t quite Roaming Ghostlight, but it seems alright. Early it can be a not completely horrible 3-mana 3/2, and in the later part of the game you can pay 6 for a 3/2 that bounces something That rate is admittedly not great, but any time you can add to the board while subtracting from your opponents’ feels pretty great.
So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
This is a nice common. A 4-mana 3/2 Flyer with the Wizard creature type would probably already be at least a C- in this format, and maybe even a C. Those stats are reasonable enough. But, by adding the “draw a card” Wizard payoff, you end up with a card that will be a 2-for-1 a decent chunk of the time, and I definitely like that.
So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Clones are always nice, and while this can only copy your creatures, paying three to get a copy of your best creature will frequently be a good deal. It also holds on to the Rogue creature type, so that is nice in a format that cares about that! If this was just the Clone side, it would be good, and it can also be a land! Sometimes though, a Clone – especially one that only copies your creatures – isn’t really what you need, and when that happens? You can just play this as a land. The upside there is very very real.
As a 4-mana spell, bouncing two creatures is actually a reasonable deal, even if it is a sorcery. That card would probably be playable, it is just going to give you a pretty nice tempo advantage. Paying 4 to scry 2 and draw 2 is usually fine too. The last option is not going to be good very often if that’s what you choose, but hey, it can give you a creature too if that’s what you need. I feel like a card with those three options – without the kicker upside, would be pretty good. Then you add the Kicker upside, which will give you all three of these things, and it is certainly better than that. Sure, kicking this is kind of hard at 8 mana -- but when you do, it is going to be pretty devastating.
Two mana for an Instant that bounces nonland permanents is always a playable card. Adding Kicker here is just great, because if you kick it, into the Roil goes from being a card that gets you some tempo to being a card that actually trades for a whole card. And obviously as an instant, youc an sometimes blow out Auras or combat tricks too.
If he was just the planeswalker without kicker, it seems like he would be a pretty okay card. Hitting lands with his 0 ability will feel particularly nice, because it will really allow you to net a bunch of cards. He doesn’t protect himself, but he is a card-drawing engine if left unchecked, and I’m happy about that at this low of mana cost.
This seems pretty good. It isn’t that far from being Cancel -- a card with the same effect and cost of the Perturbation, but it has Cycling instead of a land on the other side, but what makes Cancel a nice card in Limited also makes this nice. Counterspells can be problematic in Limited because of the tempo hit you take by leaving mana up sometimes, and that gets even truer about a card like this -- which gets worse as the game goes on, since your opponent having that extra mana is likely. However, once you reach that point of the game, you can just play this as a land, and that is some nice upside.
This is a functional reprint of cards like Stormrider Spirit and Wind Strider -- and those cards were probably slightly better, because both of them had creature types that had a tribal archetype in those formats, and Living Tempest does not. That said, it is still pretty decent. Flash has serious upside for any deck looking to cast expensive instants or hold up activated abilities, and even if you don’t have that stuff going on, this is large enough that it can flash in and gobble up a 2/2 or something like that, and then threaten the opponent in the air. It isn’t a special card or anything -- it is a solid playable.
Mind control effects are always great in Limited, as they add to your board and subtract from your opponents. Even if this didn’t have the const reduction effect, it would be good, and with it, its great!
This format does have a mill deck, but it is mostly interested in just getting eight cards in the graveyard. This does do that singlehandedly, but those decks are already capable of doing it with cards that actually add to the board, so you don’t normally need this.
A 4-mana ¼ flyer that draws you two and discards a card is something I’m already in it. It is better than an ETB that draws you a single card. While you still only net one card, you get card selection that you just don’t have with a normal cantrip. Then, you add the “Spells and Wizards” upside and this gets a lot sweeter, since it can suddenly start hitting super hard in the air.
So, Air Elemental is usually good all on its own. 5 for a 4/4 flyer are stats that still line up really good these days, representing a real threat even if nothing else is going on. Then, this lets you Scry when you kick spells, and that’s some pretty real upside.
This is a nice one drop, especially for the Rogue deck, because it lets you get in some damage early and start stocking up the graveyard. Then, in the late game, you can cash it in to draw a card, which gives it utility even when it can no longer attack.
This doesn’t counter enough things to be something you want in your main deck.
So, a two mana 2/1 that can’t be blocked a decent chunk of the time is solid. I’m a little skeptical of the rest of the card – I just can’t imagine full party is something you’ll be assemble very often in Limited.
This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
This is a huge bomb, not something we often see at Uncommon, but that’s what this is. There is a lot of Kicker int his set, and not ending up with like 5 cards with it is pretty unheard of, and even if that’s all you have, this is a very good card in your deck. It won’t feel like a bomb in those situations, but it will still be a great card! At worst, this is a 4-mana 2/2 with Flying that comes with that kicker pay off, and at best, it completely takes over the game and overwhelms your opponent – and that last part happens way more often than you might think.
So, for Limited purposes, this is mostly just a better Hedron Crab. The O.G. landfall crab can also mill you if you want it to, but you’re not doing that most of the time in Limited anyway. I think Ruin Crab seems reasonable, and is certainly the kind of card that can enable an entire mill archetype -- kind of like Teferi’s Tutelage did in M21. The UB deck in this format is both about Rogues AND milling, so the Crab will have a ready made home. It will likely be the card in this format that is capable of milling the most cards. One really cool thing about this format is that there are mill “payoff” cards that do something before your opponent’s library is empty, and that’s a big deal -- because that’s the usual downside of mill, that it does nothing for a long time.
The fact it is super expensive should have been enough to get an ability that has a better baseline, but it really doesn’t -- sometimes you’ll draw this in top deck mode and it is going to feel bad. Still, it is basically a land that can really expensively draw you a couple cards late, with the upside of maybe drawing you a ton of cards in some situations.
Well, this is kind of a “fixed” Snapcaster Mage. It is a two mana 2/1 that lets you double a spell. In this case, the spell has to be quite cheap -- but there are enough cheap instants and sorceries in this set that making this work won’t be that hard. Obviously, if you kick it, you get two copies of that spell, but you also just spent 7 mana, so having an additional one or two mana lying around is no guarantee -- and if you top deck this late, it is nothing more than a 2/1.
A 3-mana ⅔ isn’t good, and paying 4 to make it unblockable and give it a power boost does mean it stays relevant in the late game. And obviously you can end up paying even less -- paying 3 or 2 for the boost is much better, and obviously turning this into Blue firebreathing with a full party is kind of funny. This isn’t a bad way to close out games in this format.
Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Like most of these, one side is kind of inefficient and narrow, while the other side is a land -- and while that might not sound too great, it is way better than it looks. And it isn’t like you need a ton of instants and sorceries to make the spell side worth it, top 6 cards is a lot -- you could have 4 or 5 and have this be a land with upside.
This tends to be a little bit too clunky in this format to be great. It is nice drawing cards, but tapping and not adding to the board is rough.
So, a two mana 3/2 – even if it could attack all the time – isn’t actually super incredible in Limited. Don’t get me wrong, that’s obviously better than a 2-mana 2/2 – but in this day and age a vanilla grizzly bear just isn’t good. Adding one power is better, but it isn’t so efficient that it doesn’t still die to pretty much all the two drops in combat.
These sort of “infiltration” creatures that draw you a card when they do damage are just great, because they really snowball. The more cards you draw, the more likely you’ll be able to find a way to keep getting in with the creature. And, in this case -- the more likely you are to find Rogues who can make it unblockable.
A two mana 2/1 is a D+ at best these days, we just expect better stats for a two mana investment. However, the kicker upside here is quite strong in the late game.
So, two mana 2/1 flyers tend to be pretty solid but this comes with some very real upside since if you Kick it you can steal Artifacts. This set isn’t filled with artifacts -- if it were, this would be a bomb -- but I think there are enough artifacts, including Equipment that it equips to itself for free, that this will probably manage to steal you an artifact once or twice during a draft -- and that’s some good upside on an efficient evasive creature.
This is a creature when you are flooding out, and a land when you are mana screwed, and that’s really nice. The creature side here is actually a pretty reasonable card too, since it will have flying pretty frequently in a UR deck.
This has decent stats and a pretty good Wizard payoff, looting is always a good way to improve your draws.
This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
I’ve always been a fan of Ravenous Rats and Kitesail Freebooters -- creatures who go after the opponent’s hand are nicely disruptive. This isn’t as good as the Freebooter, but is definitely better than Ravenous Rats. Like the Rats, on its own, it will just get rid of the card your opponent cares the least about. But sometimes, especially late, your opponent will only have one card anyway. Plus, it has the Party upside, which will sometimes make it a considerably more disruptive effect.
This is pretty tricky to make work. You need the right mana and graveyard composition – when you do, it can do some nice stuff, but it frequently just won’t. luckily enough, you can just play it as a land when that’s the case!
This is a really card in this cycle. It gives you the usual benefits this whole cycle gives you -- which is the flexibility to have this be a land when you are manascrewed, and a creature when you are flooding. A 3-mana ⅔ with Menace that in the late game is pretty good!
Black gets a card like this in every set -- one that returns two creatures from the graveyard -- and it is always a decent card to have one of, since in the late game it often does enough to pull you ahead -- it is of course balanced out by being pretty useless early though. 4 mana for that effect is a bit steep, but the fact that it can cost one in situations where that is worthwhile does enough to keep this as a solid playable.
Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
This is premium removal. One mana to kill things that are two mana or less would be a fine card, and this is hage huge upside. This can kill anything in the later part of the game, and that’s usually what you want anyway in the later part. Sometimes you have a 4-mana Sorcery speed spell that kills something and your opponent plays a cheap creature you desperately want to kill, and it doesn’t feel so good -- Bloodchief’s Thirst gives you the best of both worlds.
Tutors are not normally that great in Limited, apart from the most powerful ones. This is not that most of the time. 5-mana to tutor is absolutely horrendous, and even reducing the cost to 3 isn’t so good. Basically only play this if you can really get full party going, which is a rarity.
So, having to pay 5 for this is a little bit short of premium. You just usually will be trading down with it, and that’s always rough -- even if it is an instant that can kill just about anything. But the good news is, you can reduce the cost of this to 4 pretty easily, and in Magical Christmas Land, this might only cost one Black mana! Ok, that last part won’t happen very often, but it IS upside.
This kind of card is always great when you are the one with more creatures -- making your opponent give up a key creature while you lose something irrelevant is a nice feeling. BUT, it won’t always work out that way. Sometimes you’ll just wish you could play this for the body, but you can’t always, since if it is your only creature, it sacrifices itself. Sometimes your opponent will have the better board than you, and them losing one thing won’t hurt them a whole lot.
I think this is a bomb. A 5-mana 4/4 flyer is already good and she has an absurd ability. Sure, you need to have something in your graveyard, but when you know you have Drana coming, you can trade sort of aggressively, then play her with the plan of reanimating those things. It will be a real challenge for your opponent to overcome the value you get even if you just attack with her once, because it will be way more than you normally get for 5-mana. Your opponent gets to choose what comes back, but no matter what they choose, you’re going to be in a pretty great position. I mean, let’s say you get back a Grizzly Bear with her -- that means you are paying 5-mana for a 4/4 with flying and a 3/3.
This doesn’t line up well very often, and just tends to be expensive and not have much of an impact.
