The stats aren't good, but it offers colorless fixing so you'll use it sometimes.
Two mana for a 1/2 flyer that gains 2 life is almost passable, so the fact this can fix your mana too makes for a solid Common.
It takes them a turn to do it, but they offer passable stats and great fixing.
There aren't a ton of ways to make multiple tokens in a turn in this format, so she'll mostly just gain you a life here and there. Every now and then she'll give you an absurd turn, though.
This is technically card disadvantage, but the tempo is often worth it. Being able to give them a Treasure when you really don't want them to recast the spell you bounced (or anything else) is nice upside, but this'll never be card positive.
The adventure is a great way to blank removal and it's nice in combat too, and the creature has a useful creature type (dwarf) and a useful super type (legendary). It's going to start lots of good Storied curves in the format early, and give you close to 2 cards of value later in the game.
This can remove pretty much anything while also digging you deeper in your deck and potentially building out your board. It's also splashable and has good synergy for UW.
This is a solid two drop, and once you get your enduring story his tax effect will slow your opponent down in a big way.
This is one mana cheaper than this activated ability usually is, and that's pretty relevant since 2-mana 2/2s that make you pay 5 to give everything +1/+1 have themselves been good cards in the past.
It's not that impressive on rate, but it's an Equipment and a Dwarf, and you're going to be in the market for that in the RW color pair.
This can definitely hit hard in the air when you have a nice board, but if you have a nice board you probably just want to attack with that stuff instead of spending big mana on a card that delivers no immediate value.
This is a tricky one. It has an incredibly high ceiling when you have a well built-out board, but it's not always worth it to bounce a bunch of your stuff to get 4/4s back. Like, that's not always worth the mana. It gets better if you're really good at going wide, but it also does nothing on it's own.
Recruit on a card that likes it when you're going wide is pretty sweet, and this'll often be reasonably imposing in the mid-game.
The floor is 4-mana for two 2/2s. You'd play that card every time, and it has absurd upside where it buffs everything (including itself) and it can also crank out even more dwarves without too much difficulty.
This is for Commander players. It's awful in Limited. Getting a treasure back doesn't make up for you spending three to give your opponent a card they paid nothing for.
A two mana 1/1 with double strike is a good baseline, and this even comes with some equipment to slap on it and make it into a formidable attacker right away.
This is going to draw lots of cards in RW, and getting a free equip every now and then is nice too. It's not the best at combat, but that's okay when it can generate this many cards.
One mana for a 1/1 + Recruit is good, even if you never get them both at the same time.
This trigger is nice, but most of the time you won't be able to get this the turn it comes down, since you spent 4 mana on this and drawing an extra card is a lot harder.
This is super inefficient unless it's killing a tapped creature, and the fact that it can kill creatures with more than 5 toughness is a pretty big bummer.
This is a nice card to discard to Recruit, and buffing your whole team is great when you're Recruiting.
It's going to be really easy to have something for Chapter II, either because you have a few cards in your graveyard or you discarded the card when you Recruited with Chapter I. This generates about two cards of value for a very low cost.
This is a mediocre three drop, but it's legendary in a set and a color where that matters.
You'll often be able to recruit once with her -- since if your opponent wants to deal with her they usually have to use a noncreature, and if she's allowed to stay on the board she'll generate lots of value.
This gives you a 2-for-1 for only two mana, makes sure you don't miss land drops, and gives you a really nice attack with the last chapter. It's pretty incredible for the cost.
This is back-breaking when your opponent walks into it. It feels like an absolute bomb when you can pull that off, but we have to account for the times where it also doesn't do much since it can only go after attacking creatures.
The first mode is a removal spell that is a little narrow, but it always trades up. The second mode meanwhile can save lots of creatures and even help you get storied.
The second mode will often have a target in this format, and while it's not efficient, having a secondary meaningful mode on an Inspired Charge-like effect is a big deal, since you no longer have the massive downside of it being useless except when it wins you the game.
The Adventure mode starts to feel efficient when you pay 3 or more for X, and obviously you want to name Dwarf with the Enchantment. That does make this a little less good in non-Dwarf decks though, since you won't be able to name a creature type that is quite as optimal.
It's an inefficient creature with an underwhelming highly situational adventure. Neither side is worth the mana or a card.
It's a passable combat trick that will occasionally do something amazing with Equipment.
Just the creature side of this is a pretty nice card, and sometimes you'll be able to do something amazing with the Adventure.
This will often only let you cast one extra thing, but that's plenty. It also makes Adventure creatures cheaper from exile.
You're overpaying a bit for either mode, but having them together is a big upgrade. Being able to leave up 3 mana and counter something if the situation arises -- and cast it as a draw spell if the situation doesn't arise -- is pretty nice.
His own activated ability is a pretty great late-game value engine, and this format has enough other activated abilities around for you to draw a card here and there.
The stats are bad and the landfall trigger is only useful situationally.
If you need a two drop this can do the job, but not very well. It's understatted and has a clunky activated ability.
This gets like 99% of the way to removing a creature and that's pretty great for 3 mana.
This is certainly powerful -- but you can't play a 5-mana card that never adds to the board. You're going to need to draw 3+ cards with this for it to feel worth it, and you just won't get there, especially in Blue. Casting this is going to lose you the game a big chunk of the time.
A 5-mana 4/5 with Ward 3 is kind of playable, and his activated ability is nice to have access to in the late game.
Recruiting on attacks is great, and means that you can trigger this the turn you play it. It's also a pretty good creature to do the attacking with on later turns. This is going to let you recruit on most turns, and that's very powerful.
This kind of creature rarely works out in Limited. It starts with bad stats and only grows when you do something that you're likely to do 3-5 times a game -- and you have to do it in the right order for it to ever matter. At least it's not a 3-mana 2/2 or a 4-mana 3/3.
The Adventure rebuys enters triggers and landfall triggers, and the creature is passable enough. If you can get a card of value out of the instant, you'll feel pretty good about things.
I'd be pretty happy with a 4-mana 3/1 flyer that looted when ti enters. I'd be really happy with a 4-mana 3/1 flyer that makes a 1/1 token. This is kind of both of those at the same time (though not quite). Either way, it's a great rate for what it is.
If your deck has a decent number of flyers -- especially flyers with relatively high power -- this is going to be a nice card for your deck. If your deck doesn't have a decent number of ways to enable this though, it's awful.
The baseline here is acceptable and it's ability to grow helps it stay relevant for much of the game.
I'm not happy with a 3-mana 2/4 or a 3-mana 4/2 -- and this is both.
This isn't too shabby on turn one, but it gets especially good when you cast Speak Secrets first -- both because it's likely to give you a card back and because it helps set up threshold. Bad news is there's not a dedicated "instant and sorcery" deck in this format, but I think it'll still work well enough.
This is basically a Divination with upside. The first two chapters can be pretty good -- but also entirely relevant. But still, this generates a 2-for-1 and the first two chapters are likely to buy you the time to draw those cards at a minimum.
This is great with Recruit, and generates a 3-for-1 over the course of the game even when you don't go that route.
It seems exciting since it grows every time you do something that you do on every turn, but it starts out far too inefficiently and grows way too slowly. It's almost like it's not on the board at all for a couple of turns.
This'll give you a 2-for-1 most of the time while also giving you some graveyard value, and if you're really good at mind games it might play even better.
You can only play this if your deck has a ton of landfall and/or cards with "enters" triggers, because otherwise this basically does nothing.
I like adding Recruit to a Counterspell, but this only does it when you are countering something super inefficiently, and the baseline is still Cancel, which is usually a 1.5
This is a crazy swingy card. 6 mana for Counterspell is awful, but if you counter a permanent you get your mana's worth back. It has a really high ceiling and a very mediocre floor.
This doesn't do anything on it's own and that's a bad place to be at 4 mana, and there's no guarantee you just have noncreature spells ready to go to start drawing with this.
We see this kind of card in every set, and it's always quality removal -- but just shy of premium.
Mostly all you're getting here is double prowess which is cool and all, but the set also doesn't actually have that mana Wizards so it's super expensive to Equip. Every now and then you might double another trigger which is fun, but most of the time this won't do enough to warrant a spot in your deck.
This adds a little something to the board while getting you back your best creature, and then it has even more upside on future turns between potentially getting more Amass triggers and using the activated ability.
This is at it's best when you destroy something expendable with it, draw a card, and then get a body back. However, it has an additional mode where it can remove an opposing creature. It's not always useful since you give them something back, but in a pinch this is still a removal spell.
The double black is a significant downside. It's hard to splash and Limited decks have bad mana in general, so sometimes it gets stuck in your hand. Still, it can deal with anything pretty efficiently.
This lets your opponent sacrifice tokens to it, and that's a pretty big downside in this set. Still, it has an immediate impact on the board and is a decent Equipment on future turns.
This is a great two-drop that can stay relevant all game thanks to it's activated ability, and it is one of the cheapest ways to enable Ferocious.
This is great disruption especially because it adds to the board. Chapter III and IV are also better than they look, as they can have a real impact on a race. This will feel like a 2-for-1 most of the time.
The floor on this card is pretty awful, but I don't think it'll be that hard to run this out for two mana in the mid to late game. Obviously it's not insane when you do that, but it's going to feel pretty good on a double-spell turn.
This causes more problems in combat than you'd think, since it can threaten to generate 2-for-1s if your opponent has an X/1 in play and can even trade up for three drops.
This will generate a 2-for-1 most of the time while also working great alongside goblin and graveyard payoffs.
This would be quite good with just the first mode, so the fact you can sometimes use it to sweep away a bunch of little guys is pretty great.
He's kind of a 5-mana 4/3 with menace that puts a counter somewhere. That's not terrible, but it's not something you're excited about either.
Hs ability to come back from the graveyard represent some real inevitability, and the format has enough fodder for this to actually be a legitimate win condition sometimes -- in addition to just being a good, aggressive turn two play.
It's been a long time since a 3-mana 2/2 with no "enters" or "dies" trigger has been worth playing in Limited. It's just too inefficient, and the Scry trigger doesn't do much to overcome that.
This is better than it looks because it can fill two separate spots on your curve. But man, the creature side is especially underwhelming.
Because of Flash, it's not that hard to manufacture situations where this triggers that first time. It can even Flash in and block something to generate a 2-for-1, and that's kind of the floor here. If left unchecked he goes completely wild.
It's a little slow and clunky to be sure, but this can give you lots of value even with only an investment of a few mana. If you're really far behind it might be dangerous, but getting a bunch of free cards can often offset putting your life total in the danger zone.
By the mid-game it's pretty likely this represents a 2-for-1, and because of his mill ability it's not impossible that he becomes a 3-for-1. He's pretty mediocre early, though.
This is a pretty scary one drop for BG decks which are going to have some nasty curve outs courtesy of this guy and some other cheap Wolves.
This is pretty close to being a 3-mana 2/2 that draws you a card when it enters, and that's often a very good card.
This two drop can trade for anything and it'll sort of feel like it has lifelink once you get Ferocious.
Three-mana to draw two in Black is a playable card in some formats, and this has the added upside of being a mediocre combat trick. It's not always worth using that way, but having access to it when the right situation arises is nice.
This is very difficult to come out ahead against, since even with 0 counters on it, it dies into Amass 3, which is worth a card. The Rampager's ability to gobble up creatures and get even bigger isn't always optimal, but there's enough fodder and other stuff that making it bigger will be worthwile sometimes.
This is a pretty good sacrifice outlet, but you're not always going to have something to give up on turn two, when you have to run this out sometimes.
There's enough fodder in this format for this to be a good removal spell.
A 2-mana 1/1 who forces discard is always a nice Common in Limited, and this one has a useful creature type and is good sacrifice fodder in a format with lots of outlets.
This just asks for too many things to line up correctly for it to be playable. You need a bunch of creatures to die at the same time and those creatures have to have abilities that are actually relevant once they become Food, because just turning those cards into Food alone isn't worth it.
The stats are bad for sure but it's ability to rummage can really help you find gas in the later game, and it might even dole out some damage.
Even without any downside this wouldn't be an insane card these days, so the fact that it won't untap without an enduring story can be a problem.
Just one trigger from this feels good, and there's a real chance that you can really go off with it.
This is a solid removal spell up front, and chapter II will have a target a reasonable chunk of the time in this format. Throw in some extra mana and you have an excellent Uncommon.