This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
This is a decent little two drop. It has a relevant creature type for the format, and it will have deathtouch pretty often.
Look, a Black card that can hit Enchantments! That’s pretty weird. Anyway, this is a good removal spell. It is cheap and kills two permanent types, no questions asked. Now, the damage it does to you certainly matters -- but if you are paying two mana to blow up their 5 drop, paying 5 life for that is a reasonable cost most of the time. Now, playing more than one of these can be a little risky – you only have so much life after all, but value the first copy pretty highly.
This isn’t very efficient cast normally OR with Kicker, but the flexibility to choose either is enough to make that inefficiency matter less, as is the fact that it can gain you some life, which the BW deck really cares about.
This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
4-mana to kill a creature at instant speed is premium removal. Now, To be clear, it will never, ever cost three mana in Limited, because your opponent controlling 0 basic lands just won’t happen, but it can also be a land if that’s what you need!
So yeah, this is a vanilla creature, who comes with some upside because he has a creature type that fits into a “party.” A 4-mana 4/3 isn’t the worst rate for Limited, and I think the Warrior upside does enough to make this a card you’ll play a little more than you won’t.
If you don’t kick this, it does give you three options that are reasonably efficient -- you can Mind rot your opponent, reanimate something spell, or kill something small. The kicker here does make it cost 7, but obviously if you do all three of these things, you’re going to be in business. Now, making your opponent discard two in the late game doesn’t always matter, but you will usually still be killing something and reanimating something and that’s pretty good.
If you’re desperate for fixing, this does the job. If you’re not, don’t play it.
This is a key common for party decks, as draining 2+ life with it is pretty easy to do in those decks, even just play it on curve.
So, like most of these, it has one side that is pretty situational -- you have to have a creature die on your turn for it to even do anything, but when things line up that way, getting your creature back can feel pretty nice, especially if that creature has an ETB ability, because this will trigger it again, which is some sweet value. But things won’t always line up that way, and sometimes you’ll use this to save a creature, but you’re going down a card to do it since your creature can’t win combat anyway. But, you can just play it as a land if that’s true!
This is a key common for the BW cleric deck, and can often do some serious damage to the opponent, as those decks frequently have a critical mass of ways to gain life.
This can give a pretty big boost in the late game, but is incredibly mediocre early and expensive to equip. The Rogue decks just generally don’t need this, as they have way better payoffs and evasion.
So, here is a strictly better Mind Rot! It adds draining life and milling a card to the mix, in addition to making your opponent discard the two cards. Playing it early is sometimes a liability because it means you aren’t adding to the board on turn three, and getting it late can be bad too, because your opponent is in top deck mode. Mid-game or so is usually where it is at its best. Mind Drain adds enough extra stuff to the mix to overcome Mind Rot’s usual problem though -- it will do something no matter what. And sure, draining your opponent for 1 and milling their top card for three isn’t a good deal, but it is a heck of a lot better than a dead card, which Mind Rot often is.
A 3-mana ⅓ with flying, deathtouch, and lifelink is a good card, and this usually has way more power than that. This can take over games in the sky and the lifelink makes it impossible for your opponent to race. This won’t always be able to take over games, but even when it can’t, it will represent a real problem for your opponent.
So, a 4-mana ¾ is kind of okayish, especially with a decent creature type. Then, if you are milling your opponent a bit, this can become a 4-mana 4/4 with Menace, which can make it into a real threat.
A 3-mana 2/1 with Flying and Flash is already a reasonable card, but this is also a Rogue that mills your opponent, and that’s something that the UB decks are pretty interested in.
If you cast this early it represent a very aggressive start, and if you get it late, it can help you win then too since reanimating a creature with it means you are adding two bodies to the board with a single card.
This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
The effect here, if it were its own card, would not be particularly good -- but flexibility is an amazing thing! If casting it doesn’t do you any good, you can still play it as a land, and when you feel like you have a good chance of hitting a card with it, you can cast it.
This is a decent payoff for the Cleric decks. It is expensive for what it starts as, and you will often find your opponent kills it for way less mana, but if it is left unchecked it can really take over the skies.
You can’t actually play it on turn two in most cases -- since one player very likely has 20 life, but don’t overlook how nice it will be to be able to cast this later in the game, at which point it being a 10/10 is not far-fetched. Obviously, it also has the kicker effect, which makes sure he comes down bigger, and while the effect is symmetrical, the fact you are the one playing the Scourge means it is likely to benefit you more. So yeah, this is a weird two drop that isn’t good on turn two, but it tends to be pretty big for the cost in the mid to late game.
A ¼ with deathtouch is usually a pretty nice body -- it really prevents opponents from being able to swing with their ground creatures in many scenarios, and it attacks reasonably well too. This won’t always have it though, and overall isn’t that impressive. Yes, it mills some stuff, and the UB deck is certainly interested in doing that, but I think this card isn’t much more than solid, and if you can threaten death touch it will often get in for damage.
This can completely crush several different decks in this format – especially the tribal ones, since they are so reliant on cheap creatures. Now, there are some opponents’ against whom it will do very little, but the upside is still worth running it.
This thing doesn’t stay dead, and that’s pretty good news for a creature with high power. It can’t block, but it can just keep coming back and attacking all game long, either as a 3/1 – or, even better, as a 5/3.
It starts out as a Hill Giant, but it can get larger, while also potentially drawing you extra cards, especially in the BG deck which is all about counters. Note, by the way, that you can sacrifice the creature at any time for the Shadowcat -- lately I feel like we’ve seen a lot of “you can only do this as a sorcery” on cards like this, but that’s not here. Additionally, the cat does count itself, so provided it gets 1 counter on it -- which it can make happen on its own -- it will replace itself when it dies.
This kind of edict effect is always pretty nice. Most edicts let your opponent make the choice, but this one mostly doesn’t -- unless they have more than one creature or planeswalker with the same CMC. Generally, you’re going to get your mana’s worth here. Your opponent’s most expensive creature isn’t always their best one, but it is often enough that this will feel pretty good.
Because you can both weaken a creature and make yours bigger, it has two-for-one potential, and that can’t be overlooked. That situation won’t always be how it works out -- but sometimes, you’ll be able to kill an X/1 and pump your creature to win combat against something else, and it is great that the boost is permanent. Even if that doesn’t line up, the flexibility of this card does usually mean it will help your creatures win combat one way or another.
So, worst case, this is a Wind Drake. That’s a card that makes the cut more often than it doesn’t -- but this has a whole bunch of other text! Getting bigger when your creatures die is nice, and also drawing cards off of Clerics who die is great. Tavorax is definitely a magnet for removal, but left unchecked it will certainly take over games.
Even if you have 0 party members, this will usually be reanimating two things from your graveyard. Sure, to get two things back you will need at least one creature with a party creature type in your graveyard, but that isn’t exactly a hard ask in this format. Paying the full six mana for two reanimated creatures is definitely worth it, and if that’s all this was, I would think it would be a solid playable. It is a bit costly, and requires some set up, but it has a very big impact. But this is actually better than that, because you will frequently be casting it for 5 or less mana.
This can kill stuff at Instant speed, but it is a bit situational. It falls short of premium removal.
I think a lot of people will come into this format underestimating just how good it is to have a land that can actually do something impactful in the late game. It is not dissimilar from having a non-basic land with a sacrifice ability that comes up in the late game -- and that upside is always great. Sure, paying 6 to draw your opponent 4 life would not be a good card if that’s all this was, but the fact that this can also just be a regular old land for you early is a huge upgrade -- just as the fact that it can do something in the later game is a huge upgrade.
This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible.
If you get this early and you need a land, it does the job. Sure, it comes into play tapped, but having that option is inherently powerful. If this big guy had Cycling you would definitely Cycle him away early to help you find a land or something else. Well, in this case, he can just BE the land! And, if you get him late, you’d much rather play the creature than have a land. He isn’t efficient by any stretch, but he’s no slouch either.
This is a key common for party decks, and it can really help you set up a double-spell turn three, which often is what you need to quickly win a game.
Being able to do one to everything at instant speed for one mana, or two to everything for three, seems like an okay deal to me. Obviously, if your deck is loaded up with little guys you’re going to want to be playing it, but if you are in a grinder Red deck, this will feel pretty good. Just killing one thing with it is kind of ok, and doing more than that will feel really good.
Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
A 4/3 for three mana is a decent creature for sure, though it isn’t really going to be taking over the game or anything like that, and it will still be a ⅔ some of the time. Seems like a solid card for Red Warrior decks, but not much more than that.
Woo boy, talk about an Equipment payoff! So, a one mana 1/1 that does 1 damage to something when it dies is passable. It provides a nice little creature that can trade up for X/2s, and really make your opponent rethinking attacking or blocking when they have a couple of X/1s. But this will get absolutely insane with equipment – or combat tricks for that matter. It is going to be doing 3+ damage with regularity in this format – there’s enough good Equipment around for that to be the case, and that means it will have Haste reasonably often too. Basically, it is good on turn one – and if you get in the late game and can give it some Equipment, it is going to be great.
This is pretty unexciting. It does a bunch of meh stuff. It has bad stats for the cost, it lets you rummage, and it has a creature type that matters in this format. While none of that is exciting, it coming all together does make it a decent enough playable.
These creatures who make stuff unable to block always play really well in Limited, because they can have a drastic impact on combat, making it so that creatures who didn’t have good attacks previously can now attack. Now, the best versions of this we see generally have Haste, and don’t ask us to jump through hoops -- but they also generally aren’t so cheap and don’t have such reasonable stats.
This is a key common for aggressive Party decks. It often attacks as a 3/2 on turn two, and in the later game can big enough to just keep swinging.
The damage trigger here is nice, but with the stats it has, it really isn’t that easy to get in with it.
This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
This is a nice two-drop that is a bit of a swiss army knife. Making a creature into a Coward means that on his own, he can’t be blocked by it -- but that is true of your other Warriors too. He can pump himself to a 4/2 as well, which means if he can’t be blocked, he is hitting hard -- and he can give any Warrior you have Trample, which is pretty solid. If this comes down early, and you can’t kill it, you’re probably going to lose, and it has utility all game long thanks to its suite of activated abilities.
So the spell side of this is an overcosted Fling. It is highly situational, but it can feel especially nice to sacrifice something your opponent is trying to kill, and it feels even nicer when it just happens to give you the lethal you need. But you just don’t always have something relevant to sacrifice. But this can be a land where the other side doesn’t help you, and that’s nice.
A 4-mana 4/4 Flyer is usually great in Limited if that’s all it is. Then, you add the rest of the card to the mix and you certainly have a bomb. It helps you ramp, and it has a powerful death trigger. Now, sometimes you’ll play it and it will die and it won’t feel so good, but I think you will at least have a couple of mana lying around a decent chunk of the time, so that you can take advantage of that trigger, and obviously sometimes you’ll have a boat load and your opponent is going to be in a horrible place.
This is an interesting new take on Rummaging. Generally, one discards a card and draws a card, but in this case you only get to exile the card until the end of your turn. In most ways, that is probably worse -- because Rummaging lets you hold on to what you get as long as you want to, and the Channeler requires you to use it on that turn or it stays exiled forever. Now, the effect here is free, and on a creature that only costs two mana, so even though it is a little worse than Rummaging in most scenarios, you can start doing this very early in the game and that will drastically improve your card quality. Obviously, it also eventually gets bigger too, becoming a 4/4, and that’s some pretty serious business, especially if you find a way to get that fourth instant into your graveyard at instant speed -- which won’t be hard because it is an Instant, and the Channeler’s ability helps you get there too.