This gives you 2/3 of what you need for an enduring story, and the two things it gives you work really well together. The Equipment can change your board immediately, and once Dain Ironfoot can join in the attack you can devastate your opponent.
This is really tough in a format where you can virtually never be mono-colored. A 6-mana 6/5 is kind of what you're hoping for, and the other upside on it is hard to take advantage of.
The dragon part barely matters in this format, so this is mostly a 4-mana sweeper that kills small stuff. That can work out well in the right deck, but there are lots of awkward spots with such a symmetrical card too.
This would be a solid Common in any set, but in a format with payoffs for Dwarves, artifacts, and legendaries, it's going to be one of Red's best Commons.
This can maul opponents early, and it maintains some degree of late-game relevance since you can always suit it up on the cheap.
This enters trigger will usually at least give you a 2-for-1, and while his body is pretty bad for the cost, the fact he delivers such good value up front makes that matter a lot less.
Even in a format with a reasonable number of ways to sacrifice this, it takes way too much mana and set up to be worth such a random effect.
You won't always be able to do something with the Adventure -- although when you can, it will feel amazing to also get a 4/3 out of the same card.
This gives you two bodies on turn two most of the time, and that makes these great sacrifice fodder in addition to just being a decent rate.
The stats certainly aren't good but this gives you a card of value up front most of the time, and the 4 power can allow this to trade up. Of course, the flip side is the 2 toughness means it has to trade down sometimes too.
This has almost passable stats and it's enters trigger will actually be relevant in RW -- either because you stick the Equipment on this big creature to make him even better, or because moving an Equipment somewhere else gives you a good attack.
This is two mana to do nothing in 99% of Limited games. And no, Mountaincycling doesn't save it.
You need other treasure in your deck for this to really go off most of the time, but that's certainly doable sometimes.
You can trigger this the turn it comes down, and that's important because if it had to do the attacking it would be way worse to have to wait a turn. As is, it'll feel like an "enters" trigger most of the time -- and it has some snowball potential too.
He's a cheap legendary dwarf and that itself has some real value in the format. While he is never an imposing creature, his ability to rummage can help smooth out draws late, making him more relevant late than most two drops.
This is great removal even without the artifact token part, and that's good, because that effect will either not have a target or give you negigible value most of the time.
If you're in the market for Equipment this is a fine one to use, especially because it gives you a decent enters trigger.
You're overpaying for both effects, but it's also a single card that can generate a 2-for-1.
This is a pretty mediocre trick because it's more than one mana and not useful outside of combat.
This is a great way to cash in armies and other expendable bodies.
The fail case is a 2-for-1, and if your opponent doesn't deal with the Giant before you untap, he can attack and make another Boulder -- and then chuck both of them at your opponent's dome or at their best creatures. Either way, that's very difficult to come back from.
This format has enough Equipment lying around for this to be a 4-mana creature that destroys something when it enters a huge chunk of the time.
This delivers pretty solid value thanks to Flashback, potentially generating 2 bodies for you over the course of the game. If you get it when you have 5 mana, casting it all at once isn't terrible either.
It's a two-drop that stays pretty relevant thanks to Reach and Deathtouch, and it can swing as a pretty decent 3/2 in the early game.
If you can run this out on turn two it's pretty difficult for you not to get at least one trigger, and if you can do that you're going to be pretty happy. It is less exciting when the board is clogged up late, but because of it's trigger your opponent still has to account for it.
The Adventure is rarely useful and the creature is an underwhelming French vanilla.
Even without any other actual bears in your deck, the fact he comes down and gives something +2/+2 and trample is pretty great -- it'll often give you a big attack you didn't have before. Throw in the huge body and the ability to do that again on future turns and things get really silly -- especially if you have some other bears in your deck.
We've seen many incarnations of this card and it's always surprisingly mediocre. The problem comes from the fact that spending turn two on something that doesn't add to the board for awhile is bad -- and it's also harder to actually have creatures to put counters on since you took a turn to not play a creature.
This is kind of what you want at 6 mana -- a sizable creature that can help you dig for more gas.
Obviously you only want this in UG, but in that deck this will often be cheap and draw you at least a card when it enters.
It takes a turn to get going, but this powerful Enchantment makes it so that basically anything you draw gives you amazing value. Your lands now make 2/2s and your creatures now put counters on stuff.
This is pretty good fixing that'll also usually spit out a couple of 1/1s and give you a final effect that can really give you a big turn.
This attack trigger isn't always all that good -- it works nicely on tokens and the like, but sometimes you just don't have a second creature that benefits so much from it, and in the meantime this is a kind of hard to cast 4-mana 4/4, which isn't that exciting.
It's expensive to be sure, but it's worth the mana. While it doesn't have evasion, it hits super hard and is difficult to take down outside of combat.
This is a mediocre two drop with a super expensive ability. It does mean it is decently relevant early and late, but in the mid-game it's really not.
These stats are bad and the enters trigger is rarely relevant, especially if you don't have a bear to target.
This is just a vanilla creature but it scales as the game goes on. It's good in Elf decks because they like lands, as well as in the BG deck which likes high power.
This is a low-risk high-reward card. It only costs one, so you can basically never get blown out, and if it stays on the board it's going to grow pretty quickly.
The mana boost here is impressive -- even with no other halflings around they can produce 9 mana on the next turn. And you get three bodies from this, so the floor isn't insanely low. The bad news is in Limited you don't regularly have something to sink all this mana into.
This is expensive, but it's also huge and hard to block. But what really makes it a quality card is that the fail case is typically a 2-for-1, since your opponent has to let you draw a card if they remove it.
It's just stats, and that's not a great place to be these days. But at least it has 4 power.
This reads as a pretty powerful card at first, but keep in mind it's 5 mana for a card that does nothing on it's own, and even when it does do something what you get for your efforts is far too random.
An instant speed bite effect always makes for a quality removal spell, but choose your spots carefully.
This discount + flash can be pretty strong...sometimes. Probably is you need the creatures for this to actually do something and even when you do there are lots of situations where the discount + Flash just don't matter.
Even in a landfall set this is basically 8 mana for a card that does nothing.
This is a bit more than I'd like to pay for this effect, as if you aren't careful you can get blown out -- and that's all the more likely when you have to spend 4 mana. Still, it'll let your creature kill most stuff while also making it better on future turns.