3-mana to do two damage at instant speed is not so good – I mean, it is removal, but it is not efficient – you’ll basically always be trading down with it. But the modality here really matters. This set has plenty of good artifacts – not like, a million of them or anything – but enough that this will be blowing up artifacts on occasion too, and being able to have that in your main deck is real upside.
So, if you take landfall out of the picture, this is a 6-mana 6/6 that gives +1/+0 to all of your attacking creatures. That’s a big boy for Limited, and making your attacks better is nice. Then you mix in the Landfall, and you have something that is a little bit silly, because it lets you attack more than once a turn -- and doing that more than once a game isn’t super far-fetched -- well, maybe it is -- but only because your opponent will frequently die from you attacking twice the FIRST time. Obviously, the creatures get +2/+0 on that second swing too. Keep in mind as well, that Moraug doesn’t have to be attacking for the extra combat phase, so if you happen to play this and a land the turn he comes down, he will have an additional immediate impact on the board, in addition to the fact that he makes your creatures attack harder.
You might be tempted to run this because it can give you a bunch of landfall triggers, but that is pretty much the only situation where it is worthwhile, and you won’t be in a place where that works very often.
This seems solid enough. Returning a land is a may clause here, so you only need to do it when you really want those 2 damage, or if returning a land otherwise benefits you.
A 3-mana 2/2 with Haste is generally not great, but the rest of the text box here is quite nice. Giving your opponent a useless token that damages them every turn seems pretty sweet. And, in the early game, it will often have no problem making that happen. Problem is, once it gets late, it will be increasingly difficult to get in with the Robber, at which point it just becomes a really inefficient creature.
This is a strong Uncommon. As I’ve said about other “Wizard, Instant, Sorcery” payoffs, I think they’re going to perform really well, especially in the UR deck. Having a deck with 10+ cards that can trigger this is not a far-fetched scenario, and that means this can ping a ton in a single game, which can allow you to pick off small creatures or go for your opponent’s dome. If you can play multiple cards to trigger it in the same turn, it will get really silly.
Two mana to do 3 to something is premium removal, even as a Sorcery. You’re just going to trade up with it a lot, and that feels great, and hey, sometimes you can go after your opponent and end the game that way. Obviously the kicked version of this is far from efficient, but it is really just upside tacked on to an already premium removal spell, and having a direct damage spell that can do 5 is going to end some games.
Overall, this isn’t great in Limited -- it is the kind of card that is very much designed for constructed aggro decks, who at the very least need some sideboard action against life gain. This format does have life gain in it, so turning it off will sometimes matter in Limited, and if you are a really aggressive deck, adding the additional damage to the table will be pretty nice for you. If you are all in on aggro, you shouldn’t really care that you’re damaging yourself too, since you will be killing your opponent before it matters. The 5 damage clause is almost never going to come up in this Limited format, so it may as well not be there.
Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
A 3-mana 4/3 with Haste and Trample that has to return to your hand every turn would be playable – while returning to your hand is part downside, your opponent also usually has to alter their plan just because of the threat of it coming down. Kicking this is obviously better though – then it becomes a 5-mana 5/4 with Trample and Haste, and that’s pretty nice. This is mostly a 5-mana 5/4 with Trample and Haste, but one that has the upside of being able to Dash in and do some damage before he’s ready to stick around on the board.
So, a 5-mana 5/4 with Haste is decent, and that’s what it will be in a bad situation. Those stats and that keyword are well worth it. Obviously, this will sometimes cost more – and 6 for this isn’t nearly as good. But it also frequently costs 4, at which point it is pretty amazing.
So if this were just the Shatterskull Smashing card, you would always play it. Paying 6 mana to kill a couple of X/2s isn’t half bad, 7 to kill a couple of X/3s isn’t either, and so on. It does kind of suck it can’t go to the dome, and the damage can only be divided among two creatures or planeswalkers – but it would be a reasonable card capable of getting you 2-for-1s. I think adding the land side is a big deal, because it means when you get this early, you can use it as a land – since having this in your opener often won’t actually be that good, as it will be a useless card until much later in the game.
This removal is way too conditional, you should only be running if it you have no other removal.
This creature is going to be pretty scary on the board in the early game. It will typically be a 5/3 with Trample, and if you can back it up with removal and/or tricks it is going to wreck face. Still, only 3 toughness on an attacking creature on turn 4 isn’t exactly incredible, so you will frequently need those other cards to really back it up.
There are definitely some sweet creatures you can make unblockable with this, and maybe if you get some of those it will be worth it. But you cut this a lot.
So, Threaten effects are super situational, and this one is wayyy overcosted. Stealing one of your opponent’s guys for a turn just doesn’t matter in scenarios where you aren’t either killing your opponent, setting them up to be killed on the next turn, or sacrificing the creature you steal. If this was just straight up the spell half of the card, I think this would be an F. But luckily for Song-Mad Treachery -- it has another side, that is a land. This is roughly equivalent to having an overcosted Threaten effect in your deck with Cycling, and that always makes something like this more bearable.
One mana to do one to something is not usually a great card in Limited, it just doesn’t kill enough stuff. This card can at least hit players or planeswalkers too, but that’s still not that great. Even adding the Exile clause doesn’t help a whole lot. But you know what does help? Having a land on the other side! When you can’t really kill anything with the spell side, having a land isn’t a terrible back up.
This has underwhelming stats and unimpressive landfall trigger. You’ll play it less than you’ll cut it.
Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up.
This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
This is premium removal. Two mana to do 4 is always a great rate – it is efficient enough that you can pretty much always trade up with it.
So this is a 4-mana 2/2 that does one to a creature or planeswalker when it comes down. That’s not so good. But, when it can kill something it will feel pretty good, but there are plenty of board states where it won’t be able to. However, doing 2 damage this this is a massive upgrade and will usually help you kill something, and at that points you have a great card. And it can do even more damage than that!
As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
If you get this early and you need a land, it does the job. Sure, it comes into play tapped, but having that option is inherently powerful. The other side here, at worst, is 3-mana to draw one card, and sometimes you’ll get to pitch two lands with it and draw three at Instant speed, which isn’t too shabby -- and obviously, sometimes it will do more than that. Overall, I think the flexibility of this card makes it very strong.
I like this card a lot -- I always love these Red card advantage engines, and that’s what we have here. You won’t exactly be triggering it ever turn, but you will get landfall going often enough that it is going to really help you win games. One kind of cool thing about this version is that it doesn’t exile the cards forever -- you get them in your graveyard, and that might actually matter. The fact it does damage when you don’t cast things from Exile is nice too -- especially because if you hit a land off of this, you’re not going to be able to play it -- since you already triggered landfall, and thus have played your land for the turn. So basically, this does 1 damage to your opponent when you hit a land, and draws you a card when you hit anything else.
This is not for Limited -- in fact, it will be terrible in the format. A one mana 2/2 with Haste and Trample is some impressive stats for the cost, but the downside here is absolutely massive. You can’t afford to be putting a land back in your hand every time this does damage. And yes, I know this can help you trigger landfall, but the downside still outweighs the good, especially because a creature this size will quickly get outclassed in Limited anyway.
We see a Green card like this in most sets, and they are always kind of meh. They give you some nice card selection, and it is also kind of nice that if you wiff on a creature, you still get a card out of it. Whiffing on a creature is unlikely in most limited decks, but it DOES happen sometimes, so having protection from this doing absolutely nothing is nice. That said, this type of card, especially at two mana, generally feels like it is easy to cut in most decks.
So, a 6-mana 5/7 with Reach is solid, so we’re looking with a pretty nice baseline here – but it of course has a bunch of upside too. Playing lands for your graveyard will be nice sometimes, but won’t come up a ton. Keep in mind the DFC modal cards won’t count as lands when they are in the graveyard – if they did, the Greenwarden would be even better. As is, playing the lands from the graveyard will happen a bit, but is not the main draw here. Instead, what you really like here is the second ability, which makes all landfall trigger twice. This set has lots of landfall, so that is going to come up and definitely feel pretty great!
At worst, this will be a 5-mana 5/5, but if you have any other creatures on the board, it will be much larger than that -- while also giving you a ton of extra mana. It also makes it easier to trigger landfall, and Ashaya will get increasingly large.
This is not an efficient way to get something back from your graveyard, but that’s ok, because it can be a land when that effect is underwhelming. Similarly, it is at least better than drawing a land when you’re in top deck mode, right? That mediocre spell doesn’t look so bad in that scenario, right? Keep in mind that landfall is a big deal in this set too, so sometimes the triggers you get from playing a land will just be better than casting this.
This seems like it can target enough things that it is a reasonable main deck inclusion, though if you are playing Best of 3, you would probably much rather bring it in out of the sideboard.
This has decent starting stats and attacks pretty hard when you trigger landfall. It is a solid Common.
So, a 7-mana 6/6 with Haste and Hexproof is pretty reasonable -- it can only be taken down in combat, and both Haste and its size make it a little harder to do that. Like all hexproof creatures, the Baloth will also be really silly with auras. If you kick it -- meaning you pay 10 mana, it comes down as a 10/10 with haste and hexproof, and having that extreme late game option is pretty sweet.
We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
This is a nice Common. Having a Grizzly Bear with a +1/+1 counter payoff as a base form isn’t bad when you have other late game option of paying 5-mana for a 4/4 with Trample. Neither side of this is especially efficient -- but that often doesn’t matter with creatures who have Kicker, as we’ve seen in the past. Just having an alternate option in the late game to make this a more imposing creature is nice, even if the rate isn’t great.
Casting it without Kicker is honestly not a bad deal at all -- sometimes the counters will make for a nice trick or save a creature, and being able to Fight something at Instant speed for two mana is usually a playable card all on its own. If it was just a modal card without Kicker, it would already be good. But, adding Kicker to the mix makes this really good. It becomes a 5-mana spell that pumps your creature, which is going to make the fight part better, and it will also gain you more life potentially since you make a creature better. While 5 mana IS kind of a lot, and this has the downside of all fight cards -- playing it into open mana is very dangerous because of the risk of getting 2-for-1’d -- I think the upside here makes it worth the risk, especially as an Instant. You just have to carefully pick your spots with it, and if you do, kicking it will have a big impact on the outcome of many games.
This is a pretty sweet +1/+1 counter payoff. Keep in mind it gives you a creature token for each +1/+1 counter. We frequently see effects like this that only count instances of counters, but the Hornbeetle counts each counter individually, so it will be producing a nice little army for you. Now, it is important to remember that it isn’t a trigger that happens right away, it only triggers at the end of your turn, so players will be able to kill this before it spits out the tokens sometimes.
Cantrip creatures are always good when they are reasonably costed, and a 3/2 body is big enough that it can represent something that is actually relevant on the board, and is perfectly capable of trading, and it’s a 2-for-1 when you can make that happen.
So, jus the Mammoth side of this would be a very good creature. A 3-mana 3/3 that becomes a 5/5 multiple times a game is pretty sweet. A lot of the DFC modal cards in this set have one side that is really narrow or expensive, so you can imagine playing the land far more often, but in this case, I think you play the Mammoth almost every time, unless you’re really desperate for mana.