The second mode is a playable card in aggressive formats since it's not too bad in combat and can blank removal too. I think giving this a Plummet mode helps make this a fairly maindeckable card.
This is a nice two drop that can remain relevant thanks to his ability to grant trample to the whole board.
The trigger here is amazing, but a 5-mana 3/6 that doesn't do anything immediately is a pretty big risk -- so having to also jump through the Ferocious hoop on the next turn to get something meaningful out of this is pretty obnoxious.
This can ramp your mana and double your landfall triggers in a turn whiel also ramping your mana and having a useful creature type.
This is so all in on Elf stuff that it really needs a build around grade because of how bad it will be in other Green decks. In an Elf deck though, it can be a reasonable card in combat that can also help you ramp out more Elves.
He's insane with Recruit and other effects in the set, but his baseline is pretty bad.
This is a nice payoff for drawing an extra card, and you'll be able to do a fair bit of that with Recruit.
This'll regularly be instant-speed in a UW deck, and that's pretty nasty since it buffs everything and might even make an extra body. And it can just keep helping you go wide while buffing everything.
This'll give you two counters when you have an enduring story, and that's a nice return on the investment.
This is a big body and most of the time I think you'll be able to cash something in to be a removal spell, and even get an Army back.
You can't always produce or use the mana, but this does have the potential to give you explosive starts.
4-mana 3/3s are pretty mediocre, but if you can trigger this the turn it comes down that more than makes up for it.
This is a token engine that costs very little mana, although you do need a turn to get the first return on the investment.
If you're in RW you're likely to draw a card with this enters trigger, and that's an excellent card.
This is a pretty nice card on rate alone since it can put the counter on something else, but it's also a good way to get Ferocious on turn 3 by putting the counter on itself.
The baseline is good and honing your Equipment even once is pretty good upside.
This buff is super risky and not enough to offset the chance of getting 2-for-1'd. It can come back, but only for another hefty investment and only if you have a 1/1.
This gives you your 3 mana worth of value and works great with sacrifice effects.
This'll feel fine on two, and if you already have a big army it can give it a great buff. It's also two pieces of material that can be sacrificed.
These stats make it really vulnerable, but if you're in Black/Red this handing out a Shock and drawing you a card is not farfetched.
This hits hard and can do it out of nowhere, and it's not terrible on defense either.
The idea is to bounce a land and replay it for a landfall trigger. It can also rebuy "enters" triggers, but neither of those are things that line up consistently.
This attack trigger keeps it relevant longer than most two mana 2/2s and it's a good card to set up enduring story curve outs.
This would be a pretty good rate in any set, but in a format with plentiful "draw two" payoffs and "go-wide" payoffs, it's likelyt o play even better.
She can ramp your mana while digging you deeper in your deck, and in the late game you can just keep bringing her back at which pint she becomes a bit of an engine.
Your opponent isn't guaranteed to have an artifact -- but if they have even one, you're going to feel like you're getting a great return on your investment. And the fail case here is still a huge Dragon.
This is an aggressive two drop that lets you track Storied from early on, and Ward 1 to everything can be painful for your opponent if you can get it going early enough.
If you have time to cast this and then play it as a creature, you're already getting at least a 2-for-1 and this also turns into an Elf army.
There are some cards in this format that Thranduil can borrow the abilities of, but it's more likely you trigger his legendary Elf ability. He'll just feel like a hard-to-cast vanilla a little too often.
You need a land to get it going, but that's pretty doable -- and just one trigger is going to make playing this worth it. If your opponent doesn't kill it it's likely to go off even more.
This is a big body and that activated ability is often worth using -- and your opponent can't get rid of it entirely in most cases.
Even without the adventure this buffs your board in a pretty real way while also drawing you more cards -- and those two effects work pretty well together. It's also nice that if you're in White, you can cast it if you have it in your hand and nothing else to do with your mana.
This set has a decent number of X/1s, but I still worry that this enters trigger won't do enough to make up for how bad of an equipment this is.
This is going to be great in the Dwarf deck as it offers a good buff at a very nice rate.
If you need fixing or artifacts this can do a mediocre job of that before becoming mediocre removal late.
If you can't cast Gleam of Death this is a 0.0, as a cost reduction for this much mana normally isn't worth it. If you can cast Gleam, you have a chance at generating a 2-for-1 up front and then the discount might actually matter -- but it's still asking for an awful lot.
This set does have enough legendaries that it's concievable you can draw some cards with this, but even with that in mind it doesn't feel like it does enough.
You're reall leaning on Allure of Power here to make this card worthwhile, and there's enough fodder for that to be possible. The Equipment side can be good in the exact right spot, but the biggest problem is that it's only good if your creature is already good.
It takes a lot of mana to play this and then equip it, but the buff is pretty legit and once you start making treasure this Equip cost looks a lot less painful.
This can do a lot of damage out of nowhere, but I don't like how reliant it is on your opponent's board, and it never buffs toughness so as a combat trick it's less than desirable.
This is some nice colorless fixing that also helps you with Storied. What really seals the deal is the fact that you can loot with it later in the game, helping it stay relevant, especially in UW.
This gives you exactly what you deserve for the cost -- a solid but underwhelming Equipment -- but there's enough upside to using Equipment in this set that it's a nice little Common.
This is good fixing and it can double landfall triggers -- and might even give you the land untapped if you're in the elf deck.
This whole cycle gives you a nice way to fix your mana and in the late game they have a solid little effect, even if it's only the kind of effect you use when you don't have any other mana for.
This whole cycle gives you a nice way to fix your mana and in the late game they have a solid little effect, even if it's only the kind of effect you use when you don't have any other mana for.
This is another source of fixing and double landfall triggers, and you can even cash it in for a creature sometimes.
This whole cycle gives you a nice way to fix your mana and in the late game they have a solid little effect, even if it's only the kind of effect you use when you don't have any other mana for.
This whole cycle gives you a nice way to fix your mana and in the late game they have a solid little effect, even if it's only the kind of effect you use when you don't have any other mana for.
This might enter tapped sometimes, but having a land that can spit out tokens is excellent, especially in RW.
This whole cycle gives you a nice way to fix your mana and in the late game they have a solid little effect, even if it's only the kind of effect you use when you don't have any other mana for.
| Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
|---|---|---|---|---|---|---|
|
ss-common text-light||Creature — Dog
|
2 | 1.1 | 12.00 | 2 | 10.75 | 32 |
|
ss-common text-light||Creature — Bird
|
2 | 1.6 | 10.50 | 8 | 9.07 | 119 |
|
ss-uncommon||Creature — Horse
|
2.5 | 1.8 | 10.00 | 1 | 6.50 | 7 |
|
ss-rare|White|Legendary Creature — Halfling Citizen
|
3 | 3.2 | 6.00 | 4 | 4.88 | 12 |
|
ss-rare|White|Instant
|
2.5 | -0 | 15.00 | 0 | 4.00 | 1 |
|
ss-uncommon|White|Legendary Creature — Dwarf Scout
|
3 | -0 | 15.00 | 0 | 5.00 | 6 |
|
ss-uncommon|White|Enchantment
|
4 | 4.2 | 3.33 | 3 | 3.33 | 3 |
|
ss-uncommon|White|Legendary Creature — Dwarf Noble
|
3 | -0 | 15.00 | 0 | 4.00 | 2 |
|
ss-common text-light|White|Creature — Dwarf Citizen
|
3 | 2.2 | 8.90 | 21 | 8.72 | 128 |
|
ss-common text-light|White|Artifact — Equipment
|
2.5 | 2.5 | 8.00 | 2 | 8.00 | 22 |
|
ss-uncommon|White|Creature — Bird Soldier
|
2 | 2.8 | 7.25 | 4 | 7.00 | 50 |
|
ss-rare|White|Instant
|
4 | 3.9 | 4.00 | 1 | 3.67 | 3 |
|
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 2 | 9.43 | 14 | 9.10 | 115 |
|
ss-rare|White|Legendary Creature — Dwarf Scout
|
5 | 4.3 | 3.00 | 1 | 3.00 | 1 |
|
ss-mythic|White|Enchantment
|
0 | -0 | 15.00 | 0 | 3.00 | 1 |
|
ss-uncommon|White|Creature — Dwarf Artificer
|
3.5 | 5 | 1.00 | 2 | 2.67 | 6 |
|
ss-rare|White|Legendary Creature — Dwarf Scout
|
4 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-common text-light|White|Creature — Human Scout
|
2.5 | 3.6 | 5.00 | 1 | 11.00 | 25 |
|
ss-uncommon|White|Creature — Human Artificer
|
2.5 | 3.2 | 6.00 | 2 | 7.33 | 5 |
|
ss-common text-light|White|Instant
|
2.5 | 3.5 | 5.20 | 15 | 6.19 | 74 |
|
ss-common text-light|White|Sorcery
|
2.5 | 1.8 | 10.00 | 1 | 9.50 | 21 |
|
ss-uncommon|White|Enchantment — Saga
|
4 | 4.5 | 2.33 | 3 | 3.00 | 3 |
|
ss-common text-light|White|Legendary Creature — Dwarf Bard
|
2 | 2 | 9.33 | 12 | 8.96 | 127 |
|
ss-mythic|White|Legendary Creature — Human Noble
|
3.5 | 4.5 | 2.50 | 2 | 2.00 | 3 |
|
ss-rare|White|Enchantment — Saga
|
4 | -0 | 15.00 | 0 | 4.00 | 2 |
|
ss-rare|White|Instant
|
3.5 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|White|Instant
|
3.5 | 4.3 | 3.00 | 2 | 3.00 | 4 |
|
ss-common text-light|White|Instant
|
2.5 | 1.2 | 11.50 | 14 | 10.48 | 135 |
|
ss-rare|White|Enchantment
|
4 | 4.7 | 1.75 | 4 | 2.00 | 4 |
|
ss-common text-light|White|Creature — Insect
|
1.5 | 1.4 | 11.14 | 7 | 9.93 | 133 |
|
ss-common text-light|White|Instant
|
1.5 | 0.4 | 14.00 | 1 | 12.50 | 22 |
|
ss-uncommon|Blue|Legendary Creature — Halfling Rogue
|
3.5 | 4.6 | 2.00 | 2 | 2.00 | 3 |
|
ss-mythic|Blue|Legendary Creature — Halfling Rogue
|
3 | 4.3 | 3.00 | 1 | 3.00 | 1 |
|
ss-common text-light|Blue|Legendary Creature — Halfling Rogue
|
3.3 | 5.67 | 9 | 7.80 | 80 | |
|
ss-common text-light|Blue|Instant
|
2.5 | 1.8 | 10.00 | 9 | 8.77 | 108 |
|
ss-mythic|Blue|Legendary Creature — Elf Noble
|
3.5 | 3.7 | 4.67 | 3 | 4.50 | 6 |
|
ss-uncommon|Blue|Creature — Elf Pilot
|
2 | 1.1 | 12.00 | 1 | 9.00 | 9 |
|
ss-common text-light|Blue|Creature — Elf Bard
|
2 | 1.7 | 10.27 | 11 | 10.07 | 120 |
|
ss-common text-light|Blue|Enchantment — Aura
|
3 | 3.3 | 5.73 | 11 | 6.07 | 82 |
|
ss-mythic|Blue|Enchantment
|
0 | 3.6 | 5.00 | 2 | 5.80 | 5 |
|
ss-common text-light|Blue|Legendary Creature — Avatar Wizard
|
2.5 | 1.4 | 11.18 | 17 | 10.37 | 142 |
|
ss-rare|Blue|Artifact — Vehicle
|
4.5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-common text-light|Blue|Creature — Human Cleric
|
2 | 2.8 | 7.07 | 15 | 7.04 | 92 |
|
ss-uncommon|Blue|Creature — Human Citizen
|
2.5 | 2.5 | 8.00 | 1 | 8.00 | 12 |
|
ss-common text-light|Blue|Creature — Bird
|
3.5 | 2.9 | 6.91 | 23 | 7.86 | 86 |
|
ss-rare|Blue|Legendary Creature — Bird Noble
|