This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
This is one of the better uncommon modal DFCs in this set. That’s because one side of it is a removal spell. Sure, it is Pounce for one more mana -- but the fact it can be removal when that works out for you, or a land when that’s what you need is just super good. Being an Instant also means that the Fight side of the card will find more windows than Sorcery speed versions of that effect.
Fixing and ramp is always nice, and the Cobra does both for you, in addition to its semi-reasonable body. If you haven’t had the pleasure of playing this Snake before, you’ll be amazed at how much value you can get out of the extra mana and fixing. It is still a vulnerable little guy, and certainly not a bomb -- but most of the time you see this, you’re going to take it.
So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
This has decent stats and a party creature type, so it will make the cut sometimes.
Returning a Kicker card from your graveyard is nice, especially because the card doesn’t actually have to have been kicked for you to get it back. This is a 3-mana 3/3 as a baseline too, which isn’t too bad.
These types of Auras always underperform. It seems like it would be really efficient to put this on a land, but it doesn’t generally pan out that way. The land does come back, which in a roundabout way can help you trigger landfall, but this just asks for too much effort.
On its own, it is a 3-mana 3/3 that makes itself a 4/4 when it attacks and continues to grow thereafter – but you can also put that counter elsewhere, and really abuse it if you have a bunch of other +1/+1 counters on your board.
We have seen this several times, and it has always been premium removal for Green and one of the color’s best Commons, if not THE best. Green has creatures that are large enough that paying two for this is often a great deal, since you’ll be taking down something that cost way more mana than that. Now, you have to be careful when you use it -- because you get 2-for-1’d by a removal spell, and even though it is just a 1-for-1, you don’t really want your opponent to save their creature with a trick either. But if you pick your spots, Rabid Bite is going to be great removal.
This is a nice card for fixing if you’re a base Green deck. Any time we see this type of card in Limited it is always something you go after if you need fixing, but you probably don’t go after it otherwise. But, having the ability to splash things is inherently powerful in Limited -- provided you’re splashing something that is WORTH splashing -- so I think this should be valued as at least an average card.
This is a strictly worse Harrow -- but Harrow is a pretty nice card, so that’s an ok place to be. Roiling Regrowth gives you fixing, even potentially enabling you to splash a card with double-colored mana, and that is pretty nice. In addition to that, as you might have heard, this set has a bunch of landfall, and triggering landfall twice at instant speed is pretty powerful.
This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
This thing starts with a very unimpressive body, but the army of insects it can make you is no joke. Generally, I would advise waiting to play this until you can also play a land on a turn, because that way you ensure you get at least some value out of it before it eats a removal spell. Even better is waiting until you have 6+ lands, because then you will get exponentially more insects, and spot removal won’t do a thing.
Sometimes this won’t give your creature a boost at all, and that will hurt, but on most turns early, this will be giving a creature +2/+2 for an initial investment of two mana, and if your deck has ways to abuse landfall, giving your creature +4/+4 on occasion won’t be that hard either! Like all the equipment in this set that equips for free the first time, this does have a steep Equip cost after that first time, but I think the initial Equip being free is enough to sort of counteract that.
In a typical two color deck this is fine, and if you get there on a 3+ color deck, it improves to be a very efficient creature.
This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
So, this isn’t QUITE a Green Hangarback Walker, but it doesn’t feel that far off. It start out small, but can get larger every turn if you have a spare mana lying around, and it makes sure that it will leave an impact on the board thanks to the fact that creatures with +1/+1 counters who are targeted will give you an Insect token. This is basically a little guy who will quickly become a problem for your opponent.
We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
A two mana 3/2 does a nice job on the vanilla test, and by having all of the “Party” creature types, the Paragon will make all of your party payoffs into much better cards! Keep in mind though, that the Paragon can only fill one of those roles, a single creature can’t be a whole party. But filling in any role that you might need is great. Most of the time, it will be better to cast this for kicker, since it is likely to draw you a card most of the time, and a 5-mana 3/2 that draws you a card is a nice deal, but the fact you can play it earlier is nice -- it can help you set up Party cards, or it can just give you an aggressive early creature who can do some damage.
We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
This double-faced creature-land is kind of funny, because no matter which side you pick, it gives you mana! Most of the cards in this cycle give you something that can at least be a little more impactful in the late game -- though most of them are also more situational than this -- so it is probably a wash. Basically, you’ll play this as a creature if you already played a land on turn and you want to ramp, and you’ll play it as a land if you really need one of those. This might not feel quite as good to draw late as the other card sin the cycle, but the fact remains that in the late game, this is a land that you can draw and still have it actually add to the board.
A three mana ⅔ is usually not very good in Limited, but adding a good Kicker effect is a good way to make a card like that worthwhile. Now, make no mistake, kicking this wont’ always be worthwhile -- Lure effects are highly situational, and sometimes it will be useless. But sometimes it will also be gamebreaking, because it makes the rest of your board unblocked, or wipes out your opponent’s board by forcing them to block.
This will get large without a whole lot of effort, and that is really nice because it also happens to have Trample! It does die to just about everything initially, and sometimes it will be better to play it and then a land in the same turn to make it so fewer spells can take it down.
Decent stats +3 life, this will sometimes pull you out of a fire thanks to slowing down an aggressive assault and the life it gives you.
So, if this were just the spell half of the card, how good would it be? The answer is -- not that great. Paying 7 mana to get a creature from your library and put it into play just isn’t an awesome deal, you’re usually not going to be able to get your full mana’s worth, even with the clause here that makes your smaller creatures get some +1/+1 counters. Basically, this is just card selection. When you add the land half to the mix though, like with all of these, the card gets considerably better. After all, this is a 7-mana spell -- if you get it early you are really going to wish it was a land -- and hey, guess what! Your wish can come true here! Then, in the late game, it gives you something to spend mana on.
Another Modal card, we have seen cards similar to the Fortification in the past and they haven’t been super impressive. Sure, sometimes they help you win combat or your creature survive a removal spell, but a lot of the time what a card like this does just isn’t worth the card. It would probably be like a D+ at best. However, this format has a strong +1/+1 counter theme in BG, AND this is a modal DFC, which means it can be a land when putting a counter on something doesn’t seem meaningful enough.
Some more fixing and ramp for Green that also triggers landfall a couple of times! 4-mana spells that search up two basics tend to be fine in Limited, assuming a format isn’t blistering fast, so adding the Kicker upside here is nice -- especially because it turns your board into a force to be reckoned with. Some ramp/fixing spells feel pretty useless in the late game when you already have a ton of man, and the Kicker here definitely makes this card matter than most.
As a 6-mana 5/5 with Vigilance that can fill whichever party role you need, this would probably be a C, perhaps even a C+ -- but it of course can also reduce its cost, and it isn’t crazy to imagine playing this for 5 mana, and playing it for 4 won’t be super rare either, and in those cases this is going to feel really good. A creature this size with Vigilance is always really nice in Limited, as it really makes it harder for opponents to effectively race you if you have a big creature who can play both offense and defense.
The Kicker deck is very real, and Vine Gecko is part of the reason for that. If this could JUST reduce the cost of Kicker spells, or JUST gained the counter, it would be good – but it does both, making it pretty great. It can become your win condition if you need it to, as well as enabling Kicker in general.
This is a 3-mana 3/3 with a bunch of Equipment upside, and this happens to be a format with actually playable Equipment all over the place. Drawing cards when equipped creatures attack is great, especially because you can combine it with the other ability to make the attack essentially free. Just the threat of activation of indestructibility on Equipped creatures will often just make your opponent take the hit while you draw the card. And in general, being able to make your equipped creatures indestructible is good -- not just in that situation.
So, Red Green is all about aggressive landfall, as this signpost uncommon tells you. He will be a 3/3 on turns where you play a land -- which will usually at least include the first few turns after you play him, and there are various ways in this set to make him a 5/5 too, which is even scarier. Small creatures can’t block it either, and that’s an evasive ability that has overperformed every time we have seen it lately. It is hard to get over the fact that it is only a 1/1 though, that dies to pretty much everything – and in the late game it won’t be growing much either.
So, the signpost uncommon for BW want you to be both gaining life, and playing Clerics, since it pays you off for both! It gets larger when you gain life, and playing clerics gains you life, so you don’t really have to go out of your way for the +1/+1 counter part of the card to trigger, though obviously having some other ways to gain life will make it better.
Even if you have 0 other +1/+1 counter synergies and your opponent kills Grakmaw immediately, it will leave behind a 3/3 – in addition to being a 3-mana 3/3 itself! Then, you factor in getting larger when other creatures with counters on them die, and other synergy you can get out of Grakmaw’s counters, and you’re looking at what I think is probably a bomb. Once this starts leaving behind 5/5s and stuff, it will just get silly
Lords are always good if they have enough things to pump – and Kargan Warleader definitely does. RW is obviously the Warrior archetype, as this signpost uncommon is telling you, so much of your board will get a boost out of this creature which is also already a 3-mana 3/3.
Its ability to reduce spells will sometimes just feel like you have Vodalian Arcanist in play, and that won’t be the best feeling, but it has a ton of upside that won’t be that hard to take advantage of. If you are in UR, you’re going to have enough Wizards that this represents some very real mana.
If we put the party mechanic aside here, we’re looking at what is already a very good card -- a 3-mana 3/3 Flyer with a very nice activated ability. She can attack effectively most of the time, and once you need her to, she can give your whole board hexproof or indestructible, and that ability is always really going to wreak havoc on your opponent, just with the threat of activation. Now that we’ve talked about that, we can bring the “party” effect back in, but I don’t think it makes a huge difference. This is because Linvala is one of those party payoffs who demands a full party, and even though she brings one of those creature types to the table -- she is a Wizard -- you just won’t be able to consistently assemble a full party. Obviously if you can, she will become absolutely absurd, since she shuts down a creature every turn.
This has reasonable defensive stats, helps you ramp, and gives you a reasonable Kicker payoff. And, obviously, the ramp part of the card helps you kick things in the first place.
If this was just a 2-mana 2/2 with kicker that allowed it to be a 5-mana 5/5 in the late game, it would be at least a C+. That might sound underwhelming if you haven’t played with Kicker before, but being able to be either of those reasonably efficient cards is very powerful. Then, you add in the fact that BG is all about +1/+1 counters, so this skeleton having counters when it is kicked matters extra, and THEN you also add in the fact that he is a +1/+1 counter payoff himself, and you have something even better.
The goal here is to abuse Landfall with this Beast, and if past visits to Zendikar are any indication, triggering landfall a bunch is a good way to win.
While she seems kind of like a buildaround, the good news is, RW decks in this format will have enough of both of those for Nahiri to be pretty good. She doesn’t make the most imposing tokens, but they can at least chump block for her, and if you have Equipment maybe do more than that. Her -2 will draw you a card a decent amount of the time, and her -3 will be able to do 2-4 damage often enough and that’s great.
Note that her animated lands don’t stick around to protect her like on some NIssas -- the lands she animates are basically only good for attacking -- but with Menace they will be pretty nice attackers. One cool thing about her is her static landfall ability -- you can potentially get her up to 5 loyalty the turn you play her by playing a land afterword, and sometimes, just paying 4 mana to reanimate something and make it bigger, or put it into play from your hand and make it bigger will be worthwhile.