1.0 // 3.5 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|Blue|Creature — Human Advisor
|
2.5 | 2.9 | 7.00 | 2 | 5.33 | 5 |
|
ss-common text-light|Blue|Creature — Elf Druid
|
1.5 | 0.7 | 13.14 | 14 | 11.73 | 160 |
|
ss-rare|Blue|Creature — Bird
|
3.5 | 2.7 | 7.50 | 2 | 6.60 | 5 |
|
ss-uncommon|Blue|Enchantment — Saga
|
3 | 1.4 | 11.00 | 1 | 11.00 | 3 |
|
ss-common text-light|Blue|Instant
|
2.5 | 2.6 | 7.71 | 21 | 7.90 | 100 |
|
ss-uncommon|Blue|Creature — Bird
|
1.5 | 2.4 | 8.25 | 4 | 11.00 | 11 |
|
ss-rare|Blue|Instant
|
3.5 | 2.1 | 9.00 | 1 | 6.25 | 7 |
|
ss-rare|Blue|Enchantment — Saga
|
1.0 // 3.0 | 3.6 | 5.00 | 1 | 5.00 | 1 |
|
ss-uncommon|Blue|Instant
|
2 | -0 | 15.00 | 0 | 6.33 | 6 |
|
ss-uncommon|Blue|Instant
|
2.5 | -0 | 15.00 | 0 | 6.00 | 4 |
|
ss-rare|Blue|Enchantment
|
0 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-common text-light|Blue|Instant
|
3 | 2.3 | 8.48 | 21 | 9.55 | 118 |
|
ss-rare|Blue|Artifact — Equipment
|
1.5 | -0 | 15.00 | 0 | 5.00 | 1 |
|
ss-rare|Black|Enchantment
|
3.5 | -0 | 15.00 | 0 | 5.50 | 2 |
|
ss-rare|Black|Legendary Creature — Goblin Soldier
|
4 | 3.6 | 5.00 | 1 | 4.50 | 4 |
|
ss-common text-light|Black|Instant
|
3 | -0 | 15.00 | 0 | 2.67 | 4 |
|
ss-common text-light|Black|Artifact — Equipment
|
2.5 | 3.6 | 5.00 | 1 | 3.67 | 3 |
|
ss-uncommon|Black|Creature — Wolf
|
3.5 | 4.2 | 3.17 | 6 | 2.92 | 17 |
|
ss-uncommon|Black|Enchantment — Saga
|
4 | 4.6 | 2.00 | 1 | 3.50 | 3 |
|
ss-uncommon|Black|Creature — Bat
|
2.5 | 5 | 1.00 | 1 | 5.00 | 5 |
|
ss-common text-light|Black|Creature — Goblin Soldier
|
2.5 | 2.4 | 8.25 | 4 | 9.50 | 29 |
|
ss-uncommon|Black|Sorcery
|
3.5 | -0 | 15.00 | 0 | 4.50 | 2 |
|
ss-uncommon|Black|Sorcery
|
3.5 | -0 | 15.00 | 0 | 2.67 | 4 |
|
ss-common text-light|Black|Legendary Creature — Halfling Horror
|
2 | 3.3 | 5.69 | 13 | 6.57 | 99 |
|
ss-uncommon|Black|Legendary Creature — Halfling Horror
|
3 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-common text-light|Black|Creature — Insect
|
1.5 | 1.7 | 10.14 | 7 | 7.96 | 93 |
|
ss-uncommon|Black|Creature — Goblin Soldier
|
2 | -0 | 15.00 | 0 | 2.67 | 3 |
|
ss-rare|Black|Creature — Wolf
|
5 | 5 | 1.00 | 2 | 2.25 | 4 |
|
ss-mythic|Black|Sorcery
|
3 | -0 | 15.00 | 0 | 6.00 | 1 |
|
ss-rare|Black|Legendary Creature — Human Advisor
|
3 | 4.2 | 3.25 | 4 | 2.50 | 10 |
|
ss-uncommon|Black|Creature — Wolf
|
3 | -0 | 15.00 | 0 | 6.50 | 3 |
|
ss-common text-light|Black|Sorcery
|
3 | 2.5 | 8.13 | 15 | 7.00 | 80 |
|
ss-common text-light|Black|Creature — Wolf
|
2.5 | 3.3 | 5.86 | 7 | 5.22 | 67 |
|
ss-common text-light|Black|Instant
|
2 | 2.4 | 8.18 | 11 | 8.07 | 103 |
|
ss-rare|Black|Creature — Wolf
|
5 | 4.2 | 3.20 | 5 | 2.80 | 6 |
|
ss-rare|Black|Legendary Creature — Halfling Citizen
|
3 | 3.2 | 6.00 | 1 | 3.50 | 2 |
|
ss-common text-light|Black|Sorcery
|
3 | 3.5 | 5.28 | 18 | 5.56 | 74 |
|
ss-common text-light|Black|Creature — Goblin Bard
|
3 | 3 | 6.67 | 9 | 6.79 | 84 |
|
ss-rare|Black|Instant
|
0 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-rare|Red|Legendary Creature — Dwarf Bard
|
3 | -0 | 15.00 | 0 | 3.50 | 3 |
|
ss-uncommon|Red|Legendary Creature — Dwarf Bard
|
2.5 | -0 | 15.00 | 0 | 5.33 | 7 |
|
ss-uncommon|Red|Creature — Goblin Bard
|
3.5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-uncommon|Red|Enchantment — Saga
|
4 | -0 | 15.00 | 0 | 1.50 | 2 |
|
ss-rare|Red|Legendary Creature — Dwarf Warrior
|
4 | 3.9 | 4.00 | 1 | 4.00 | 1 |
|
ss-rare|Red|Creature — Dragon Wurm
|
1.5 | -0 | 15.00 | 0 | 3.00 | 2 |
|
ss-rare|Red|Sorcery
|
2 | 3.6 | 5.00 | 1 | 5.50 | 4 |
|
ss-common text-light|Red|Legendary Creature — Dwarf Warrior
|
3 | 3.1 | 6.27 | 11 | 6.81 | 87 |
|
ss-uncommon|Red|Creature — Dwarf Warrior
|
2.5 | 3.4 | 5.50 | 2 | 4.32 | 28 |
|
ss-uncommon|Red|Legendary Creature — Avatar Wizard
|
3.5 | -0 | 15.00 | 0 | 5.00 | 3 |
|
ss-rare|Red|Artifact
|
0 | 1.4 | 11.00 | 1 | 11.00 | 2 |
|
ss-uncommon|Red|Legendary Creature — Dwarf Warrior
|
2.5 | 1.8 | 10.00 | 1 | 7.50 | 5 |
|
ss-common text-light|Red|Creature — Goblin Soldier