This Omnath is obviously great, even though in Limited it will mostly just be a 4/4 that draws you a card and gains you some life – but that’s actually an incredibly good card, which will make it hard for your opponent to take you down. 4 life per lands is a lot! The one limitation here is the challenging mana cost, but if you are base Green, its doable.
A 4-mana 3/3 with Lifelink is already kind of okay. Obviously, this comes with additional Cleric upside which is nice -- but you also have to be loading up your graveyard in the process to really take advantage of that. I don’t think it is crazy to imagine trading with a 2 or 3 mana Cleric and then dropping this though, which will be a nice little source of value.
I love that he adds to the board immediately no matter what. And yeah, sure a bunch of 0/1s aren’t always going to be impactful, but this thing is alsoa 6-mana 5/5, so making like 6 0/1s is going to be a pretty good outcome for that investment. Now, this set does have a considerable number of nonbasics thanks to the modal land/spells, so sometimes he may only make like 4 or 5 tokens, but that’s ok. And those 0/1s won’t stay that way for long, since Phylath can make one of them a heck of a lot bigger. In an ideal world, I think you wait until you can play Phylath AND play a land in the same turn, so that one of the 0/1s can become a 4/5 right away. If left unchecked, he will continue to pump his Plant friends, and that’s pretty awesome. I think Phylath is a bomb -- it will pull you back to parity from behind, ahead if you are parity, and seal the deal if you are already ahead.
This gives a nice bonus for the cost when you first play it. It will usually at least be giving +1/+0 and Menace, and giving more than that isn’t far-fetched. Three mana for that boost isn’t too shabby. Now, having to pay four to equip it after that is a bit steep, but the free equip to start things off helps make up for that, as does the fact that it will frequently give a larger boost.
A two mana 1/3 with Flash and Flying is already playable, but the fact that it provides an ability that mills the opponent 2 cards as long as at least one rogue is attacking is great, especially because it eventually pumps the power of all of your rogues!
So, 6-mana to draw 3 and gain 3 at instant speed would actually already be a playable card in control decks. Now, it wouldn’t be more than something kind of mediocre, but still, that’s our base level here. I like expensive draw spells that gain you life, because they tend to mitigate against the big downside of using a whole turn to cast it, something that usually costs you life since your opponent will probably be attacking you. I really think once you have this down to 5 mana you’re in business, and anything less than that and it will get pretty silly.
Triggering off of spells and Wizards is even better than you might think. It it isn’t far-fetched to imagine your deck having 10+ ways to power this thing, and sometimes multiple times a turn. This will attack as a 3/3 with regularity, and often threaten to be even bigger than that.
The design here is a little confusing, I think Most X costed creatures have P/T equal to X when you cast them, but not this one! If you only pay 3 mana total for this, it will be a 3/3 – not a 1/1, so keep that in mind. You can still dump as much mana as you hav einto this, like most X-costed creatures, it will just be a heck of a lot more efficient! So yeah, this will always have P/T equal to what you pay for it, and that’s nice – and the bigger you make it, the more +1/+1 counters it has, and the more counters, the more Kicker spells it can copy. This is basically a large and efficient creature that has really incredible Kicker upside – copying those spells for 0 mana is no joke! UG is of course the kickeriest color pair in the set too, so it will be doing some work.
This pig is pretty nice. It is a 4-mana 4/4 that draws you two cards, and that’s hard not to like. Sure, those two cards are lands, but remember this is Zendikar, and GW is one of the combinations that is most focused on landfall. In other words, this helps make sure you hit some land drops and will help you keep triggering landfall.
This guy is real good. Even if you couldn’t reduce the cost at all, you’d be looking at a great card. It can attack right away in the sky, and also shakes up the rest of the board by giving it deathtouch. It is going to feel real bad to see your opponent slam this on the table because it will just change the game, and even if you untap and kill it, the damage will often already be done. Then, you have to consider that casting this for 5 will probably be a common occurrence, and casting it for 4 isn’t even that far-fetched. And cheaper than that isn’t entirely impossible. The planeswalker clause here isn’t going to come up a whole lot, obviously, but hey, it is more upside. I think this is just a bomb.
If you take the Rogue payoff part of the card away, you have a 5-mana 4/4 with Flash that has a super powerful ability when it does combat damage -- just stealing any permanent from your opponent’s graveyard is no joke. And sure, it has no evasion to speak of at all, but because of Flash, you may be able to take your opponent off-guard with it --- in addition to the usual upside of Flash, which lets you suddenly block an attacking creature that is smaller. Then you add the Rogue Ninjutsu part of the card to the mix, and you have something really, really good. Basically, on a base level it is a pretty good card, and it has silly upside.
This seems fine. 1 mana to give something Flying is a reasonable rate, especially because it sticks around to give your other guys flying if they need it. It will, of course, be especially attractive in the RW deck that’s all about Equipment, but I think it is a reasonable inclusion anywhere.
Well, this is a weird inclusion here for Limited. It is more intended for other formats. Obviously, it makes sense flavorwise because it is something left behind by the Eldrazi, but this set just doesn’t have enough colorless creatures or colorless mana producers for this to be worth it in Limited.
This is cool, but too expensive and clunky to ever really do anything in Limited.
It is a 4-mana 4/4 that, sure, dies to any spell targeting it – but it makes 1/1s when that happens, so it is really more upside than it is downside. Additionally, the kicker on it will really matter in this format. With all the modal spell/lands this will end up making a 1/1 token at least most of the time you kick it, and sometimes it will be even sillier! Basically, no matter what your opponent does, this is going to leave something behind on the board, in addition to being a relatively efficient creature on top of that.
This doesn’t have to sacrifice to use its ability, so in a UR deck it often becomes a repeatable source of removal that is difficult for your opponent to overcome. It can be a bit slow, but this is great in those decks.
This reminds me of Pirate’s Cutlass, and that’s a very good place to be, as that was one of the best non-rare piece of Equipment we have seen in Limited in a long time. This actually costs one less than the Cutlass, and when you have a Warrior in play, it will be even better! Where it isn’t quite as good as the Cutlass is in the fact that it does not give the same pump to non Warriors. Still, it actually has a pretty reasonable Equip cost after that first one you get as a freebe.
This is going to be pretty terrible in the early game – a 3-mana 6/6 that can’t attack or block and has a mill ability just isn’t very good, even with reputable mill, and even WITH mill being a real thing in this format. Now, obviously, eventually it will make itself able to attack and block, and a 6/6 is a significant body all game long, and that makes it into a much better card.
This is a great Cleric payoff, as it makes it very difficult for your opponent to race you. If you attack with a board full of clerics, this creates a nightmare situation. There are plenty of payoffs in this set for gaining life, and that’s what really puts the Vial over the edge.
You have to be a party deck to really take advantage, because if you are paying any more than 5 for this it isn’t going to feel very good, and even then it is just a big guy with no evasion.
This offers some good fixing, and some silly ramp if you can kick it. 3 mana mana-rocks that add any color aren’t usually amazing in Limited, but yeah, you play them often enough when you are interested in either ramping or fixing, and the upside if this giving you 3 extra mana for 6-mana in the later part of the game is nice.
So, this is mostly a payoff for decks that can put counters on stuff. This is mostly going to be BG, but White has some ways to do it too. It is kind of ok in the absence of +1/+1 counter stuff, as a 3-mana 2/3 with Flying and Defender with the possible option of being a 7 mana ¾ with Flying in the late game.
Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time.
This is a huge overachiever. It helps tie together Tribal or Party decks, and even the fixing it offers can be quite helpful.
Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
So this can be an okay land if you’re in a Party deck – those decks will predominately be UW and BR, colors that normally don’t have access to fixing – but if you have a couple of these, you can gain access to a lot of interesting party members.
Pathway lands offer good fixing and will be strict upgrades over basic lands in your deck, and that is worth something.
Pathway lands offer good fixing and will be strict upgrades over basic lands in your deck, and that is worth something.
Pathway lands offer good fixing and will be strict upgrades over basic lands in your deck, and that is worth something.
Pathway lands offer good fixing and will be strict upgrades over basic lands in your deck, and that is worth something.
Don’t sleep on this, it is really good. Creature lands always excel in Limited. This is because they give you something to do with excess mana if you’re flooding, and in addition to that, they are also pretty nice simply because in the early game they serve one important function -- giving you mana -- and then in the late game, they can actually be threats, and the Barrens here can continually grow throughout the game. Giving it two counters and animating for 4 mana is actually a pretty reasonable deal, and there will be plenty of games where this thing just gets massive and takes over for you late. Non-basic lands with abilities are just great, and this is a very nice one that you should take early.
Pathway lands offer good fixing and will be strict upgrades over basic lands in your deck, and that is worth something.
Pathway lands offer good fixing and will be strict upgrades over basic lands in your deck, and that is worth something.