|
3 | 2.2 | 8.83 | 12 | 8.23 | 114 |
|
ss-common text-light|Red|Creature — Goblin Rogue
|
3 | 2.6 | 7.69 | 13 | 8.08 | 95 |
|
ss-common text-light|Red|Creature — Dwarf Warrior
|
2 | 1.7 | 10.33 | 6 | 8.48 | 101 |
|
ss-rare|Red|Enchantment
|
0 | 1.1 | 12.00 | 1 | 12.00 | 2 |
|
ss-rare|Red|Enchantment — Saga
|
2.5 | 5 | 1.00 | 1 | 3.00 | 7 |
|
ss-uncommon|Red|Creature — Goblin Soldier
|
3 | -0 | 15.00 | 0 | 4.00 | 1 |
|
ss-common text-light|Red|Legendary Creature — Dwarf Warrior
|
2.5 | 2 | 9.50 | 10 | 8.26 | 105 |
|
ss-common text-light|Red|Instant
|
3.5 | 4.6 | 2.00 | 1 | 2.25 | 6 |
|
ss-common text-light|Red|Artifact — Equipment
|
2.5 | 2.2 | 8.71 | 7 | 7.54 | 98 |
|
ss-common text-light|Red|Legendary Creature — Dragon
|
2.5 | 2.6 | 7.73 | 11 | 6.93 | 98 |
|
ss-common text-light|Red|Instant
|
1.5 | 1.1 | 11.90 | 10 | 9.60 | 119 |
|
ss-uncommon|Red|Creature — Goblin Ranger
|
3 | -0 | 15.00 | 0 | 8.50 | 7 |
|
ss-rare|Red|Creature — Giant
|
5 | 3.6 | 5.00 | 2 | 4.33 | 4 |
|
ss-mythic|Red|Legendary Creature — Dwarf Noble
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-common text-light|Red|Sorcery
|
2.5 | 2.7 | 7.38 | 8 | 7.21 | 91 |
|
ss-common text-light|Green|Creature — Spider
|
2.5 | 3.1 | 6.45 | 11 | 6.82 | 93 |
|
ss-rare|Green|Creature — Wolf
|
3.5 | 4.4 | 2.75 | 4 | 3.33 | 5 |
|
ss-common text-light|Green|Legendary Creature — Human Bear Shapeshifter
|
2 | 1.8 | 10.07 | 14 | 10.07 | 150 |
|
ss-mythic|Green|Legendary Creature — Bear Shapeshifter Warrior
|
5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-uncommon|Green|Enchantment
|
2.5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-common text-light|Green|Creature — Elf Scout
|
3 | 2.5 | 7.89 | 9 | 7.85 | 85 |
|
ss-rare|Green|Creature — Elf Soldier
|
3.5 | -0 | 15.00 | 0 | 9.00 | 3 |
|
ss-mythic|Green|Enchantment
|
4.5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-rare|Green|Enchantment — Saga
|
4 | 4.1 | 3.50 | 4 | 3.88 | 10 |
|
ss-uncommon|Green|Legendary Creature — Elf Advisor
|
2.5 | -0 | 15.00 | 0 | 6.50 | 8 |
|
ss-rare|Green|Creature — Bear
|
4.5 | -0 | 15.00 | 0 | 3.50 | 2 |
|
ss-common text-light|Green|Creature — Elf Soldier
|
2 | 1.9 | 9.78 | 9 | 9.36 | 123 |
|
ss-common text-light|Green|Creature — Bear
|
1.5 | 0.7 | 13.00 | 1 | 11.00 | 22 |
|
ss-uncommon|Green|Creature — Elf Ranger
|
3 | 4.6 | 2.00 | 1 | 5.00 | 2 |
|
ss-uncommon|Green|Creature — Rabbit
|
4 | 5 | 1.00 | 1 | 5.00 | 3 |
|
ss-rare|Green|Legendary Creature — Halfling Advisor
|
3 | 2.1 | 9.00 | 1 | 6.50 | 3 |
|
ss-uncommon|Green|Creature — Spider
|
3 | -0 | 15.00 | 0 | 6.33 | 9 |
|
ss-common text-light|Green|Creature — Bear
|
2 | 1.4 | 11.00 | 6 | 8.07 | 114 |
|
ss-rare|Green|Enchantment
|
1 | 2.5 | 8.00 | 3 | 5.10 | 11 |
|
ss-common text-light|Green|Instant
|
3 | 3.5 | 5.21 | 14 | 5.93 | 82 |
|
ss-rare|Green|Legendary Creature — Avatar Wizard
|
2.5 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-rare|Green|Sorcery
|
0 | -0 | 15.00 | 0 | 7.00 | 2 |
|
ss-uncommon|Green|Sorcery
|
3 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-common text-light|Green|Instant
|
2.5 | 1.9 | 9.59 | 17 | 9.83 | 132 |
|
ss-common text-light|Green|Creature — Wolf
|
3 | 2.6 | 7.75 | 8 | 7.78 | 96 |
|
ss-uncommon|Green|Creature — Wolf
|
2.5 | -0 | 15.00 | 0 | 4.67 | 5 |
|
ss-common text-light|Green|Creature — Elf Scout
|
2.5 | 1.8 | 9.94 | 17 | 9.32 | 130 |
|
ss-uncommon|Green|Creature — Elf Druid
|
1.0 // 3.0 | -0 | 15.00 | 0 | 6.00 | 2 |
|
ss-mythic|White|Blue|Legendary Creature — Human Noble Archer
|
3 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-uncommon|White|Blue|Legendary Creature — Human Archer
|
3 | 4.6 | 2.00 | 1 | 1.67 | 3 |
|
ss-rare|White|Blue|Creature — Human Citizen
|
5 | -0 | 15.00 | 0 | 6.00 | 1 |
|
ss-uncommon|White|Red|Legendary Creature — Dwarf Bard
|
2.5 | -0 | 15.00 | 0 | 4.33 | 5 |
|
ss-uncommon|Black|Red|Legendary Creature — Goblin Soldier
|
3.5 | 3.2 | 6.00 | 1 | 7.50 | 7 |
|
ss-rare|Black|Red|Creature — Goblin Soldier
|