So, if you’re playing several spells with Kicker, this can work. It gives you a mana boost and even lets you splash some powerful spells that you want to kick! If you only have a few spells with kicker, I’m not sure the hit to your mana base is worth it though.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-uncommon|White|Instant
|
1.5 | 2.1 | 7.69 | 267 | 5.79 | 2796 |
ss-mythic|White|Creature — Angel Cleric
|
4.0 | 5 | 1.03 | 70 | 1.04 | 82 |
ss-common|White|Creature — Human Cleric
|
2.0 | 1.8 | 8.31 | 939 | 7.28 | 8395 |
ss-rare|White|Creature — Archon
|
3.0 | 4.6 | 1.88 | 90 | 1.70 | 212 |
ss-rare|White|Creature — Human Cleric
|
1.5 | 4.7 | 1.66 | 119 | 1.75 | 277 |
ss-uncommon|White|Creature — Kor Cleric
|
3.5 | 4 | 3.42 | 455 | 2.97 | 1362 |
ss-uncommon|White|Creature — Mouse
|
3.5 | 3.2 | 5.15 | 541 | 4.64 | 2264 |
ss-common|White|Creature — Kor Warrior
|
1.5 | 2 | 7.93 | 690 | 6.84 | 8052 |
ss-common|White|Instant
|
2.0 | 0.9 | 10.53 | 1149 | 9.35 | 10997 |
ss-common|White|Instant
|
0.5 | 0.1 | 12.37 | 1222 | 11.05 | 13020 |
ss-uncommon|White|Creature — Angel Warrior
|
3.5 | 4.1 | 2.99 | 399 | 2.61 | 1186 |
ss-mythic|White|Sorcery
|
4.5 | 5 | 1.00 | 61 | 1.00 | 85 |
ss-common|White|Creature — Kor Cleric
|
3.0 | 3 | 5.56 | 740 | 4.88 | 5565 |
ss-common|White|Creature — Kor Wizard
|
2.5 | 2.1 | 7.61 | 950 | 6.87 | 8160 |
ss-uncommon|White|Creature — Griffin
|
3.5 | 4.3 | 2.59 | 411 | 2.29 | 993 |
ss-rare|White|Enchantment
|
5.0 | 5 | 1.06 | 151 | 1.05 | 169 |
ss-uncommon|White|Enchantment
|
4.0 | 4.4 | 2.42 | 382 | 2.14 | 972 |
ss-common|White|Creature — Human Warrior
|
2.0 | 1.7 | 8.69 | 1554 | 8.61 | 10005 |
ss-uncommon|White|Instant
|
3.5 | 4 | 3.30 | 326 | 2.62 | 1358 |
ss-uncommon|White|Creature — Kor Cleric
|
3.0 | 2.9 | 5.93 | 531 | 4.98 | 2469 |
ss-uncommon|White|Creature — Kor Warrior
|
3.0 | 3.8 | 3.80 | 245 | 3.16 | 1433 |
ss-common|White|Creature — Kor Cleric
|
3.0 | 2.7 | 6.41 | 1431 | 6.34 | 7329 |
ss-rare|White|Creature — Angel Warrior
|
4.0 | 4.9 | 1.32 | 123 | 1.31 | 193 |
ss-rare|White|Creature — Human Cleric
|
4.5 | 5 | 1.00 | 157 | 1.00 | 188 |
ss-common|White|Creature — Ox
|
1.5 | 1.2 | 9.87 | 1175 | 9.06 | 10604 |
ss-uncommon|White|Sorcery
|
2.5 | 3.3 | 4.84 | 207 | 3.40 | 1892 |
ss-rare|White|Artifact — Equipment
|
4.5 | 5 | 1.01 | 147 | 1.01 | 175 |
ss-common|White|Creature — Cat
|
1.5 | 0.9 | 10.58 | 1007 | 9.35 | 10810 |
ss-common|White|Enchantment — Aura
|
4.0 | 4 | 3.24 | 809 | 2.89 | 3110 |
ss-rare|White|Sorcery
|
3.5 | 4.6 | 1.89 | 76 | 1.89 | 250 |
ss-uncommon|White|Creature — Human Warrior
|
3.0 | 2.8 | 6.16 | 617 | 5.41 | 2642 |
ss-common|White|Instant
|
3.0 | 1.7 | 8.73 | 1496 | 8.58 | 9940 |
ss-common|White|Instant
|
0.5 | 0.2 | 12.15 | 1511 | 11.12 | 13191 |
ss-common|White|Creature — Cat Beast
|
2.5 | 2.9 | 5.84 | 1066 | 5.50 | 6325 |
ss-common|White|Instant
|
1.5 | 1.2 | 9.70 | 619 | 7.82 | 9246 |
ss-common|White|Creature — Kor Warrior
|
2.0 | 1.9 | 8.18 | 994 | 7.37 | 8677 |
ss-uncommon|White|Instant
|
3.0 | 3.7 | 3.94 | 272 | 2.94 | 1583 |
ss-common|White|Creature — Angel Cleric
|
3.5 | 3.8 | 3.69 | 1178 | 3.45 | 3950 |
ss-rare|White|Creature — Kor Spirit
|
4.0 | 4.9 | 1.26 | 144 | 1.26 | 195 |
ss-uncommon|White|Creature — Kor Cleric
|
3.0 | 3.2 | 5.11 | 399 | 3.86 | 2215 |
ss-rare|White|Creature — Kor Warrior
|
3.5 | 4.9 | 1.34 | 164 | 1.35 | 229 |
ss-common|White|Instant
|
2.0 | 1.4 | 9.28 | 1032 | 8.50 | 9795 |
ss-common|White|Creature — Bird
|
3.0 | 2.6 | 6.50 | 801 | 5.70 | 6579 |
ss-mythic|White|Legendary Creature — Human Warrior
|
4.5 | 5 | 1.06 | 69 | 1.08 | 91 |
ss-common|Blue|Instant
|
0.0 // 2.5 | 1.8 | 8.52 | 630 | 7.42 | 8723 |
ss-uncommon|Blue|Instant
|
2.5 | 2.7 | 6.29 | 153 | 3.79 | 2172 |
ss-common|Blue|Enchantment — Aura
|
3.5 | 3.9 | 3.61 | 821 | 3.20 | 3636 |
ss-common|Blue|Creature — Merfolk Wizard
|
1.5 | 0.9 | 10.51 | 1168 | 9.57 | 11235 |
ss-rare|Blue|Legendary Creature — Leviathan Crab
|
4.0 | 4.7 | 1.81 | 109 | 1.79 | 224 |
ss-common|Blue|Instant
|
0.0 // 2.0 | 1.1 | 9.98 | 822 | 8.95 | 10322 |
ss-common|Blue|Creature — Merfolk Cleric
|
1.5 | 1 | 10.25 | 1238 | 9.54 | 11236 |
ss-uncommon|Blue|Instant
|
0.0 | 0.6 | 11.12 | 417 | 8.90 | 4160 |
ss-rare|Blue|Enchantment
|
0.5 | 3.8 | 3.70 | 57 | 2.82 | 448 |
ss-rare|Blue|Creature — Merfolk Wizard
|
3.5 | 4.6 | 1.99 | 103 | 1.90 | 242 |
ss-common|Blue|Creature — Human Wizard
|
2.5 | 3 | 5.66 | 943 | 5.23 | 6175 |
ss-common|Blue|Instant
|
1.5 | 0.9 | 10.60 | 962 | 9.62 | 11173 |
ss-common|Blue|Creature — Merfolk Wizard
|
3.0 | 3 | 5.67 | 899 | 5.20 | 5896 |
ss-common|Blue|Sorcery
|
2.5 | 2.8 | 6.19 | 835 | 5.68 | 6627 |
ss-common|Blue|Instant
|
2.0 | 2.2 | 7.47 | 1115 | 7.08 | 8195 |
ss-rare|Blue|Creature — Shapeshifter Rogue
|
4.0 | 4.9 | 1.34 | 101 | 1.38 | 176 |
ss-rare|Blue|Sorcery
|
4.0 | 4.9 | 1.17 | 94 | 1.19 | 155 |
ss-common|Blue|Instant
|
3.0 | 3.7 | 4.07 | 756 | 3.48 | 3924 |
ss-mythic|Blue|Legendary Planeswalker — Jace
|
4.0 | 5 | 1.02 | 48 | 1.05 | 63 |
ss-uncommon|Blue|Instant
|
3.0 | 3 | 5.63 | 319 | 3.98 | 2267 |
ss-common|Blue|Creature — Elemental
|
2.5 | 1.4 | 9.38 | 639 | 7.86 | 9224 |
ss-uncommon|Blue|Sorcery
|
4.5 | 4.2 | 2.80 | 420 | 2.58 | 1219 |
ss-rare|Blue|Sorcery
|
1.5 | 4.5 | 2.17 | 84 | 2.02 | 270 |
ss-rare|Blue|Creature — Sphinx Wizard
|
4.0 | 5 | 1.11 | 123 | 1.14 | 185 |
ss-uncommon|Blue|Creature — Merfolk Wizard
|
3.5 | 4.1 | 3.04 | 255 | 2.69 | 1111 |
ss-uncommon|Blue|Creature — Merfolk Rogue
|
3.0 | 3.3 | 4.98 | 377 | 4.24 | 2015 |
ss-common|Blue|Instant
|
0.5 | 0.7 | 10.91 | 760 | 9.52 | 11064 |
ss-rare|Blue|Creature — Human Rogue
|
3.0 | 4.7 | 1.61 | 87 | 1.67 | 216 |
ss-common|Blue|Creature — Elemental
|
2.5 | 1.7 | 8.57 | 786 | 7.25 | 8386 |
ss-uncommon|Blue|Enchantment
|
5.0 | 4.3 | 2.53 | 527 | 2.51 | 1213 |
ss-uncommon|Blue|Creature — Crab
|
3.5 | 4.2 | 2.75 | 536 | 2.81 | 1395 |
ss-mythic|Blue|Sorcery
|
3.0 | 4.8 | 1.48 | 27 | 1.49 | 98 |
ss-mythic|Blue|Creature — Human Wizard
|
3.0 | 4.9 | 1.31 | 45 | 1.30 | 101 |
ss-common|Blue|Creature — Merfolk Rogue
|
2.5 | 2.1 | 7.71 | 1168 | 7.38 | 8574 |
ss-common|Blue|Instant
|
2.5 | 0.9 | 10.44 | 1366 | 9.73 | 11426 |
ss-uncommon|Blue|Instant
|
2.0 | 2.7 | 6.32 | 138 | 3.90 | 2198 |
ss-uncommon|Blue|Sorcery
|
2.0 | 2.2 | 7.59 | 527 | 6.48 | 3233 |
ss-common|Blue|Creature — Squid
|
1.5 | 1.3 | 9.64 | 784 | 8.44 | 9941 |
ss-uncommon|Blue|Creature — Merfolk Rogue
|
3.5 | 3.6 | 4.30 | 450 | 3.73 | 1752 |
ss-common|Blue|Creature — Merfolk Wizard
|
3.0 | 2.5 | 6.72 | 1242 | 6.65 | 7651 |
ss-rare|Blue|Creature — Merfolk Rogue
|
3.5 | 4.6 | 1.83 | 83 | 1.73 | 196 |
ss-uncommon|Blue|Creature — Merfolk Wizard
|
3.5 | 4 | 3.24 | 223 | 2.61 | 1325 |
ss-common|Blue|Creature — Human Wizard
|
3.5 | 4 | 3.42 | 293 | 2.94 | 1318 |
ss-common|Blue|Creature — Human Rogue
|
2.0 | 1.4 | 9.44 | 1724 | 9.53 | 11452 |
ss-uncommon|Black|Creature — Human Rogue
|
2.5 | 3.4 | 4.66 | 620 | 4.09 | 1972 |
ss-mythic|Black|Sorcery
|
3.0 | 5 | 1.08 | 49 | 1.05 | 82 |
ss-uncommon|Black|Creature — Human Rogue
|
4.0 | 4.2 | 2.95 | 323 | 2.36 | 1170 |
ss-common|Black|Sorcery
|
2.0 | 1.9 | 8.18 | 1205 | 7.53 | 8735 |
ss-common|Black|Sorcery
|
1.5 | 1 | 10.38 | 1226 | 9.43 | 10950 |
ss-uncommon|Black|Sorcery
|
4.0 | 4.6 | 1.99 | 392 | 1.87 | 816 |
ss-rare|Black|Sorcery
|
1.0 | 4.4 | 2.49 | 53 | 2.20 | 271 |
ss-common|Black|Instant
|
4.0 | 4.3 | 2.55 | 881 | 2.35 | 2597 |
ss-uncommon|Black|Creature — Human Cleric
|
2.0 | 2.6 | 6.57 | 389 | 5.11 | 2387 |
ss-mythic|Black|Legendary Creature — Vampire Cleric
|
5.0 | 5 | 1.00 | 54 | 1.00 | 61 |
ss-common|Black|Creature — Vampire Rogue
|
1.0 | 1.5 | 9.08 | 626 | 7.51 | 8735 |
ss-common|Black|Creature — Wurm Horror
|
2.0 | 1.1 | 10.06 | 1404 | 9.47 | 10895 |
ss-common|Black|Creature — Vampire Rogue
|
2.5 | 2.7 | 6.31 | 856 | 5.66 | 6571 |
ss-common|Black|Sorcery
|
3.5 | 3.7 | 4.09 | 1253 | 3.88 | 4587 |
ss-common|Black|Creature — Zombie Bat
|
2.0 | 2.9 | 5.96 | 1159 | 5.64 | 6500 |
ss-common|Black|Creature — Crocodile
|
2.0 | 0.8 | 10.70 | 1171 | 9.69 | 11551 |
ss-common|Black|Creature — Snake
|
2.5 | 1 | 10.19 | 1214 | 9.57 | 11261 |
ss-rare|Black|Instant
|
4.0 | 4.8 | 1.52 | 134 | 1.50 | 191 |
ss-common|Black|Creature — Vampire Warrior
|
1.5 | 0.5 | 11.31 | 1436 | 10.51 | 12179 |
ss-rare|Black|Sorcery
|
3.5 | 4.8 | 1.43 | 129 | 1.46 | 196 |
ss-uncommon|Black|Enchantment — Aura
|
1.0 | 0.4 | 11.69 | 760 | 10.10 | 4741 |
ss-common|Black|Creature — Vampire Cleric
|
3.0 | 3.2 | 5.09 | 1072 | 4.82 | 5544 |
ss-uncommon|Black|Instant
|
3.0 | 3.2 | 5.07 | 354 | 3.61 | 1935 |
ss-common|Black|Creature — Vampire Cleric
|
3.0 | 2.6 | 6.63 | 1200 | 6.50 | 7536 |
ss-uncommon|Black|Artifact — Equipment
|
1.0 | 1.9 | 8.16 | 272 | 6.18 | 2981 |
ss-common|Black|Sorcery
|
1.5 | 2 | 7.88 | 1122 | 7.58 | 8716 |
ss-rare|Black|Creature — Vampire Rogue
|
4.5 | 4.9 | 1.18 | 169 | 1.21 | 201 |
ss-common|Black|Creature — Human Rogue
|
2.0 | 2.1 | 7.83 | 702 | 6.87 | 8024 |
ss-common|Black|Creature — Human Rogue
|
2.5 | 2.7 | 6.42 | 1191 | 6.13 | 7240 |
ss-rare|Black|Creature — Vampire Cleric
|
4.0 | 5 | 1.03 | 114 | 1.04 | 154 |
ss-common|Black|Instant
|
1.0 | 0.8 | 10.82 | 899 | 9.60 | 11037 |
ss-uncommon|Black|Sorcery
|
2.5 | 3.1 | 5.39 | 218 | 3.57 | 1983 |
ss-uncommon|Black|Creature — Vampire Cleric
|
3.0 | 3.4 | 4.82 | 487 | 4.06 | 1956 |
ss-mythic|Black|Creature — Demon
|
4.0 | 5 | 1.00 | 52 | 1.00 | 72 |
ss-uncommon|Black|Creature — Vampire Rogue
|
2.5 | 3.2 | 5.24 | 548 | 4.77 | 2347 |
ss-rare|Black|Sorcery
|
3.5 | 4.7 | 1.77 | 90 | 1.71 | 221 |
ss-rare|Black|Creature — Shade
|
4.0 | 4.8 | 1.38 | 155 | 1.40 | 218 |
ss-uncommon|Black|Creature — Cat Horror
|
3.0 | 3 | 5.60 | 381 | 4.68 | 2299 |
ss-rare|Black|Instant
|
3.5 | 4.7 | 1.76 | 153 | 1.82 | 218 |
ss-common|Black|Instant
|
2.5 | 2.7 | 6.37 | 748 | 5.24 | 5976 |
ss-rare|Black|Legendary Creature — Demon Cleric
|
3.5 | 4.8 | 1.49 | 131 | 1.53 | 193 |
ss-uncommon|Black|Sorcery
|
4.0 | 4.1 | 3.01 | 439 | 2.87 | 1273 |
ss-common|Black|Instant
|
2.5 | 3.7 | 4.01 | 905 | 3.57 | 4271 |
ss-uncommon|Black|Sorcery
|
3.0 | 2.9 | 5.96 | 438 | 4.51 | 2547 |
ss-common|Red|Creature — Elemental Dog
|
1.5 | 2.1 | 7.69 | 585 | 6.89 | 8032 |
ss-uncommon|Red|Creature — Minotaur Warrior
|
3.5 | 3.3 | 4.88 | 480 | 3.82 | 2152 |
ss-common|Red|Creature — Human Wizard
|
3.0 | 2 | 7.94 | 1164 | 7.62 | 8870 |
ss-uncommon|Red|Instant
|
2.0 | 2.2 | 7.44 | 296 | 5.64 | 2745 |
ss-common|Red|Sorcery
|
1.0 | 0.2 | 12.17 | 1488 | 11.27 | 13422 |
ss-common|Red|Creature — Human Warrior
|
2.5 | 2.4 | 6.98 | 884 | 6.24 | 7240 |
ss-uncommon|Red|Creature — Goblin Warrior
|
3.5 | 3.3 | 4.83 | 367 | 4.01 | 1885 |
ss-common|Red|Creature — Goblin Wizard
|
2.5 | 1.9 | 8.08 | 852 | 7.19 | 8329 |
ss-uncommon|Red|Creature — Human Warrior
|
3.5 | 3.4 | 4.79 | 485 | 4.12 | 1978 |
ss-common|Red|Creature — Goblin Warrior
|
3.0 | 2.6 | 6.57 | 1009 | 5.85 | 6853 |
ss-uncommon|Red|Creature — Goblin Rogue
|
2.5 | 2.7 | 6.31 | 447 | 5.14 | 2558 |
ss-common|Red|Instant
|
1.5 | 0.9 | 10.59 | 1099 | 9.82 | 11515 |
ss-rare|Red|Creature — Human Warrior
|
4.0 | 4.7 | 1.65 | 162 | 1.69 | 260 |
ss-uncommon|Red|Instant
|
3.0 | 2.9 | 5.80 | 607 | 4.80 | 2778 |
ss-mythic|Red|Creature — Dragon
|
5.0 | 5 | 1.00 | 54 | 1.00 | 73 |
ss-rare|Red|Creature — Human Wizard
|
3.5 | 4.6 | 2.01 | 139 | 1.92 | 273 |
ss-common|Red|Instant
|
1.5 | 1.6 | 8.88 | 628 | 7.70 | 8928 |
ss-mythic|Red|Legendary Creature — Minotaur Warrior
|
4.5 | 5 | 1.00 | 52 | 1.00 | 72 |
ss-rare|Red|Sorcery
|
0.0 | 3.8 | 3.72 | 46 | 2.79 | 389 |
ss-common|Red|Creature — Hellion
|
2.5 | 2 | 7.93 | 831 | 7.06 | 8327 |
ss-rare|Red|Creature — Goblin Rogue
|
3.0 | 4.6 | 2.02 | 127 | 1.93 | 232 |
ss-uncommon|Red|Creature — Human Wizard
|
4.0 | 4 | 3.36 | 343 | 2.94 | 1432 |
ss-common|Red|Sorcery
|
4.0 | 4.2 | 2.88 | 976 | 2.61 | 3020 |
ss-rare|Red|Enchantment
|
1.0 | 4.2 | 2.85 | 54 | 2.49 | 376 |
ss-common|Red|Artifact — Equipment
|
2.0 | 0.8 | 10.72 | 1049 | 9.78 | 11511 |
ss-common|Red|Creature — Human Warrior
|
2.0 | 1 | 10.21 | 1398 | 9.78 | 11449 |
ss-rare|Red|Creature — Giant Warrior
|
4.0 | 4.8 | 1.55 | 128 | 1.49 | 213 |
ss-uncommon|Red|Creature — Minotaur Warrior
|
3.5 | 3.8 | 3.67 | 346 | 2.95 | 1339 |
ss-mythic|Red|Sorcery
|
4.5 | 5 | 1.00 | 45 | 1.00 | 71 |
ss-common|Red|Instant
|
1.0 | 0.6 | 11.11 | 971 | 9.99 | 11642 |
ss-uncommon|Red|Creature — Insect
|
3.0 | 3.4 | 4.77 | 404 | 4.05 | 1939 |
ss-common|Red|Creature — Goblin Rogue
|
1.5 | 0.7 | 11.01 | 876 | 9.92 | 11539 |
ss-uncommon|Red|Sorcery
|
2.5 | 3.2 | 5.28 | 243 | 3.63 | 1950 |
ss-uncommon|Red|Instant
|
3.0 | 3.5 | 4.51 | 334 | 3.49 | 1991 |
ss-common|Red|Creature — Lizard
|
1.5 | 1 | 10.28 | 1289 | 9.77 | 11208 |
ss-common|Red|Instant
|
2.0 | 2.5 | 6.74 | 709 | 5.86 | 6784 |
ss-common|Red|Creature — Goblin Warrior
|
2.0 | 1 | 10.35 | 1315 | 9.81 | 11498 |
ss-uncommon|Red|Sorcery
|
4.0 | 4.5 | 2.18 | 354 | 2.02 | 925 |
ss-uncommon|Red|Creature — Human Wizard
|
4.0 | 4 | 3.34 | 258 | 2.62 | 1190 |
ss-common|Red|Sorcery
|
1.5 | 0.1 | 12.30 | 1340 | 11.17 | 13049 |
ss-common|Red|Creature — Wall
|
0.5 | -0 | 12.59 | 1218 | 11.27 | 13049 |
ss-rare|Red|Instant
|
3.5 | 4.7 | 1.76 | 59 | 1.61 | 218 |
ss-rare|Red|Enchantment
|
3.5 | 4.6 | 2.03 | 86 | 1.90 | 218 |
ss-rare|Red|Creature — Beast
|
0.0 | 4.3 | 2.62 | 58 | 2.41 | 340 |
ss-common|Green|Sorcery
|
1.0 | 0.2 | 12.18 | 1425 | 11.10 | 13182 |
ss-mythic|Green|Creature — Elemental
|
4.0 | 5 | 1.04 | 48 | 1.07 | 72 |
ss-mythic|Green|Legendary Creature — Elemental
|
4.5 | 5 | 1.09 | 77 | 1.10 | 91 |
ss-uncommon|Green|Sorcery
|
3.0 | 3.5 | 4.54 | 346 | 3.60 | 1955 |
ss-common|Green|Instant
|
1.5 | 0.1 | 12.44 | 1293 | 11.19 | 13260 |
ss-common|Green|Creature — Beast
|
2.5 | 3.3 | 5.04 | 636 | 4.28 | 4709 |
ss-rare|Green|Creature — Beast
|
3.0 | 4.5 | 2.24 | 127 | 2.14 | 254 |
ss-common|Green|Creature — Human Warrior
|
2.5 | 1.8 | 8.48 | 899 | 7.78 | 9010 |
ss-common|Green|Creature — Beast
|
3.0 | 3 | 5.71 | 787 | 4.91 | 5561 |
ss-rare|Green|Instant
|
4.5 | 4.7 | 1.66 | 179 | 1.66 | 245 |
ss-uncommon|Green|Creature — Insect
|
3.5 | 3.4 | 4.72 | 259 | 3.78 | 1770 |
ss-common|Green|Creature — Elf Wizard
|
3.5 | 3 | 5.53 | 971 | 5.05 | 5727 |
ss-rare|Green|Creature — Elephant
|
4.0 | 4.9 | 1.17 | 95 | 1.27 | 159 |
ss-common|Green|Creature — Insect
|
1.5 | 1.7 | 8.66 | 598 | 7.75 | 8919 |
ss-common|Green|Creature — Beast
|
2.0 | 1.8 | 8.38 | 1017 | 7.90 | 9046 |
ss-uncommon|Green|Instant
|
3.5 | 4.1 | 3.15 | 270 | 2.49 | 1274 |
ss-rare|Green|Creature — Snake
|
4.0 | 4.9 | 1.20 | 91 | 1.17 | 160 |
ss-common|Green|Instant
|
1.5 | 1 | 10.31 | 1264 | 9.77 | 11420 |
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
ss-common|Green|Creature — Troll Warrior
|
1.5 | 0.8 | 10.83 | 1064 | 9.85 | 11360 |
ss-uncommon|Green|Creature — Plant Elemental
|
3.5 | 3.9 | 3.63 | 315 | 3.09 | 1372 |
ss-common|Green|Enchantment — Aura
|
1.0 | 0.8 | 10.74 | 1084 | 9.96 | 11560 |
ss-rare|Green|Creature — Ooze
|
4.0 | 4.8 | 1.56 | 124 | 1.57 | 210 |
ss-common|Green|Sorcery
|
3.5 | 3.7 | 4.05 | 828 | 3.60 | 4024 |
ss-common|Green|Sorcery
|
2.5 | 2.3 | 7.17 | 614 | 6.24 | 7192 |
ss-uncommon|Green|Instant
|
2.0 | 2.6 | 6.63 | 481 | 5.57 | 2728 |
ss-common|Green|Sorcery
|
2.0 | 1.5 | 9.17 | 1216 | 8.91 | 10270 |
ss-rare|Green|Creature — Insect
|
4.5 | 4.7 | 1.70 | 174 | 1.74 | 228 |
ss-uncommon|Green|Artifact — Equipment
|
2.0 | 3.4 | 4.81 | 145 | 3.67 | 1715 |
ss-uncommon|Green|Creature — Elf Cleric
|
2.0 // 3.0 | 1.6 | 8.85 | 329 | 6.63 | 3226 |
ss-common|Green|Sorcery
|
1.0 | 0 | 12.54 | 1196 | 11.19 | 13060 |
ss-rare|Green|Creature — Fungus Beast
|
3.5 | 4.7 | 1.73 | 124 | 1.76 | 225 |
ss-common|Green|Creature — Elf Rogue
|
2.5 | 2.4 | 7.06 | 873 | 6.32 | 7264 |
ss-rare|Green|Creature — Elf
|
4.0 | 4.6 | 1.85 | 128 | 1.79 | 221 |
ss-common|Green|Creature — Elf Rogue
|
1.5 | 0.5 | 11.33 | 786 | 9.91 | 11404 |
ss-uncommon|Green|Creature — Elemental
|
3.5 | 3.2 | 5.10 | 469 | 3.90 | 2108 |
ss-uncommon|Green|Creature — Elf Wizard
|
2.5 | 2.2 | 7.55 | 607 | 6.49 | 3197 |
ss-common|Green|Creature — Cat
|
3.0 | 3.1 | 5.31 | 1098 | 5.00 | 5825 |
ss-common|Green|Creature — Giant Cleric
|
2.5 | 1.9 | 8.26 | 1027 | 7.64 | 8770 |
ss-mythic|Green|Sorcery
|
3.5 | 4.8 | 1.48 | 44 | 1.36 | 90 |
ss-uncommon|Green|Instant
|
3.0 | 3.1 | 5.46 | 327 | 3.96 | 2266 |
ss-uncommon|Green|Sorcery
|
2.5 | 3.4 | 4.79 | 462 | 4.16 | 2159 |
ss-uncommon|Green|Creature — Human
|
3.5 | 3.9 | 3.44 | 274 | 2.87 | 1327 |
ss-uncommon|Green|Creature — Lizard Elemental
|
4.0 | 3.9 | 3.51 | 300 | 3.07 | 1397 |
ss-rare|White|Red|Legendary Creature — Kor Warrior
|
4.0 | 4.8 | 1.36 | 96 | 1.43 | 198 |
ss-uncommon|Red|Green|Creature — Elemental
|
3.0 | 3.8 | 3.67 | 252 | 3.53 | 1518 |
ss-uncommon|White|Black|Creature — Vampire Cleric
|
3.5 | 4.4 | 2.34 | 289 | 2.25 | 979 |
ss-rare|Black|Green|Legendary Creature — Hydra Horror
|
4.5 | 5 | 1.01 | 80 | 1.03 | 137 |
ss-uncommon|White|Red|Creature — Human Warrior
|
3.5 | 3.4 | 4.77 | 550 | 4.62 | 2259 |
ss-rare|Blue|Red|Legendary Creature — Human Wizard
|
3.5 | 4.2 | 2.75 | 91 | 2.52 | 312 |
ss-rare|White|Blue|Legendary Creature — Angel Wizard
|
4.5 | 4.9 | 1.18 | 82 | 1.20 | 162 |
ss-uncommon|Blue|Green|Creature — Beast
|
3.5 | 3.4 | 4.75 | 344 | 4.19 | 1932 |
ss-uncommon|Black|Green|Creature — Plant Skeleton
|
3.5 | 3.2 | 5.08 | 283 | 4.13 | 1914 |
ss-uncommon|White|Green|Creature — Beast
|
3.0 | 3.8 | 3.79 | 259 | 3.25 | 1492 |
ss-mythic|White|Red|Legendary Planeswalker — Nahiri
|
4.5 | 4.9 | 1.21 | 56 | 1.18 | 84 |
ss-mythic|Black|Green|Legendary Planeswalker — Nissa
|
4.5 | 5 | 1.00 | 57 | 1.00 | 69 |
ss-mythic|White|Blue|Red|Green|Legendary Creature — Elemental
|
4.5 | 4.4 | 2.41 | 59 | 2.28 | 121 |
ss-rare|White|Black|Legendary Creature — Kor Cleric
|
4.0 | 4.9 | 1.20 | 98 | 1.19 | 156 |
ss-rare|Red|Green|Legendary Creature — Elemental
|
5.0 | 5 | 1.02 | 109 | 1.03 | 145 |
ss-uncommon|Black|Red|Artifact — Equipment
|
3.0 | 1.9 | 8.16 | 378 | 6.42 | 3054 |
ss-uncommon|Blue|Black|Creature — Human Rogue
|
4.0 | 4.2 | 2.84 | 453 | 2.81 | 1258 |
ss-uncommon|White|Blue|Instant
|
3.0 | 3.2 | 5.07 | 248 | 4.10 | 1832 |
ss-uncommon|Blue|Red|Creature — Merfolk Wizard
|
3.5 | 3.2 | 5.24 | 182 | 4.08 | 1875 |
ss-rare|Blue|Green|Legendary Creature — Serpent
|
4.5 | 5 | 1.06 | 80 | 1.06 | 143 |
ss-rare|White|Green|Legendary Creature — Elemental Boar
|
4.0 | 4.9 | 1.15 | 86 | 1.17 | 141 |
ss-rare|Black|Red|Legendary Creature — Vampire Rogue
|
5.0 | 4.9 | 1.17 | 127 | 1.20 | 181 |
ss-rare|Blue|Black|Legendary Creature — Merfolk Rogue
|
5.0 | 5 | 1.12 | 130 | 1.16 | 180 |
ss-common||Artifact — Equipment
|
1.5 | 1.9 | 8.10 | 442 | 5.98 | 6770 |
ss-mythic||Legendary Artifact
|
0.0 | 4.8 | 1.50 | 14 | 1.25 | 74 |
ss-mythic||Legendary Artifact
|
0.0 | 5 | 1.10 | 29 | 1.09 | 78 |
ss-rare||Artifact Creature — Construct
|
4.0 | 4.9 | 1.14 | 107 | 1.21 | 139 |
ss-uncommon||Artifact
|
3.5 | 2.8 | 6.16 | 352 | 5.02 | 2328 |
ss-uncommon||Artifact — Equipment
|
3.5 | 2.9 | 5.87 | 364 | 4.65 | 2311 |
ss-uncommon||Artifact Creature — Golem
|
3.0 | 2.8 | 6.03 | 396 | 4.91 | 2500 |
ss-uncommon||Artifact
|
3.0 | 2.8 | 6.16 | 438 | 5.31 | 2673 |
ss-common||Artifact Creature — Golem Warrior
|
1.5 | 1.8 | 8.31 | 839 | 7.39 | 8658 |
ss-rare||Artifact
|
2.5 | 4.6 | 2.00 | 73 | 2.01 | 252 |
ss-common||Artifact Creature — Gargoyle
|
1.5 | 1.3 | 9.59 | 2019 | 9.13 | 10731 |
ss-common||Artifact
|
1.0 | 0.6 | 11.30 | 1444 | 10.04 | 11613 |
ss-common||Artifact Creature — Beast
|
3.5 | 3.1 | 5.30 | 1326 | 4.87 | 5678 |
ss-common||Artifact — Equipment
|
1.0 | 0.2 | 12.11 | 1171 | 10.49 | 12421 |
ss-uncommon||Land
|
1.5 | 1.2 | 9.80 | 481 | 7.81 | 3828 |
ss-rare||Land
|
3.0 | 4.6 | 1.96 | 75 | 1.77 | 226 |
ss-rare||Land
|
3.0 | 4.6 | 2.04 | 84 | 1.74 | 224 |
ss-rare||Land
|
3.0 | 4.6 | 1.84 | 64 | 1.73 | 213 |
ss-rare||Land
|
3.0 | 4.6 | 2.03 | 70 | 1.79 | 244 |
ss-rare||Land
|
4.0 | 4.9 | 1.19 | 133 | 1.19 | 170 |
ss-rare||Land
|
3.0 | 4.5 | 2.15 | 75 | 1.83 | 233 |
ss-rare||Land
|
3.0 | 4.6 | 2.03 | 61 | 1.81 | 239 |
ss-rare||Land
|
1.5 | 4.3 | 2.53 | 51 | 2.35 | 327 |
|
Dimir | 5058 matches | 612 decks |
|
Orzhov | 4804 matches | 580 decks |
|
Boros | 4343 matches | 516 decks |
|
Simic | 2873 matches | 345 decks |
|
Gruul | 2654 matches | 317 decks |
|
Selesnya | 2549 matches | 304 decks |
|
Rakdos | 2496 matches | 301 decks |
|
Golgari | 2412 matches | 288 decks |
|
Azorius | 1731 matches | 210 decks |
|
Izzet | 1474 matches | 176 decks |
|
Naya | 507 matches | 62 decks |
|
Esper | 396 matches | 48 decks |
|
Mardu | 335 matches | 41 decks |
|
Abzan | 327 matches | 38 decks |
|
Sultai | 303 matches | 35 decks |
|
Bant | 224 matches | 26 decks |
|
Jund | 192 matches | 23 decks |
|
Mono Blue | 168 matches | 21 decks |
|
Jeskai | 169 matches | 20 decks |
|
Temur | 147 matches | 18 decks |
|
Grixis | 145 matches | 17 decks |
|
Mono Green | 130 matches | 15 decks |
|
Mono Red | 125 matches | 15 decks |
|
Mono White | 106 matches | 12 decks |
|
Four Color | 53 matches | 7 decks |
|
Mono Black | 58 matches | 7 decks |
|
Four Color | 50 matches | 6 decks |
|
Four Color | 34 matches | 4 decks |
|
Four Color | 35 matches | 4 decks |
|
Four Color | 26 matches | 3 decks |