2.5 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|Black|Green|Legendary Creature — Wolf
|
3 | -0 | 15.00 | 0 | 2.50 | 3 |
|
ss-rare|Black|Green|Creature — Wolf
|
4.5 | -0 | 15.00 | 0 | 3.00 | 1 |
|
ss-rare|White|Red|Creature — Dwarf Warrior
|
4 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-common text-light|Black|Green|Creature — Wolf
|
3 | 2.9 | 6.94 | 17 | 7.10 | 101 |
|
ss-rare|White|Red|Legendary Creature — Dwarf Warrior
|
3.5 | 4.6 | 2.00 | 2 | 3.86 | 8 |
|
ss-uncommon|White|Blue|Enchantment — Aura
|
1.5 | -0 | 15.00 | 0 | 6.00 | 1 |
|
ss-uncommon|Black|Red|Creature — Goblin Soldier
|
3 | 4.3 | 3.00 | 1 | 5.00 | 5 |
|
ss-common text-light|Black|Red|Artifact — Equipment
|
2.5 | 3.6 | 5.00 | 9 | 4.26 | 62 |
|
ss-rare|Black|Red|Legendary Creature — Goblin Noble
|
3 | 5 | 1.00 | 1 | 1.50 | 3 |
|
ss-uncommon|Black|Green|Creature — Bear
|
3 | 2.1 | 9.00 | 1 | 6.50 | 5 |
|
ss-common text-light|Blue|Green|Creature — Elf Ranger
|
2 | 2 | 9.36 | 14 | 8.23 | 115 |
|
ss-common text-light|White|Red|Legendary Creature — Dwarf Bard
|
2.5 | 2.2 | 8.83 | 12 | 7.46 | 87 |
|
ss-common text-light|White|Blue|Creature — Human Citizen
|
3 | 2.7 | 7.50 | 24 | 8.00 | 94 |
|
ss-uncommon|Blue|Green|Creature — Elf Citizen
|
4 | 1.4 | 11.00 | 1 | 8.50 | 7 |
|
ss-rare|Black|Red|Legendary Creature — Dragon
|
3.5 | 4.6 | 2.00 | 3 | 4.00 | 7 |
|
ss-uncommon|White|Red|Legendary Creature — Dwarf Noble
|
3 | -0 | 15.00 | 0 | 3.33 | 5 |
|
ss-uncommon|Blue|Green|Legendary Creature — Elf Noble
|
4 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-rare|Blue|Black|Green|Legendary Creature — Elf Noble
|
2.5 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-rare|Blue|Green|Creature — Elf Soldier
|
4.5 | 4.3 | 3.00 | 3 | 3.25 | 4 |
|
ss-rare|Black|Green|Legendary Creature — Troll
|
4 | 3.9 | 4.00 | 2 | 2.40 | 5 |
|
ss-mythic||Legendary Artifact
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-uncommon||Legendary Artifact — Equipment
|
1.5 | -0 | 15.00 | 0 | 7.50 | 9 |
|
ss-uncommon||Artifact — Equipment
|
3.5 | -0 | 15.00 | 0 | 4.00 | 2 |
|
ss-common text-light||Artifact
|
1.5 | 0.9 | 12.40 | 5 | 10.13 | 151 |
|
ss-rare||Legendary Artifact — Equipment
|
1.5 | -0 | 15.00 | 0 | 5.33 | 4 |
|
ss-uncommon||Artifact
|
1.5 | 1.8 | 10.00 | 1 | 9.00 | 10 |
|
ss-rare||Legendary Artifact — Equipment
|
2 | 4.6 | 2.00 | 1 | 2.00 | 1 |
|
ss-mythic||Legendary Artifact — Equipment
|
2 | 5 | 1.00 | 1 | 1.50 | 2 |
|
ss-rare||Legendary Artifact — Equipment
|
2 | -0 | 15.00 | 0 | 3.00 | 3 |
|
ss-uncommon||Legendary Artifact
|
3 | 2.3 | 8.50 | 2 | 5.50 | 7 |
|
ss-common text-light||Artifact — Equipment
|
2.5 | 1.3 | 11.22 | 9 | 9.60 | 142 |
|
ss-rare||Land
|
3 | 2.1 | 9.00 | 1 | 9.00 | 5 |
|
ss-common text-light||Land
|
3 | 1.4 | 11.18 | 17 | 9.60 | 94 |
|
ss-common text-light||Land
|
3 | 2.7 | 7.50 | 6 | 7.57 | 67 |
|
ss-common text-light||Land
|
3 | 2.6 | 7.64 | 14 | 8.34 | 106 |
|
ss-common text-light||Land
|
3 | 1.3 | 11.22 | 9 | 9.21 | 93 |
|
ss-common text-light||Land
|
3 | 2.1 | 9.13 | 15 | 8.62 | 90 |
|
ss-rare||Land — Mountain
|
3 | 4.5 | 2.40 | 5 | 2.67 | 6 |
|
ss-common text-light||Land
|
3 | 1.7 | 10.33 | 12 | 9.24 | 87 |
|
ss-common text-light||Basic Land — Plains
|
0.5 | 13.58 | 12 | 11.04 | 86 | |
|
ss-common text-light||Basic Land — Island
|
0.4 | 13.89 | 9 | 11.68 | 78 | |
|
ss-common text-light||Basic Land — Swamp
|
0.4 | 14.00 | 4 | 10.22 | 83 | |
|
ss-common text-light||Basic Land — Mountain
|
0.4 | 14.00 | 9 | 10.75 | 83 | |
|
ss-common text-light||Basic Land — Forest
|
0.4 | 13.90 | 10 | 11.50 | 92 |
AI Limited ratings are gathered with data from MTGA Assistant, while Nizzahon Magic provides the Pro ratings. The key difference is that the Pro ratings and comments are made before the set officially releases, while the AI ratings dynamically update with new data. It would be best to use the Pro ratings as guidance as sets are released and the AI Ratings a couple of weeks after release. Here is an explanation of how we score the cards: