This is passable removal, but certainly not premium. 5 mana is a lot to exile a creature at sorcery speed, and even though it gets a discount on a tapped creature, cards that can only kill tapped creatures at Sorcery speed are kind of rough, because it usually means your opponent got to hit you with the thing that you want to remove. It is still removal, and answers pretty much all creatures, but its so clunky it isn’t the kind of removal you’re going to prioritize.
Not killing everything is a little bit of a bummer, but this will usually be able to kill the best things on the battlefield. You can build around it to some extent too, but not having a bunch of creatures who get destroyed by it, and it isn’t like that’s super hard to do in White. Getting some Food is some nice upside to have too. Overall I think this looks pretty good. IT will be a bit awkward sometimes, as sweepers often are in Limited, and there will be times where it hurts you more than your opponent. However, you will find enough board states where you come out ahead when the dust settles.
Not killing everything is a little bit of a bummer, but this will usually be able to kill the best things on the battlefield. You can build around it to some extent too, but not having a bunch of creatures who get destroyed by it, and it isn’t like that’s super hard to do in White. Getting some Food is some nice upside to have too. Overall I think this looks pretty good. IT will be a bit awkward sometimes, as sweepers often are in Limited, and there will be times where it hurts you more than your opponent. However, you will find enough board states where you come out ahead when the dust settles.
A three mana 3/3 with Vigilance is usually a playable card, and while his ability to counter free spells will basically never come up in Limited, his ability to give indestructibility to all of your creatures and have the Ring tempt you is pretty good.
You definitely need to have a board for this to do its thing, but even if you only have two or three creatures, you end up getting a 2 or 3-for-1 for only two mana and you even gain some life when all is said and done. Because you do need to have some stuff going on it can be pretty awkward in the early game, but by the middle part of the game this is going to be capable of giving you insurmountable card advantage.
If you are paying three to equip this, it is basically unplayable. If you’re paying one to equip it enough of the time, it becomes a solid playable. There are certainly enough Humans in White, as well as some equipment synergies in the set.
The stat-line is ugly, but the ETB ability will often be enough to drastically alter combat. +1/+0 and First Strike together makes a whole lot of your board into effective attackers. Of course, you do need to have a significant board for it to really make a difference, but that’s not the biggest ask by the time you have six mana. The fact it has Plainscycling is really nice, because in the early game this is going to feel really bad in your opening hand, especially when you need to get your hands on some more land drops.
A three mana ⅔ that makes a food is probably already playable, so giving +1/+1 to something when this ETBs is nice too, and sometimes it will be more than +1/+1!
This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
Even if you have no equipment, Eowyn would be a pretty nice card. First Strike and Vigilance are both very useful keywords to gain access to, and she can even give them to herself, so her three mana 2/4 body combined with that is a nice deal! White decks in the format will often have Equipment around to make her even better too.
If you don’t control a legendary creature this gives you some decent card selection, and if you do control one, we’re talking about a 2-for-1. Generally that seems like that means if you play this on turn three it is probably just card selection, but by the mid to late game it will usually draw you a card straight up. The stats aren’t great of course, but this definitely does enough to make the cut pretty often.
This gives a reasonable boost for only one mana, and the toughness means it will do enough to save it from a decent amount of removal too. The fact it gives Flying also means you can use this sometimes before you attack to get in for lethal. It is cheap and has enough different uses that it seems like a quality trick for white aggressive deck.
This ability costing only three mana is pretty sweet, especially if you’ve gone wide enough – and doing that in White certainly seems doable. The bad news is, as a one mana 1/1 it is pretty irrelevant up until the point it can use its ability, and paying 5 for that ability isn’t nearly as appealing.
The ideal thing here is to play him in your second main phase after a creature you control dies during combat. If you do that, you’re looking at a 2-for-1, and one that can also crank out a 1/1 token every now and then. The bad news is that Hill Giant stats aren’t great, and it takes some work for either of his effects to matter.
This is a strictly better Glorious Anthem, and that’s a pretty great starting point. A two mana anthem is an impressive deal, and the extra buff for your legendary creatures is significant. You do need to have some board state for this to matter, but that’s not a huge ask.
This is solid removal. Three mana Pacifisms tend to be fine, though they aren’t usually amazing because they don’t entirely get rid of 100% of creatures, since they don’t stop things like activated or triggered abilities. Enchantment-based removal also isn’t great against things like bounce or flicker effects. Still, this does shut down most creatures for a fairly reasonable cost.
There is certainly Equipment in this set, but this card is so all in on it that it just won’t do enough in your typical White deck in the format. It isn’t like Equipment regularly ends up in the graveyard, so mostly what you’re going to get here is something that makes Equipping things a lot more flexible and efficient.
A one mana ½ that can fairly easily become a ⅔ with lifelink on the next turn is pretty decent. If you can make it a halfling Rogue, though, the upgrade isn’t nearly as impressive. Sure, being tempted by the ring gives you some good value, but Frodo actually getting in for damage ont he opposing player is usually going to involve you do some extra work, as a ⅔ lifelink isn’t exactly a worldbeater.
A 5-mana ⅘ Flash is probably already playable, and Gandalf does a heckuva lot more than that! There are enough legendaries and Artifacts in this set that giving those Flash certainly matters, and doubling the triggered abilities of those types of permanents is great too. He isn’t just going to take over games all the time, as he needs a little bit of help from your deck’s composition, but making your deck work well with Gandalf doesn’t seem like a huge challenge, especially when the baseline is so reasonable.
White has a decent amount of food and lots of cards that help it go wide, so this will often have no problem doing at leas three damage. There are of course the awkward times where your board isn’t where it needs to be to take full advantage, and that probably prevents this from being premium removal.
A 5-mana ¾ Flyer is borderline playable, and sometimes this will give Flying to other stuff too! If you can attack with two things the turn it comes down you will get an immediate return on your investment, and if Landroval makes it to your next turn, it is very easy for you to attack with two things, since Landroval counts itself!
There are enough Historic permanents in this format for Lost to Legends to be quite good. While it may not permanently get rid of a card, it is still a 1-for-1 trade, and 4 cards deep means you don’t need to worry about it for awhile.
Tapping opposing creatures tends to be pretty good in aggro decks, but paying three for the effect is kind of rough. Giving up a Food is more appealing, but you’re still attacking with a 1/3, and there’s a pretty good chance that even when you tap down an opposing creature with this, your opponent can easily take it down in combat, especially after the early stages of the game.
This is a nice payoff for going wide. Vigilance is a great addition to the counters, because it makes it a lot easier for you to play offense and defense with your newly buffed board. The Ring Tempting you will usually also mean you get to upgrade one of your creatures too. This probably needs a build around grade. Because if you aren’t a deck playing tons of creatures and cards that make multiple bodies, you probably don’t play this most of the time, and if you are a deck that’s good at that, you probably always want the first copy of this.
We see versions of this card a lot, and its always fine. It is pretty much exactly what you expect to get from a 4-mana Common – 4/4 of stats spread across two bodies.
This is basically a White Remand, and that’s pretty nice! Sure, your opponent gets the card back and can cast it in the future, but Reprieve also replaces itself, so getting some nice tempo is actually a reasonable deal. There will be times in the late game where your opponent can just cast the thing you bounce without a whole lot of effort, but the fail case is still that you get to draw a card.
So, provided you have at least one other creature in play, she’s a three mana 1/1 that gives you a food token and puts a +1/+1 counter somewhere. That’s a decent rate, especially because creating more tokens means you can really go crazy with +1/+1 counters. I like the baseline, and the upside here is massive.
This might look completely insane at first, but we’ve seen these sort of reanimator effects before and they are usually worse than they look. There is only a very narrow window in which you can reanimate something with this, and even with Flash you’re going to find yourself with no target for the effect pretty often. That said, even if Samwise doesn’t reanimate something, the ring tempting you is definitely worth some value! The times where this is a 2-for-1 it will seem nuts, but even the fail case is fairly reasonable.
Sometimes this kind of trick can generate a 2-for-1, which is obviously great – but with a toughness boost of only one, more often than not at least one of the creatures is going to die. Three mana is a lot to spend on a trick too! It is nice it gives you some food at least.
You won’t always be able to exile something with the Sheriff, but there are enough tokens in this set that this will function as removal often enough, and the baseline isn’t a terrible card anyway. Obviously giving up food is the ideal thing, but sometimes giving up a 1/1 or an Army will be worth it too.
This is cheaper than most versions of this effect that we see, but most versions of this effect also draw you a card, and The Ring Tempts You isn’t quite as good as that. Still, this will be effective in decks that end up with enough cards with ETBs. It is a bit of a bummer it can only hit creatures, as blinking Sagas can be particularly valuable. You can of course use it to help a creature dodge removal and stuff like that too. But Still, it seems like this type of card basically never makes the cut in Limited formats these days. It isn’t a disaster in the right deck, but actually generating a card of value with it is harder than you think. We’ve seen this be the case with basically every version of this effect in countless Limited formats at this point. While the list of situations where this is good seems long, the percentage of the time they come up just isn’t enough.
This has what are well below-rate stats these days, and while the enter the battlefield ability can be useful, it also isn’t anything special. This does have Flash, so sometimes it can work like a combat trick, but a +2/+0 boost isn’t exactly the sort of thing that helps your creature survive combat a large percentage of the time.
This starts out with bad stats, but it does have the ability to grow reasonably well. The fact the Ring tempts you could actually help you get the Stalwarts going too, since one of the Ring’s bonuses is that your creature loots when it attacks, which will mean the Stalwarts get a counter.
This has a pretty high ceiling, mostly as a result of Chapter II. If you can set it up to reanimate something nice, that’s going to be great. Chapter I and III deliver some value too of course, and is value that is more easily accessible, but it is decidedly less. Making something indestructible for a couple of turns is usually going to have at least some impact on the game, whether it allows you to attack or block more effectively, and lifelink can help alter a race. However, if you aren’t able to reanimate something reasonable with Chapter II, this is going to feel pretty bad overall. I think that really limits just how good this Saga can be. Sometimes it will feel amazing, when you reanimate a bomb or something – other times it will have two medium effects that don’t really get close to being worth the mana.
This has mediocre stats that would make it a 1.0 at best these days. Getting tempted by the ring is nice upside, and does mean you’ll come out ahead in most trades, but it also isn’t the type of upside to get that excited over.
The first two chapters don’t really add to the board in a meaningful way, and paying 4 mana to tutor something up just isn’t a good rate – even if you do get two things out of it by chapter II. There are enough legendaries in the set that you should usually be able to make both of the first chapters actually get you cards, but it won’t just always line up that way either, making it an even bigger problem. Chapter III is where you finally get a nice effect, but it also demands that you have a significant board state to really matter, and that’s also far from guaranteed.
This has passable base stats and an ability that will actually do something sometimes. It is nice to be able to have a Disenchant in your main deck without having to pay much of a cost.
It is a little sad that they chose this card to represent such an epic moment, because it is mediocre at best. Even in a set with lots of legendaries, this sort of removal spell tends to just be too narrow, even at one mana! This set has lots of legendaries, and making your creature into a ring-bearer also makes it legendary, but you still can’t always count on having one around, and even when you do, setting up an advantageous situation where this actually does something can be a challenge.
Having two legendary creatures in play is very doable in this set, but you also shouldn’t always expect to be able to cast this for three. At four mana it is definitely a little bit clunky, but at least you can see up to 4 cards – which is a ton in Limited.
I don’t love that none of what this does impacts the board in any way, and that’s a pretty big liability when you’re at 4 mana. Sure, it does net you a couple of cards and then gives you a mana boost, but I’m not sure that’s enough for me. It does trigger the cards in the set that like it when you draw extra cards, but the mana this can give you is often going to go unused. There is some value in shuffling a bunch of nonlands back into your deck, both keeping you from decking and improving your spell density, but this is expensive enough and slow enough that I think its just decent.
Obviously, this doesn’t work super well against Armies, since they will have counters to remove that allows this to untap, and there are other +1/+1 counters in the set too. However, I do think this will effectively lock down most creatures in the set, and it isn’t like if they have +1/+1 counters this goes away entirely anyway, because they have to keep removing counters from it to untap it. Obviously you want to use it on things that don’t have those counters at all, I’m just saying that even in the worst case it can be a problem for your opponent. I think this actually gets pretty close to being premium removal because it is so cheap, but even ignoring the whole +1/+1 counter part of the card, this doesn’t ever fully deal with a creature.
So, the Horse effect is some hilarious flavor, but this is mostly just a two mana 2/1 that makes a treasure when it gets blocked. That’s a fairly mediocre two-drop, but not a disaster either.
This seems like a nice deal for only a single Blue mana. Most of the time getting two effects for one mana ends up being pretty nice, and I think that’s the case here.
This replaces itself, so it is hard for it to be terrible, but paying two mana to give your spells Flash normally isn’t going to be that good in Limited. First, you need to cast this, and then, you have to have mana available to cast your non-instants for the effect to actually matter, and having that all line up consistently in Limited is going to be rare. Still, it does have upside, and the worst case is that you pay two to draw a card, so it is difficult for it to be terrible.
This has below-rate states, but looting for one mana isn’t too bad, especially in a format with lots of payoffs for drawing an extra card during your turn.
This is kind of an interesting take on Think Twice and similar cards. Drawing a card for two mana isn’t really worth it, but if you have a few cards with Scry in your deck, this suddenly turns into an impressive 2-for-1 that you only spend two mana on. Scry is definitely available in the set too, and it seems very doable to make this work in most Blue decks.
Instants that temporary lower power usually aren’t very good, since they aren’t usually enough to help your creature win in combat or anything, instead they just feel like they delay the inevitable. However, Adding Amass to the mix does matter. If you think of this as a one mana 1/1 that gives a creature -3/-0 until end of turn, that sounds a lot better. It won’t always be that, but if it isn’t well, then it will put a counter on your Army, and that does increase the chances of this feeling more like a combat trick.
Lately, we’ve finally been seeing cards with this type of effect actually be playable, but that’s because they have drawn a card. Once that’s the case, a boost like this can be a 2-for-1 and that’s a big deal! The Ring tempting you isn’t nearly as good as drawing a card, so I don’t think this does enough. The problem with this type of boost is that you end up overpaying for it on most creatures – like a 3/3 that gets +2/+2 from this is not a good deal. Sure, on 1/1s it feels better, but that makes this overly situational
A three mana 3/2 with Scry 1 isn’t terrible, and adding Scry 1 to all of your creatures is a nice deal. Triggering it more than once isn’t impossible either, and the value you get from the Ring gives you even more upside
A 4-mana 2/4 with Flash and the ability to turn your sorceries into Instants isn’t too bad, but what really makes this impressive is the fact that you get to draw a card every time you choose a non-Gandalf creature as your ringbearer. That’s some massive value, and even if you only draw 1 card with Gandalf, that’s going to feel amazing.
This is a strictly better Essence Scatter, and Essence Scatter is always decent in Limited. It is cheap and counters the most common type of spell in your typical game.
If you have some counters around, she can be a pretty cool value engine. Moving counters to her is nice, especially if you can get a +1/+1 counter from one of your Armies or something – but her ability to move her counters from herself to other stuff while drawing you cards is what really intrigues me. Unfortunately, you end up having to have the right board state and the time to use both of these activated abilities before she really starts delivering, and that seems like a pretty big ask. Maybe the coolest thing you can do with her is remove lore counters from Sagas, so that you can keep triggering their effects. So, she has a passable baseline, and if you have enough counters you’ll probably play her. But even in those situations she won’t be amazing that often because she’s so slow.
We’ve seen three mana 3/2s with Flash that Scry a lot lately, and they haven’t been that good – but in the other sets there wasn’t a Scry deck like there is in this one. That probably does enough for this to be solid
This does a bunch of little stuff that will play reasonably well in multiple decks in the format. Whether you’re interesting in drawing extra cards, casting spells, or Scrying, this has you covered!
You usually go down a card when you cast this without taking any cards away from your opponent. You might get some tempo, provided you bounce things that are expensive enough, but that is far from guaranteed. This can bounce Armies, which might feel pretty good when the Army is particularly large, but overall this doesn’t feel like it can consistently give you what it needs to when you’re spending 5 mana and using up a card.
The best use for this is to ramp your mana, but the ability to untap permanents has lots of other upsides too, and I like that flexibility. A three mana ¼ isn’t amazing, but it isn’t too bad of a defensive body
This is nice removal. You always trade 1-for-1 with it, and because it is an Instant, sometimes you’ll be able to really get your opponent if you cast it in response to a trick or something.
This isn’t quite as good as a three mana 2/1 with Flying that draws when it enters the battlefield, but it is still quite good. It is a reasonable threat in the air, and it can deliver a two-for-one pretty often.
We’ve seen this card before by a different name, and it was pretty underwhelming. Starting out as a Hill Giant is pretty rough these days, and even in a deck built around drawing extra cards, getting this to 4/4 isn’t always going to happen – and even if it does you don’t really feel like you’re getting there
5 mana to draw 3 at sorcery speed is often a little too clunky to be something every deck wants, but the fact this can island cycle earlier in the game helps make up for that a fairly significant amount. When you do have the time to cast this, the card advantage it can give you is pretty sweet too. The only problem is sometimes tapping out and not adding to the board can mean you’re going to die
Scying is a big theme for Blue in the set, but even with that in mind, I don’t like this very much. Actually getting cards out of it is going to take a very long time because you have to build up counters and then pay six mana. Obviously, if you find yourself able to get it up to seven counters you not only reload your hand entirely, you also get a Time Walk – and that’s crazy if you can pull it off, but the issue is that pulling it off is going to take way too long, and in the meantime? This does stone nothing.
A 4-mana 3/3 Flyer is still a pretty good rate, and at worst this can exile itself when it hits your opponent, which also effectively gives it Vigilance. Obviously, you can get more value out of blinking things with ETB abilities and stuff, but the baseline here is already pretty nice.
This is a nice Common payoff for scrying. There seems to be a critical mass of Scry at lower rarities, so imagining that you can get in with this an unblockable 3/1 a couple of times isn’t a pipe dream. Sometimes it will be a very real win condition.
Fixing and ramp for spells is alright, though even in a spell-heavy deck it always seems that this spell-specific ramp underperforms. The other ability is even less meaningful for the most part, as it costs a ton of mana and won’t do something meaningful most of the time.
The ability to bounce a spell off of the stack or a nonland permanent is decent, but not great for 4 mana. This is because you’re usually going to be going down a card, and because this costs 4 mana, you also aren’t that likely to get that much tempo. The flexibility makes up for that some, but for this to really feel good you need to be casting something from your hand for free. Keep in mind, even when you do that you aren’t gaining a card of value, though you are generating some extra tempo. The bad news is, you won’t always be able to pull that off, especially because it is restricted to instants and sorceries. So overall, this seems pretty underwhelming for Limited, at least for a Rare.
Mind Control effects are always insanely strong, even one like this one that’s a little restrictive. If you pay 4 mana and get this 3/3, steal a 2/2, and the Ring Tempts you, you’re going to be getting a lot of impressive value. Sure, you don’t necessarily keep the creature forever, but the turn you play this it will do a ton, and if your opponent can’t deal with the Rangers quickly they probably lose.
I don’t love the stat-line here, even with Ward 2, but getting to Amass every time you cast a second spell is great.
I don’t love the stat-line here, even with Ward 2, but getting to Amass every time you cast a second spell is great.
Chapter I won’t always have a target – but at least you get tempted by the ring, Chapter II isn’t always meaningful, and Chapter III is likely to draw you at least two cards. I think if you get to steal something with Chapter I, and you’re in a spot to take advantage of stunning a couple of creatures, this will feel pretty good, but there are definitely going to be situations where this is too slow and doesn’t impact the board enough. In the end, you get great value for your mana investment.
Two mana to bounce a nontoken creature isn’t an amazing deal these days. Remember, you’re only getting tempo and are actually going down a card. Still, this does allow you to impact the board and getting tempted by the ring is never a bad thing.
This is definitely here for constructed formats, as it is far too narrow to ever be worth including in a Limited deck. It just won’t have enough targets. There may be a corner case where your opponent has tons of creatures with 2 or less toughness and you side it in.
I don’t like that this doesn’t do anything initially, and then you aren’t even guaranteed to be able to cast two spells in the same turn on your next turn. This seems way too clunky an finicky for Limited.
This is either a 4-mana 3/3 that mills three, or it makes an army you already have bigger, while milling even more. Neither of those are amazing deals, but if you’re doing graveyard stuff or your opponent is low and cards, this card can do something.
A three mana 2/2 that puts a spell on top of your library is an okay card. This is an effect players often overrate, as they imagine getting back a really great spell – and when you can do that it is pretty good. However, the fact you have to wait to draw that card really makes it significantly worse
This seems like it takes a little bit too much work to work consistently in Limited. A 5-mana 9/9 that spits out 1/1s is great and all, but it enters tapped and heavily stunned, and if you don’t have several ways to draw cards on your opponents turn, you’re not going to be getting those 1/1s real often either. If you can get the 1/1s things look way better, because then you start adding to the board and making it tough for your opponent to attack, because if you can block with those 1/1s your opponent is going to deal with an untapped Watcher that will start stunning their stuff. I guess this probably needs a build around grade, because even your typical Blue deck probably isn’t going to have enough ways to draw cards on your opponents turn to make this worth it – in which case it is simply unplayable. If you can find enough ways to draw cards on your opponent’s turn though, especially repeatable ways, the Watcher will turn into a nightmare for your opponent
The last time we saw a 5-mana ¾ Flyer that Scried 2 on ETB it really over-performed, and that wasn’t even in a set with a Scry deck. This is probably one of Blue’s best Commons.
If this always cost 4 mana, it would be a good removal spell, so the upside of destroying a damaged creature for a lot less mana is nice. That said, most of the time I imagine you’ll be firing this off for the full four mana, but that’s perfectly fine.
A one-sided -1/-1 effect can be good in the right match-up, but I mostly think this needs a sideboard grade. If you’re not able to take down creatures with it consistently it just isn’t going to be worth it, as the Ring tempts you alone just won’t be enough for the cost.
Getting tempted by the Ring repeatedly is going to generate some nice value, and this gives you the ability to also draw some extra cards in addition to upgrading a creature. Keep in mind you can keep choosing different ring-bearers if you want to, and the effects from “Tempted by the Ring” will be transferred, and when you have this around you’re going to want to switch to draw an extra card. This has the potential to generate some very real value, but it also doesn’t do a whole lot the turn it comes down, and if you can’t keep a creature around it is going to feel pretty bad
This is a fairly powerful sacrifice effect. Normally we just get “draw a card” on this type of thing and that ends up being fine, so also getting a Food out of it is some serious business. Gaining life on top of drawing a card can be a powerful way to pull ahead in a game. This has sort of decent stats too, and a useful creature type, and there’s plenty of good sacrifice fodder around
This is Murder, except it gets downgraded to a Sorcery and you get tempted by the ring in exchange. Either way, this is definitely premium removal as it can deal with almost anything efficiently while giving you a bonus effect. It does cost double black, and that does actually matter on premium removal, because the ones that only have one colored symbol are easily splashable, and that won’t be the case here
This looks like a nice Common. A three mana 1/1 Flyer that also gives you a 2/2, or alternatively, puts two counters on a creature you already control, is a very nice rate.
You get three 3/2 worth of stats for two mana here. And sure, you don’t get it all at the same time, but this still looks like a solid two drop.
A two mana 3/1 is usually borderline playable with nothing else going on, and Gollum definitely has some other stuff going on. Getting tempted by the Ring is a pretty nice effect, and you can keep bringing Gollum back. Bringing him back won’t really be worth it unless you have some sacrifice fodder lying around, but that’s not a huge ask
A one mana instant that gives -2/-2 is already premium removal. You can trade up with it super easy, so the fact that you can also get the Ring to tempt you from the graveyard is amazing upside to have on an already very good card.
This has decent base stats and a useful creature type, and the ability isn’t bad either. You aren’t always going to be in a spot to sacrifice a goblin or an orc for one of these effects, but there are definitely times where you’d be happy to turn a creature into a card or a Treasure
So if you don’t already have an Orc Army, this is 4-mana for a 3/3 and a 1/1 with death touch, and if you do have one, this is 4-mana for a 3/3 and a +1/+1 counter on your Army. That’s a pretty good rate all around. It works with all the other tokens too!
Shutting off lifegain isn’t that big of a deal in Limited, but the rest of the card seems reasonable. It has passable defensive stats and an ability that can be great if you have sacrifice fodder. One awkward thing about it is that you aren’t usually going to be interested in sacrificing legendary creatures to this effect. Most of the time holding on to your legendary creature will just be better than Amassing 2. So this is a case where you’ll only end up doing it in response to removal and things like that, and that narrows how good this ability can be.
If your deck can’t make an Army, this doesn’t look especially good. Crew 3 is higher than you might think, and the payoff – while certainly a large creature, isn’t exactly amazing. Even if you do have an Army, the absolute ceiling of this card is a 4-mana 5/5 Trampler – and that’s certainly efficient, but you have to keep in mind the times where you won’t be able to crew it and you don’t have an army. And, trust me, those times will come.
Having a legendary creature isn’t a guarantee in this format, but it is easier than normal because of both the Ring Tempts You and a large number of legendary creatures in general. I like that you get to Scry 1 every time too!
This set has a lot of legendaries in it, but last time we saw legendary spells that was true, and it still wasn’t anywhere close to automatic that you could cast them. If you could always cast this card it would be a pretty amazing removal spell, but it honestly wouldn’t be completely insane either, mostly because your opponent isn’t going to have more than four cards in their hand that often in Limited, so it just ends up being a 4-mana kill spell. Granted, when your opponent does have a bunch of cards this will feel pretty insane, and it will happen sometimes, but don’t count on it. Basically, this doesn’t have so much upside that I love the idea of the card, since being a legendary instant is a pretty big downside
This is another nice removal spell for Black decks. This is Bone Splinters when that’s what you need, but having the option of paying 5 to kill something with it is nice, since it means in the later stages of the game you don’t need to give up a creature. Neither mode is super efficient of course – individually each of those cards is probably a 2.0 or a 2.5, but I think the modality – plus the presence of good sacrifice fodder makes it a 3.
A three mana ⅔ with Flash and Menace is already a playable card. It has the right kind of size to come down and ambush block a decent number of creatures, and Menace means that it can also come out of nowhere and represent two more damage your opponent didn’t account for. So, its pretty great that she can also exile a creature from a graveyard and generate a bunch of treasure. You won’t always have a target for that effect, but you’ll have one often enough that this looks pretty good. If you can get a couple of treasure for your turn four, you’re going to have a huge turn
So if you don’t already have an army this gives you a one mana 1/1, and if you already have one, it puts a counter on your army, and then can put another counter on it when it attacks. That sounds pretty good, though there will certainly be times where neither effect really helps you do much, as if you aren’t able to attack with an Army this will feel pretty bad
This stat-line is well below rate these days, but this ability has the potential to be fairly strong, especially if you have some Food or Treasure tokens around since they are tokens that you create with built-in sacrifice effects
Two mana 1/1s that draw you a card are always solid in Limited, and that’s certainly the case here, especially because the format has extra Orc and Army synergy all over the place
Obviously you’re going to be happiest with this in a Black-Red deck, but in that deck this seems like a pretty legit payoff. A three mana ¼ isn’t anything to write home about, but throwing a 2/1 Boulder at your opponent every time you attack with a Goblin or Orc is pretty sweet. It also works quite well alongside sacrifice outlets
I don’t think this is very good. I know it looks like a really cheap removal spell, but it has some serious problems. It is basically a Black version of the kind of removal spell Blue usually gets that makes a creature into a 0/2 or whatever, and those are always pretty underwhelming. So, let’s go through this card’s problems: The biggest thing is that it it doesn’t entirely remove a creature on its own. That effectively means you’re going down a card, and not taking a full card from your opponent.. Just lowering a creature’s power means that it can still block – perhaps even really effectively since its toughness is unaffected. It can also use all of its abilities. And heck, if it has high enough power it might still be a decent attacker! All of that is bad news. Additionally, giving your opponent an option about whether to pay life or exile the creature is way worse than it looks, because your opponent can always choose whichever option doesn’t really matter for them, and most of the time – neither of them will matter. Basically, even when this does operate as removal it isn’t going to give you a full card of value, and there will be plenty of times where it is far worse than that
This type of spell is never amazing, but it does often find a niche. If you have a legendary creature that is worth sacrificing this can feel particularly good, but the problem with this kind of card is always that you don’t always have something worth giving up. Using it in response to removal is often the ideal situation, and that can potentially be quite impressive. However, it still ends up being too situational to be anything special.
This is effectively a three mana ⅔ with Deathtouch, and because the ring tempts you you’re also going to have the option of giving it or something else some additional abilities. Black has a lot of tempted by the ring effects for it to feed off of, too.
I don’t love giving my opponent a Food token, but the end result of this card is very efficient. You get three 1/1 Flyers, a treasure token, your opponent loses 3 life, and you get a Food – though that part is kind of a wash because your opponent does too. So, its kind of slow, but each chapter does deliver real value, and getting those 1/1s at the end is going to feel great. They do enter tapped, which makes this a lot clunkier than it would otherwise be, but I still think this looks pretty nice
So, since a Ringbearer becomes Legendary, the idea here is that Chapter II will hurt you less than it hurts your opponent, and for the most part that is true. The downside is that there are lots of legendary creatures in this set, and sometimes not being able to kill those is pretty rough. Still, because of Chapter I this will usually hurt you less than your opponent, and Chapter III also makes sure that your opponent will get hurt more by this Saga than you do. Your opponent is likely to have several creatures in the graveyard between Chapter I and II! Still, the fact that this will sometimes not kill multiple creatures your opponent has is a problem, and keeps it from being a straight up bomb
A two mana 1/1 with Flash that pings something and Amasses 1 is a pretty awesome rate! You won’t often be able to trigger this multiple times in a game, but the times you do are going to feel amazing
This trick isn’t that likely to help your creature win combat, but it does blank an attack and gain you some life at worst, and the fact it blanks most removal isn’t too bad either. Add Amass to the mix and I think you have a card that makes the cut in your deck sometimes, but for a trick to really be worthwhile it does need to be more useful in combat than this is
One mana to return a creature from your graveyard to your hand is a passable card, though I’d usually pay three mana to get two things back, as that gives you a more significant advantage by the later stages of the game. That said, paying one will often mean you can play the thing you get back right away, and getting tempted by the ring even makes this have a decent fail case if you don’t have something in your graveyard
A 5-mana 4/4 Menace is passable, and generating a temporary 3/3 token when it attacks is pretty nice! If you can make Sauron into the Ringbearer the effect can become truly insane, since the token sticks around. You do need to have a creature card in a graveyard somewhere to do it, but that’s not a huge ask. The only downside here is that while a 4/4 menace is pretty decent, it isn’t exactly impossible to take Sauron down in combat, and if you’re only getting a temporary token out of the deal, that isn’t going to feel awesome
This can potentially give you a whole bunch of cards back. However, it is also a fairly expensive Sorcery that will usually not do anything the turn you cast it, and that seems like a pretty big liability. It has a really high ceiling, and a miserable floor.
This is a really nice trick. Death touch and the toughness boost for only one mana means many creatures will be capable of taking down an opposing creature and surviving to tell the tale, and that’s likely to give you some pretty awesome tempo since it only costs a single mana. Its great that you also get some Food out of the deal!
A 4-mana ¾ Menace isn’t the worst stat-line, and this will be a 4/4 sometimes
So, the last time we saw Amass, there was an Amass discard spell that really overperformed. It only amassed one and cost one less mana, so the cards aren’t identical, but I am reasonably confident in saying that this is going to be a nice Common. This can net you a 2-for-1 in lots of situations. Just imagine this was a 4-mana 2/2 that lets you go after your opponents hand…because that’s basically what this is. It does feel a little less good when you just put two counters on something, but that’s still not a bad deal
This 6/5 is pretty tough to block and can alter combat even in the later stages of the game, and if you draw it early and you need a land, it can fetch one for you
These are definitely below-rate stats these days, and if this didn’t do anything else it would be a 1.0, even with a useful creature type. Getting tempted by the Ring is real upside, but it also isn’t so insane that I’m thrilled about the idea of playing this
This is a reasonably-sized flyer that subtracts from the opponent’s board and gives you a Food, and that is a pretty attractive package. If it only gave you the food or was only an edict effect it would be playable so getting both is nice! Of course, edicts do tend to get worse by the time you cast something like this, since your opponent is more likely to have some creature they don’t really care about, but still
This looks like an insane bomb to me. It has good stats for a 5-mana Flyer, is difficult to kill thanks to its ability to become indestructible, and it harshly punishes your opponent for daring to damage you by tempting you with the Ring and making them lose a creature.
This isn’t the most exciting upside, but it does mean it can trade with X/3s and it basically can’t be blocked at all by X/1s. It can also be kind of funny to pair with death touch. It also has a useful creature type, which matters.
Paying three and getting Chapter 1 is going to feel pretty underwhelming, but the Book ends up delivering some really nice value over the next two turns. You end up getting way more than three mana’s worth of value, even if you do end up having to wait for it. Eventually your Army becomes more formidable, and Chapter III will do an excellent job of making almost any board a problem for your opponent. It is a little awkward that the Book itself doesn’t really help you go wide, but it does at least add one body to the board. Overall, I think this looks like it is going to end some games in favor of aggro decks
We have seen cards like this before, and they are always surprisingly difficult to set up correctly. First your opponent needs to have two creatures, second one has to be able to kill the other. That sounds simple enough, but the stat-lines don’t always line up correctly. The fact this is a Sorcery makes it even harder to make it work. Basically, this is a removal spell that asks too much to be very good. Especially because you don’t have that much control over what its asking for
This has two modes that aren’t useful often enough, and while the fact that you can choose between them helps offset how narrow each effect is, we’re still looking at a card that won’t do anything meaningful far too often. This feels like sideboard material.
The concept here is pretty cool, but I’m not sure how well it will work in Limited. There just aren’t multiple instants and sorceries on the stack that often, so most of the time this will just be a three mana Fork. That’s not a terrible card, mind you, my only point is that you shouldn’t expect being able to copy more than one spell with this, and even that is fairly situational
A 4-mana 4/4 with Haste is a nice starting point, and if you put your opponent in a bind where they have to kill one of your attacking legendary creatures, they will really be in trouble! You can even pull off some shenanigans, like sacrificing an attacking legendary creature to get the extra combat step. All that said, most of the time this is probably just going to play like a 4-mana 4/4 with Haste, but I’m pretty happy with that
A 5-mana 5/4 Haste is decent, so the fact this can spit out a 1/1 a decent chunk of the time is pretty nice. Since Eomer himself has 5 power, there’s a pretty good chance he’ll be making that first token the turn you play him, which is great.
We see this type of spell payoff pretty often, and they are always pretty reasonable, especially when you can get multiples of them. Pinging your opponent can really add up if you’re doing a good job casting instants and sorceries.
We’ve seen a lot of 4-mana 3/3s that give +1/+1 to your whole board in the past, and they are usually pretty medium. This doesn’t offer the toughness boost, but it does have the potential to offer multiple boosts if you have enough Humans in your deck, and it goes especially well with human creature tokens since those help you go wide and trigger this, sometimes more than once in a turn
Most red decks will have a few sources of noncombat damage that might allow them to Amass, but this card looks like it will be pretty bad in the early stages of the game, as getting it to do something consistently is tough. It does have some insane late game upside, where you can just start pumping 8 mana into this every turn and killing something and amassing. If the game reaches that point, it will be tough for your opponent to win, but this is so bad in the earlier stages of the game
Red X spells are basically never an efficient form of removal, and this particular one can’t hit players, which is a little sad. But still, it is a removal spell that scales as the game goes on, just as your opponents creatures are also getting larger, so it works out okay. Also, the fact this can pick off an X/1 or 2 on top of the other creature you kill is pretty awesome, and depending on how many of those are around, this would actually feel efficient.
Obviously, this is a build around. You need a lot of instants or sorceries, because three mana to get tempted by the ring just isn’t enough. If you do end up in a spell deck – which is very possible in Red – and I’m talking like 7+ instants and sorceries, it does became a pretty nice win condition. However, I don’t thinkt he ceiling on it is that high, since it only hits players
Demolish is almost never worth it in Limited, and tacking on this unblockable angle doesn’t do enough to change that.
At worst, this is a 4-mana 2/2 that does 2 to something. That’s a decent card, and this has the upside of sometimes doing significantly more damage, provided this isn’t the first time you’ve Amassed.
A 4-mana 4/3 Trampler just isn’t enough these days, and while his ability will allow you to get in some extra damage, the only time it will feel significant is when you find yourself in a spot where you can attack with everything, at which point it can wreak havoc on combat. Meanwhile, Gimli dies to lots of cheap removal and that ceiling you’re hoping for just won’t happen that often.
+3/+0 and Menace is enough to make just about anything into a threat, but even in a set with this many legendaries, you aren’t going to be able to always count on that. After all, they only appear at Uncommon or higher, and when this isn’t granting menace it seems pretty bad, especially when you take the casting and equip cost into account.
+3/+2 is a decent boost for two mana, but you do need to be getting trample out of this pretty often for it to be worth it.
This has solid base stats, and getting a treasure or two out of him seems pretty likely! Goading creatures is pretty nice too, as it is surprisingly flexible. You can use it to force a small creature to attack into your larger creatures, or you can just use it to get a blocker out of the way on your next turn. This all means Gloin has a real impact on the board all game long
A two mana 1/1 that does 1 to something when it dies is borderline playable, and this has a much higher ceiling than that! It goes great with Equipment and other buffs, and it can buff its own power, really presenting a problem for your opponent. It is a pretty nice card all game long, as you can always attack with it and threatne to buff it, which creates problems on most board states. Your opponent often has to take it or risk getting 2-for-1’d when it gets pumped
Even if you don’t think about the Threaten effect, a three mana 1/1 that makes a 2/2, or alternatively puts 2 counters on an Army you already have is a pretty nice rate. With the threaten effect in the mix it gets even better, especially if you’re in Black/Red and you have some cheap sacrifice outlets
It is a little sad it can’t buff itself, as that would have made it significantly better, but offering +1/+0 to something every turn does do enough to improve combat for you often enough for this to be fine
Red always gets a card at high rarity that is super wacky and potentially powerful, but really impractical for Limited, and that’s what this is. You won’t have enough Artifacts to make casting this ever make sense
Giving up a real creature for this is not very good, as you end up 2-for-1ing yourself, but if you have a treasure or food, or expendable body to sacrifice, this will do a decent job. Its nice that it can go after the opponent, and that will sometimes close out games. Still, it takes enough set up to actually be worthwhile that you’re not always going to play it
There are lots of Orcs and Goblins in this set including Orc Armies created by Amass. So, it isn’t wild to imagine playing the Marauder on a board where you already have creatures with those types, and getting to attack with them that same turn, so you make sure you at least threaten to get some value out of the Marauders ability. Furthermore, if you play the Marauder on turn two and you’re on the play, there will be many situations where your opponent just can’t block the 1/1 double striker effectively, and that’s also a pretty big problem for your opponent! Basically, I think getting extra cards out of this is very doable
A 6-mana 6/4 with Trample isn’t very good, but offering +2/+0 and Trample to something else when it attacks can result in some pretty potent attacks. Adding Mountcycling for only one mana to the mix is a big deal though, as it means you can use this to help you hit a land drop early, and if you get it later in the game it can come down and impact the board
This isn’t exactly the Goblin/Orc payoff you’re hoping for, but a 4-mana 4/4 Trampler is fairly formidable, and it will often be capable of blocking
This is an interesting take on the obligatory Tormenting Voice effect. It costs one more, but you also get to add something to the board, and I think that’s pretty nice. Still, it is the kind of card that gets cut a lot as it doesn’t actually do that much
Two mana for two 1/1s with Haste would be good in any format, but there are many cards in the format – especially in Red/White, that both like going wide and having Humans around. It can be specially spicy with the cards that give you an effect for each human who enters the battlefield
This looks great. One mana for 2 damage is always an awesome rate, and it means you can easily trade up with this. This would be premium removal even if it didn’t tempt you, but it does, and that’s some powerful additional value to tack on to an already premium removal spell
These aren’t great stats these days, but because the ring tempts you on ETB you are at worst going to give this one extra ability – although if it’s the first time the ring has tempted you it isn’t going to feel very good. If it is the second time or later though, the Rohirrim will feel like a solid card
We’ve seen many cards like this over the years, and they just don’t do enough to be worth a card in Limited. Haste is nice and all, as is buffing your legendary creatures, but I don’t really want to spend three mana on an Enchantment that does both of those things. Legendaries are certainly prevalent in the set so the buff will matter, but it won’t matter enough, and Haste is only something that matters about half the time
A one mana 1/1 with Menace can get in for a few swings in the early game, and in the later game you can give this up to get tempted by the ring
+1/+0 and First Strike can help a creature win a decent number of combats, but not so many that I’m super excited about this as a trick. The extra Goblin/Orc upside is good, and occasionally giving something Haste will make a difference, but this seems pretty weak overall
As usual, Red has a really good Common removal spell. Two mana for 3 damage at instant speed is always premium, so the fact this can exile the things it kills and shut down indestructibility is just gravy
So, you have to pump a lot of mana into this for it to function as a sweeper, but that’s definitely doable. Plus, sometimes you’ll only want to kill a bunch of small stuff with it. Keep in mind you only get a single treasure back no matter how many opposing creatures you kill, but that treasure may assist you in casting something in the aftermath. It is also nice that it sticks around and gives you more treasure, though obviously that’s not where the bulk of this card’s value lies. Like most sweepers, it is highly situational, but the fact you can customize it to a degree, and it scales all game long, means that this will have an advantageous effect on the board state often enough that I think it looks quite good
A three mana 2/2 that gives you a treasure is decent, as is a three mana spell that puts two counters on something and gives you a Treasure. It is always nice having fixing and ramp in Red, as it doesn’t always have access to it
This looks pretty great. It is very similar to the Kamigawa: Neon Dynasty sagas, because it gives you some nice effects before it eventually effectively transforms into a creature. Chapter I does a good job of allowing you to pressure your opponent if you need two, chapter two provides you with a bit of ramp, and then chapter 3 gives you an incredible creature. It is slow for sure, but the value it generates is amazing
On its own, this is a 5-mana 5/4 that Amasses 2 when it dies. That’s not bad, but not really anything to write home about either. Obviously, it does get better the more 4 power or more creatures you have, and it makes any trades you make with those creatures into a pretty decent deal, but its still expensive and has mediocre stats
This starts with solid stats, and there are enough legendary creatures in this set for this to attack as a 5/5 or 6/6 a decent chunk of the time.
The stats boost here isn’t great, and that means there are a more narrow number of creatures who can win a previously unwinnable combat with the help of Bombadil’s Song. It makes up for that some by also being capable of blanking removal spells and tempting you with the ring, so in the end I think you get a reasonable return on your investment
The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
Scrying is a well-supported theme in Blue-Green, and Celeborn is another nice payoff for doing so. He will always attack as a 4/4, since he counts himself, and there are going to plenty of times where you can Scry additional times to buff him, especially because his Scry ability will theoretically allow you to find even more Scry! He will largely be a Hill Giant on your opponents turn, but some instant speed scry can also cause some problems for your opponent
This looks like another quality Scry payoff. Starting as a 3/2 obviously isn’t very good, but there’s definitely a critical mass of Scry in the set, so this will do a good job of accumulating counters throughout the game.
This looks really good. One mana creatures who tap for mana tend to be incredible on turn one, as you can quickly power out bigger things than your opponent can, and the fact this can even fix mana for legendary stuff is pretty nice. It does have the downside of most mana dorks though, as it gets less and less useful the longer the game goes on. Still, that early game upside is worth a lot.
A 4-mana 4/4 is a solid stat-line, but the landfall trigger isn’t amazing. If it was just straight up you get tempted every time you play a land that would be awesome, but this only triggers if you don’t already have a Ringbearer. That said, getting The Ring going or offering a big upgrade to a creature if you already have been tempted a bunch is pretty big. Still, sometimes this landfall trigger is meaningless, and I don’t love that
If your deck has a lot of creatures in it, this is going to be pretty good! Casting things from the top of your library is always pretty sweet, as it effectively gives you a larger hand and lets you draw cards. Chaining multiple creatures together is especially nasty! The fact this also fixes your mana is great, and the Blue-Green deck in the format is into Scrying, further augmenting just how good this can be. It doesn’t hurt that it gives you some fixing and mana either. It does cost 4 mana without any real immediate impact on the board, but I think this delivers enough value to be a fairly high pick
This is a surprisingly powerful draw spell for green. You get to see up to four cards and you should be able to make sure you draw a creature most of the time when you play it. On top of that, Scrying is something you’re going to want to do a lot of when you’re playing Green. It doesn’t effect the board, but this feels like it is going to do such a good job of making your draws smoother and more consistent for so little mana that I’m tempted to go all the way up to a 3
A 5-mana 4/5 Trample is probably a 1.5 these days, but the ring tempting you does mean that at the very least, you can give the Huorn some extra abilities – or do the same for some other creature
We’ve seen cards like this before, and they tend to be pretty good at fixing your mana and ramping. What we haven’t seen before is the “power 4 or greater” upside. When you can trigger that, this will really be a nice way to ramp and fix, although a lot of the time by the time you have a creature with power 4 or greater you won’t be as interested in fixing anyway. This does look like the kind of fixing you’re going to want to pick up if you’re splashing a third color or going with more than two colors, but you probably don’t play it beyond that. Worth noting that this can even potentially help you splash cards with double-costed mana, which isn’t always the case
This looks like a nice removal spell for Green. +1/+1 + Fight for two mana is a good enough rate for this to be a nice card, so the 4 toughness or greater upside is enough to push this into “premium removal” range. You do always need to be careful with fight spells and choose a spot where you don’t risk getting completely blown out – like if your opponent removes your fighter in response – but there are plenty of windows where casting this will have a big impact
This is a pretty great Saga. Scry 2 and two +1/+1 counters is already going to feel like a pretty good return on your investment, and Chapter III is great too! One of the bummers about fighting is that sometimes your creature can’t kill something without dying itself, so the fact that this draws you two cards when that happens is great. It also means if your creature does survive the fight, you can attack with it and put your opponent in a rough spot, where they don’t really want to give you the card advantage. It might take some time, but the Fall of Gil-Galad gives you absurd value for the cost
Fangorn counts himself with these abilities, so he’ll have Vigilance and generate two green mana every time he attacks, and a 4/10 is going to be able to attack on many boards without being too concerned. You won’t always have things to use that mana on, of course – after all, we’re talking about Limited – but this is still a huge creature that can attack and block reasonbly well while generating some additional value if you have more Treefolk. Still, it is expensive and isn’t exactly a card that swings a game wildly in your favor
Thanks to Flash and the fact it attaches for free on ETB this can function as a trick. The bad news is, three mana for +1/+2, reach, and an untap normally isn’t very good. The good news is, that equation changes a bit when the +1/+2 and Reach, as well as an Equipment in general, sticks around.
Stats aren’t good, but there are enough Scry payoffs for the first copy of this to make the cut pretty often
A 6-mana 5/7 with Reach that gives you a treasure isn’t a terrible late game play. In fact, it is the kind of body that can help you stablize, especially because the Food can gain you life! And if you draw it early and need a land drop, you can always cycle it away
When used as a combat trick, this can be pretty devastating. The stats boost is enough to make almost any creature win combat, and it of course sticks around in the form of an Aura. Four mana is kind of a lot, but if you can kill something with it when it comes down, you’re going to feel good about it, and it also means you won’t go behind on cards. Scry 2 is a nice bonus as well. All that said, it is still highly situational and very dangerous in situations where your opponent has mana up, so I don’t think it will be that great. You will have narrow windows to effectively use this, and that’s a problem
This combination of abilities seems pretty good, and makes Glorfindel capable of doing something powerful in a few different situations. For example, if your opponent has a 2/2 around that you can force to block, that feels pretty good. And, if your opponent can only take down Glorfindel with a double block, you can shut that down. It gets really interesting when you scry more than once in a turn and you can choose both, which you’ll want to do in some situations. All that said, while the design is definitely cool, I think it will be hard to line things up consistently with Glorfindel, especially because he demands you Scry for this effect to ever happen in the first place.
8 mana is a lot, but if this draws you a bunch of cards and puts a bunch of bodies on the board that does seem pretty good. Of course, for that to happen in the first place you have to have something with high enough toughness in play, but that’s far from a guarantee. This is also a completely miserable card to have in your opening hand. It is a sweet win condition for ramp decks, but it definitely has some problems
A three mana ¼ Reach isn’t a terrible starting point, especially since you can grow Legolas by targeting it with stuff. That isn’t always something that comes naturally in Limited, but Green does tend to be the best at that sort of thing since their removal often targets their creatures and they have access to good combat tricks. Its also pretty neat that he chips in for at least one damage every time you target something your opponent controls. This can mean picking off an X/1 while removing another creature, or helping you do enough damage to finish a creature off
This is a really neat and flavorful design, and sometimes it will give you a ton of value. Imagine playing it on turn one with a hand that can curve out. Theoretically, if you name the right creatures, you can have all of those come down with extra counters. Of course, problem is, getting this late makes it pretty close to a dead card, and it will really only shine if you play it on turn one and have a hand full of creatures. That makes it too narrow
This card’s pretty awkward, because 1/3 doesn’t exactly scream “Attack with me!” While Scrying is definitely important for Green decks in the format, there are lots of better ways to do it, so I don’t think this will usually make the cut unless you’re desperate for the synergy or two drops
This offers some quality fixing while also helping you up your deck’s Food count, something that certainly matters in Green
Meriadoc itself is a Halfling so at worst it is a two mana 2/2 that makes a food when it attacks, and that’s a solid card to have around. It gets even better when you’ve got more Halflings and food payoffs, and neither of those seems like a big stretch for Green
One mana 1/1 deathtouchers are pretty much always playable, since they are relevant all game long thanks to their ability to trade with anything. Sometimes this will also be able to grant a problematic legendary creature death touch, and that’s some nice additional upside
3-mana 4/2s tend to be reasonable, and in this set there are several cards that like it when you have a creature with 4 or more power, and this is one of the earliest ways you can meet that requirement. The ring tempting you when it dies is some very nice additional upside, too
This is a pretty solid food payoff. The Watchdogs can quickly become a problem, and the fact that they gain Vigilance can really help out in a race. I’m giving this a 3.
There are many ways to make tokens in this set, and lots of Food and Food payoffs, so Peregrin’s ability to give you more Food and cash in that food for cards is pretty impressive. The stats are underwhelming to be sure, but this is a very real value engine
One mana for +2/+2 is usually a decent enough trick, and the food upside here is very real. This can allow your creature to win combat very efficiently, and that’s always what you want from a combat trick
On its own, Quickbeam is a 6-mana 5/6 that can give two things +2/+2 and trample until end of turn. That’s enough to make the board a lot more favorable for you to attack. Even if Quickbeam hase bad base-stats, I think that ETB ability is enough to make this a nice card. One that gets even better if you have some more Treefolk
This looks pretty great. Most of the time this will end up being a 4-mana ⅖ that draws you a card, and then can potentially draw you a card for every other creature you play. Now, it isn’t like you will hit a card 100% of the time, but if your deck has a high creature count and a nice mix of creature types, this does have a fairly high chance of being successful. This feels like it really has the capability of snowballing an insane advantage for you
This type of effect usually isn’t anything special, as 9 times out of 10 you’d rather just be adding to the board, and the fact that this is almost a blank card in the early game is an issue. Using it to get back a bomb or some other powerful permanent is definitely nice, and the Food makes it a little more attractive, but this seems like the kind of card that just doesn’t make the cut most of the time because it doesn’t usually do enough
Because the Ring Tempts you upfront here, you will have at least one legendary creature, and that means you’ll get to grab the first land in your library and put it on the battlefield tapped. A 4-mana ramp spell that doesn’t usually help you fix isn’t really what you want to be doing in Limited, but it does get more interesting if you can quickly accumulate legendary creatures. The awkward thing, though, is that by the time you do have several legendary creatures, getting a bunch of mana is no longer going to be something you’re that desperate to do. I think you’re only going to end up playing this in some very specific decks
Normally this kind of enchantment is kind of rough to get going. Sure, things you control leave the battlefield in Magic – no doubt about it, but they have to do it a lot for this to really deliver. There will be many turns when this does nothing, and the times where you do a counter don’t always make up for it. However, the Ring Tempting you does mean this always does something up front, and you can also wait to play the shortcut until your second main phase when it is clear it will spit out a +1/+1 counter, in which case it doesn’t feel too bad. It also works well with Food!
We see this type of effect all the time, and it is generally better to leave it in your sideboard. You just don’t have enough targets consistently enough.
This is a great removal spell. Sure, you need to have a big enough Green creature, but that’s never a huge ask. Even without the Food this would be a very nice Uncommon.
This is fragile and inefficient when it comes to stats, but it also fixes and ramps your mana, and in the extreme late game it has an effect that isn’t a terrible one to sink your mana into
So, Aragorn gives you a huge payoff for the Ring tempting you, since he and another creature will gain a keyword permanently. This is a fairly efficient creature that offers huge upside for the format’s most prominent mechanic
If you can get your mana to the point where you can cast Aragorn, he’s pretty nuts! Virtually any spell you cast will give you a powerful effect – multicolored ones will feel particularly insane - and you get an above-rate creature. There is definitely enough fixing in Green for casting Aragorn to be doable, too. I think this allows him to sneak into the lower bomb range. He has to be killed, and almost no matter what you do with your mana when you untap, your opponent is going to be in trouble
An indestructible three mana 2/2 is a pretty nice card. It is a great place to stick counters, auras, and equipment, and is a pretty big nuisance! Oftentimes, you’ll get more value out of removing her indestructible counter, though – since buffing herself and another creature and giving them both lifelink is really nice. The threat of activation here is very real too, as one mana can seriously augment one of your creatures at any time
This is a great payoff for Scrying, which is a big part of what Blue-Green is doing in the format. Getting to put a counter anywhere is powerful, and in the late game she can fuel herself. There will be times where Arwen is just a two mana 2/2 and you don’t find your Scry stuff, but one of the nice things about Scry is, if you find a little bit of it, you increase your chances of finding more, because…you know, you Scried
Decreasing the Balrog’s cost is possible, but it isn’t that easy to pull off without spending mana to do it, so the discount isn’t as appealing as it looks at first. Still, a 7-mana 7/5 with Haste that is hard to block and destroys something when it dies is a pretty darn good card. Hard for you not to get a 2-for-1 out of it, and it can do a ton of damage in a hurry
Bilbo is going to be tough to block most of the time, since once the Ring tempts you a single time, your ring-bearer becomes very difficult to block. This means getting treasure out of Bilbo is fairly easy, and its great that even if he goes down, he makes sure you can get an additional effect and choose a new ring-bearer.
The stats aren’t good, but being able to get a food token any time you don’t have one seems pretty nice, especially if you have something to sacrifice it to every turn. You can also just sacrifice it to gain life every turn too, of course.
Playing this in your second main phase after something died in combat is going to feel pretty good, as at that point Denethor is a three mana 2/4 and a 1/1 token, which is an amazing rate! Plus, he can give up creatures to drain life, and you can do that once every turn without really giving anything up, because he can just sacrifice the token every time
This does something the turn you play it, which is pretty important! Once you attack and Scry 2, you’ve got a pretty solid shot at revealing a creature that this will let you cheat into play. You’ll wiff sometimes, but in your typical 15-creature deck, you’re normally going to find what you’re looking for. Of course, the creature isn’t always going to be something that its amazing for you to have to put into play tapped and attacking, but an extra body is usually going to be welcome if you already had a good attack. I think this will do enough to be pretty good overall, even if sometimes it won’t quite pan out the way you want it to
This does something the turn you play it, which is pretty important! Once you attack and Scry 2, you’ve got a pretty solid shot at revealing a creature that this will let you cheat into play. You’ll wiff sometimes, but in your typical 15-creature deck, you’re normally going to find what you’re looking for. Of course, the creature isn’t always going to be something that its amazing for you to have to put into play tapped and attacking, but an extra body is usually going to be welcome if you already had a good attack. I think this will do enough to be pretty good overall, even if sometimes it won’t quite pan out the way you want it to
She won’t always be able to remove something when she comes down, but when she can’t, she’s probably one of the larger creatures on the battlefield, so that isn’t a bad fail case. When she does exile something you’re going to feel amazing. A 4-mana ¾ with Haste that is also a removal spell is pretty insane!
The base stats are rough, but Faramir makes sure you get a ton of value every single turn. Either your opponent attacks you and you get an extra card, or they don’t attack you and you get three 1/1 tokens. Both of those options are great for you, though on average the three tokens are probably better than drawing the card. Your opponent has some control over this of course, and can make things happen in such a way that the least bad thing happens to them, but in this cae you’re happy either way, and sometimes they won’t have much choice depending on the board state
This card would be awesome even without the Wizard upside. Three mana to do 5 damage to a creature is premium, and it offers additional options! If you do have a Wizard it can feel truly insane, as drawing 2 and killing a creature, or destroying an artifact for three mana is nuts!
This card would be awesome even without the Wizard upside. Three mana to do 5 damage to a creature is premium, and it offers additional options! If you do have a Wizard it can feel truly insane, as drawing 2 and killing a creature, or destroying an artifact for three mana is nuts!
This card has a really strange design. A two mana ⅓ that has the ring tempt you is a solid enough card, but the fact Frodo forces things to block him is really weird, especially because the very first effect you get from The Ring is that your creature can’t be blocked by creatures with more power than it has. So uh..in other words, Frodo will be very difficult to block most of the time anyway, thus forcing things to block him doesn’t really matter very much. The Ring does eventually give you some effects that like it when your opponent blocks, but again – if Frodo is your ring-bearer, very few creatures will be able to block him anyway. This doesn’t make the card bad at all, because the Ring is a nice thing to get going, or a nice thing to upgrade…just a very strange design
She has decent base stats, and getting to Scry 3 when the ring tempts you is a pretty big deal. Once you are Scrying that much it feels pretty close to drawing a card, because you gain so much control over your next few draws. And on top of that she also lets you effectively draw cards and ramp when you Scry! She seems like a very accessible value engine
These effects are all pretty nice things to tack on to instants and sorceries – especially the ability to copy a spell. 3 damage to the opponent and tapping or untapping something isn’t quite as exciting, but I’ll take it. Eventually, you can bounce Gandalf to the top of your deck and reset everything – and you can also protect him from removal when you use that effect
This looks like a nice signpost Uncommon. It can be kind of a blank card in the early game, but by the mid-to-late game, this is going to be capable of killing most stuff. Doing excess damage to the opponent is pretty sweet too, because sometimes when we see cards like this you’re doing crazy overkill damage with them in the later stages of the game, and this gives you something extra when that happens.
This feels very weird for a Red/Green card, since he loves it when stuff dies. He also doesn’t give you a way to make your creatures die either, which seems really awkward. In other words, setting it up so Gimli is indestructible during combat – which is usually when you want that to be a case – is incredibly difficult! Getting a +1/+1 counter on him here or there is doable, but I wouldn’t really count on it resolving for the third time in a turn very often. But hey, a three mana 3/2 that grows throughout the game and has some additional niche upside is a pretty good card
If this always costs 6 mana, it would probably be a 1.5. There are some other birds to give vigilance too, and a 6-mana 4/4 with Flying and Vigilance isn’t a disaster, though it also isn’t something that will always make your deck. The good news is, paying 4 for this is pretty awesome, and that’s fairly easy to do in a Blue-White deck. The bad news is, you probably had to spend some extra mana to draw that extra card, so that probably still means this won’t be coming down on turn 4 all that often, instead, it will be something that helps you double spell on turn 6 or so. Your ringbearer may help you draw that extra card too
This is a 4-mana 3/3 Flyer that is pretty impossible for your opponent to kill. If you do put them in a bind where they have to make it phase out in order to avoid dying, that’s pretty sweet, since it will just come back and bring a friend along for the ride. Of course, if you have other spirits around it gets even better, but even without them this is a fairly efficient flyer that your opponent is going to be hard-pressed to permanently deal with
His ability to untap is reasonably easy to trigger in Blue-Green, but also not the most exciting thing ever. His ability to grow is where the real value is, but Green/blue is awkwardly a color pair that isn’t that good at killing things outside of combat, which limits just how good this can be. Additionally, his base stats are not remotely impressive
Getting treasure when people cast two spells in a turn is pretty nice, and it can sort of fuel itself – since if you have treasure, it will be easier for you to cast two spells in a turn. That said, this won’t really start triggering until the later stages of the game, when treasure is less valuable, and the life loss on the card will occasionally be a problem
This is mostly useful alongside Amass, but the good news is there’s a ton of that in Black and Red in this set. A two mana 2/2 with Menace that gives you some extra counters here and there definitely makes for a nice signpost Uncommon
This seems like a nice card. Drawing a card with it and giving it First Strike are fairly obtainable things, even if they aren’t necessarily always going to happen, and a 2/2 Haste as the baseline isn’t bad
If you get Amass 2 or more out of this, it is going to feel like a great deal, and by the later stages of the game it could make your Army absolutely massive or just create a massive Army for you. There will be some awkward times where you can only Amass 0 or 1, but you do have two separate graveyards to rely on, so your chances of getting good value out of this are pretty high
This is a great signpost Uncommon. It is always going to have at least decent stats, and the attack effect is really strong too. You won’t always have something to sacrifice, but there is a lot of Food in this format, and that’s the ideal thing to give up. There are going to be tons of situations where this can attack and easily remove opposing creatures by giving up sacrifice fodder
A two mana 2/2 with Vigilance and Ward 1 isn’t a bad starting point, and Pippin comes with a heck of an ability! Protection from an entire card type is pretty great, and means that Pippin can not only help your creatures dodge removal, he can also make your creatures unblockable in the right situation. Of course, he can’t use his ability on himself, so most of the time your opponent will prioritize getting rid of him, but at least Ward 1 makes that a little bit more challenging. Still, the fail case here is a nice card, and the ability to protect stuff is quite good
This is a nice signpost for Blue-White, which is obviously about drawing two cards a turn. Getting a 1/1 is a very real return on that type of investment
Three mana tutors don’t tend to be very good in Limited. After all, the average power level of the cards in your deck isn’t all that high, and you don’t end up netting any cards – you just go down a card and get one back and that doesn’t tend to be worth three mana. Because the ring tempts you, as long as you have a creature, this will tutor for something since your ringbearer becomes legendary, but this still looks really rough
4 mana is a lot for a symmetrical edict, but the ability to return any permanent to the battlefield makes up for that some. Since it lets you get any permanent, you have a better chance than usual of having something worth bringing back, although the best thing to bring back is usually still going to be a creature. It does also take something away from your opponent, but it will frequently not be a very meaningful creature
This can generate a lot of food, and he also offers a pretty amazing payoff for that, as reanimate a historic card from your graveyard is a big deal. The set has enough cards that are legendary, artifacts, or sagas for that ability to be very real. Samwise looks like quite the value engine
The Ward means your opponent will often not be able to target it, and when they can they have to 2-of-1 themselves. And they are going to want to target it since if you ever cast two spells in a turn it is going to give you a free card, and that’s tough to beat
Unsurprisingly, Sauron is incredibly strong. Even just finding a way to target him is going to be a challenge, even in a set that is this legendary-heavy, and even if you can pay the Ward cost you’re still 2-for-1ing yourself at the very least. In fact, its even worse, since you get to Amass before Sauron dies! Add in the fact that this can give you value from the One Ring and it can reload your hand, and we’re definitely talking about a bomb
No matter what happens, the ring tempts you and get a 2-for-1, and its hard for that not to be good. That said, there’s always a chance you get two lands when you don’t want them, or expensive spells when you can’t cast them – but the fact is you still get significant card advantage coupled with very real upside
This is nothing fancy, but it is a pretty amazing rate. They do enter tapped, which matters – as this will feel pretty miserable when you’re behind. Playing this on turn two will apply some serious pressure on your opponent, though
This is nothing fancy, but it is a pretty amazing rate. They do enter tapped, which matters – as this will feel pretty miserable when you’re behind. Playing this on turn two will apply some serious pressure on your opponent, though
This has a reasonable floor as a 4-mana 4/4, though I don’t really think you end up playing it unless you’ve got at least 2 equipment lying around. Once you do, amassing every time this attacks is pretty sweet, as is equipping it for free. He can also steal opposing Equipment, but you have even less control over that, so don’t count on it
Sharkey won’t do a whole lot in Limited. There are some rare lands that he can shut down and steal the abilities of, and there’s a couple of Commons too, but the ones that aren’t Rare don’t really matter very much, and gaining and shutting down their abilities is meaningless. That, combined with a bad stat-line means that this isn’t something you’re going to play in Limited
This is a way above-rate creature that gives you food with upside every time one of your opponents creatures gets killed by it – and they are going to get killed, because Shelob has death touch and is absolutely massive. If you have other Spiders around things get sillier, but even on its own Shelob is a massive problem that your opponent has to deal with immediately
He’s got decent base stats and it isn’t overly difficult to get the Ring to Tempt you here either. In fact, you can do something as simple as attack into a trade, then play Smeagol in your second main phase, at which point you get the Ring going and when you do that, you end up ramping your mana which is pretty nice! While the ramp part of Smeagol’s “Tempted by the ring” upside matters less and less as the game goes on, the fact you are milling your opponent eventually becomes relevant, and I think that will work fairly nicely. Smeagol is going to give you a lot of value all game long
This has solid base stats and a really strong landfall effect. He can always give the boost to himself, which means he can rumble as a 5/5 with First Strike, something that is formidable on virtually every board state! He can also spread the love around, of course, which is great because it can enable you to attack with more of your creatures
I would already be in on a three mana ⅔ that gives something double strike when it ETBs, so the fact this triggers for your other humans – which you’ll have a lot of in Red-White – is pretty awesome.
There are Sagas at Uncommon in this set, but it still seems like it will be a significant challenge getting Bombadil going. That, combined with a challenging mana cost, means only a very narrow number of decks can actually make him work. That said, if you do have great mana and 5 or more Sagas, he is completely insane. I think that means we need to use a buildaround grade
Black-Red has lots of creatures with these types, and some sacrifice stuff going on, but I’m still kind of worried that growing this simply won’t be all that easy, and that’s a problem since it starts as a 4-mana 3/3
Well, this is really good. The base stats boost honestly isn’t bad for the casting cost and equipping it, but the fact you generate two 1/1s every time you attack with something equipped with this is nuts, especially because those 1/1 flyers are then good places to stick the Equipment and keep it going! This makes any creature into a major threat, and the fact it can just move around and wreak havoc means your opponent is going to have a very hard time beating this. I think its a bomb.
A +1/+1 Equipment that costs one to play and one to Equip is usually a C- level card. It offers a decent boost at a decent rate. The additional upside here does matter though, as it makes it more difficult for your opponent to find an advantageous way to block or attack through your creatures. The fact the abilities are lost until end of turn will often have ramifications outside of combat too.
This looks pretty bad. Sure, one mana to put a counter on a 1/1 isn’t a terrible deal, and as a mana sink you could do worse, but it will eventually be fairly expensive to put counters on things, and the fact it does it only at Sorcery speed is a pretty big problem too. This just seems too clunky
If you’re in a spell deck, Glamdring is likely to offer enough of a bonus to be worth playing. Heck, +2/+0 and First Strike, plus the additional spell upside, is enough for it to be worth it. So if you’re going higher than that, things can get really silly. I will say that the ability to cast a spell from your hand without paying for it is a lot less impressive than it sounds, since it just won’t line up that well in Limited. You aren’t always going to have a spell to cast to take advantage of it, and even when you do it doesn’t always make much of a difference
This kind of reminds me of Pack Rat, and that was one of the biggest Limited bombs of all time. The turn you play this, you’re getting a three mana 1/1 token. That’s not a very good deal, but the Horn can quickly populate the board over subsequent turns, eventually completely getting out of hand. If you already have a bunch of humans in play it can get going even faster. The downside is you don’t always have the time or mana to just crank out a bunch of human tokens, and this will just be too clunky in some situations. Once you have this in play with a few humans though, spending your turn making tokens is probably what you’re going to want to be doing, as it will quickly become way better than trying to cast things. I think this is a bomb, though not quite on the level of Pack Rat – after all, it costs more and does its thing more slowly
This doesn’t do anything on its own, but if you can trigger it, you’re pretty much always going to draw a card off of its effect. Attacking with two or more creatures isn’t always easy, though it does become easier when you know you’re going to get a card back out of the trigger. It is nice this is fairly cheap too, as you can play it on a turn, attack with two or more things to get the extra creature, and then you might just have mana left over to cast it. There will be times where you can’t do anything with this, make no mistake – but I think it will be able to give you extra cards often enough to be worth taking fairly highly
Manalith doesn’t tend to be very good in Limited. Using up a card just for inefficient fixing and ramp can be rough, though adding “The Ring Tempts You” to the mix probably does enough for this to be fixing you turn to when you’re desperate
This seems pretty solid. Scry 1 + Draw 1 when it ETBs is nice, and it is nice that it is Food – not only because it can gain you life, but because the format has lots of payoffs for Food – as well as things like Historic and Artifacts more generally, which it helps you with. The Scry and the extra draw also works well with decks in the format
Even in a set with this many legendaries, it is hard to imagine getting the cost on this ability down low enough consistently enough to be super happy with this. I guess if you can get it down to 3 the effect will feel passable, but you really need to go to 2 or less for it to feel like you’re getting a good deal, and the floor on the card is pretty miserable
Just indestructibility really isn’t that impressive of a boost. The main problem being that a creature needs to already be good otherwise it isn’t worth making it indestructible. For this to be worth it, it really needs to have a legendary creature to attach to for free at instant speed, because at that point you’re probably saving your creature from removal and/or helping it win combat. Even in a set with this many legendaries, though, you can’t count on that, and this will feel clunky as heck when you have to pay 3 to play it and equip it. This just seems like it will be too clunky too often to make the cut in your deck consistently
This looks fairly powerful. It does have a real effect the turn you play it, as protection from everything means your opponent won’t be able to attack you or target you with anything. So, it is basically a fog effect, not something I usually love in Limited, but the One Ring will quickly start drawing you cards after that. Sure, you have to lose life and stuff, but this can draw you so many cards so quickly that you’re going to be able to use them to win the game before it matters most of the time
Scry 2 on every end step is a pretty decent effect, though getting it out of a card that doesn’t really impact the board is less than ideal, and overall I think maybe the Palantir is just too slow to be great. The first couple turns when your opponent goes with the mill option it will likely do very little, and then once they can’t safely choose that option anymore they are likely to give you cards, but you also have to be pressuring your opponent in some way for them to be that concerned about their life total. It definitely has an impressive ceiling as a value engine, but it will take too many turns to start doing something meaningful to be great.
A three-mana mana rock that can tap for one mana of any color usually isn’t very good in Limited. If a format turns out to be more ramp or multicolor heavy it gets better, but Manalith on its own definitely isn’t very good. This does have additional upside, but both are pretty narrow. The life gain part especially so, since you need to both have 5 or less life and something to gain you life. It will happen sometimes, but not very often. I’m more interested in the Phial drawing extra cards, as that’s where the real power is. Most games that go relatively long result in you having an empty hand, and it also means that you’ll probably be able to play both things you draw a lot of the time and keep on drawing extra. So, early this is an almost-passable mana rock, and then in the late game it can grind you out a win, and maybe gain you some extra life
A two mana 0/3 defender doesn’t tend to be very good, but this does a reasonable job of filtering your mana
2 to play and 2 to equip for the stats boost and Haste alone is pretty close to a playable card, so the fact it also offers pseudo-vigilance and upside against some of the most plentiful creatures in the format makes this very nice
There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
If you need fixing, there are worse ways to do it. In total, you end up spending one more mana than you get back, but the fact that they replace themselves helps soften the blow. Still, it doesn’t really feel like this is a card that will make the cut in all of your decks or anything
Even if you only Amass once with this, you’re going to feel pretty good, since it means you got a full card of value out of a land that has also been producing mana for you. That kind of value is pretty real! It will enter tapped a lot, but the upside is worth it
This can certainly help you splash some powerful legendary creatures, but I’m a little skeptical. Most of these lands that normally only produce colorless, but can produce colored mana for a certain type of card end up not being worth it. Producing only colorless for the majority of cards in your deck can be a liability for your mana base, so it ends up sort of canceling out any upside you might get out of it when you have your legendaries around. You’re going to want to go after different fixing than this most of the time
This seems like it will be able to add at least one color of mana to your mana pool by the middle stages of the game, and that’s not bad on a land that also Scries and has the potential upside of tapping for more colors. Still, there will be some awkward situations where you can only get colorless mana out of this, and that’s kind of rough
Being able to draw even one card with this is going to feel pretty good, as you normally can’t get that type of value out of your lands. It will enter tapped a lot which is a bummer, but this still looks like it will deliver plenty of value to make it worth it
I’m not quite as impressed with the upside on this one as I am with the others in this cycle. You have to invest a hefty amount of mana and have a well-stocked graveyard to get it going, and by the time you are actually able to use this ability, getting Treasure isn’t exactly going to be a big deal most of the time
I’m always a pretty big fan of utility lands, and this one is pretty awesome! Lands that do something other than produce mana gives you back some significant value, plus Just having a land that can produce two colors of mana is nice in Limited, so the fact that this can also ping your opponent and then in the really late game basically give you a one-sided Wrath effect is pretty nice! Unfortunately having a legendary artifact to sacrifice is far from a guarantee, so we can’t really give this full credit for having this powerful effect. But still, it fixes your mana and gives you a way to do some extra damage, and on occasion it will completely bust a game wide open in your favor
A land that Scries is always a nice thing to have, and this has a fairly reasonable hoop for you to jump through, as by the time you want to start Scrying with this you’re fairly likely to have a legendary creature in play
This will often enter tapped, but that’s okay – it produces colored mana, so it doesn’t hurt your mana too much, and generating Food tokens for a low cost is actually pretty nice! It will make it fairly hard for your opponent to finish you off
This can’t grab you a land for no mana the way Evolving Wilds can, but the fact it can tap for mana in the mean time makes up for that.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-common text-light|White|Sorcery
|
2.0 | 2.3 | 7.65 | 51 | 6.52 | 377 |
ss-rare|White|Sorcery
|
3.5 | 3.7 | 4.25 | 4 | 3.10 | 23 |
ss-uncommon|White|Legendary Creature — Horse
|
3.0 | 3.7 | 4.12 | 17 | 3.69 | 94 |
ss-rare|White|Legendary Creature — Human Soldier
|
3.5 | 4.6 | 1.98 | 48 | 2.06 | 85 |
ss-mythic|White|Enchantment
|
4.0 | 4.6 | 2.00 | 5 | 2.50 | 12 |
ss-common text-light|White|Artifact — Equipment
|
2.5 | 0.8 | 11.15 | 34 | 9.45 | 533 |
ss-common text-light|White|Creature — Bird Soldier
|
2.5 | 2.5 | 7.05 | 59 | 6.19 | 344 |
ss-common text-light|White|Creature — Halfling Peasant
|
2.5 | 1.3 | 9.89 | 35 | 7.86 | 434 |
ss-common text-light|White|Creature — Human Knight
|
1.5 | 1.6 | 9.19 | 42 | 8.10 | 443 |
ss-uncommon|White|Legendary Creature — Human Noble
|
4.0 | 3.9 | 3.69 | 13 | 3.53 | 74 |
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 3.2 | 5.43 | 61 | 4.73 | 244 |
ss-common text-light|White|Instant
|
2.0 | 0.6 | 11.62 | 52 | 9.64 | 529 |
ss-common text-light|White|Creature — Human Soldier
|
1.5 | 0.8 | 11.09 | 45 | 8.79 | 511 |
ss-uncommon|White|Legendary Creature — Human Soldier
|
3.5 | 3.8 | 4.00 | 19 | 3.17 | 68 |
ss-rare|White|Legendary Enchantment
|
4.5 | 4.6 | 2.00 | 9 | 1.80 | 21 |
ss-common text-light|White|Enchantment — Aura
|
3.0 | 2 | 8.23 | 48 | 7.29 | 417 |
ss-rare|White|Enchantment
|
0.0 | 1.6 | 9.14 | 7 | 6.71 | 57 |
ss-rare|White|Legendary Creature — Halfling Citizen
|
3.0 | 4.3 | 2.78 | 50 | 2.42 | 109 |
ss-mythic|White|Legendary Creature — Avatar Wizard
|
4.5 | 3.6 | 4.50 | 2 | 3.60 | 5 |
ss-common text-light|White|Instant
|
3.0 | 2.1 | 8.06 | 49 | 6.62 | 356 |
ss-uncommon|White|Legendary Creature — Bird Noble
|
3.5 | 3.6 | 4.40 | 15 | 3.48 | 92 |
ss-uncommon|White|Instant
|
3.0 | 2.7 | 6.69 | 13 | 5.97 | 136 |
ss-common text-light|White|Creature — Halfling Peasant
|
2.0 | 0.8 | 11.14 | 35 | 9.49 | 524 |
ss-common text-light|White|Sorcery
|
1.0 // 3.0 | 0.7 | 11.52 | 42 | 9.24 | 520 |
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 2.3 | 7.51 | 51 | 6.78 | 387 |
ss-uncommon|White|Instant
|
2.5 | 3.1 | 5.57 | 21 | 4.67 | 101 |
ss-uncommon|White|Legendary Creature — Halfling Peasant
|
4.0 | 4.5 | 2.21 | 14 | 2.32 | 59 |
ss-uncommon|White|Legendary Creature — Halfling Peasant
|
3.5 | 3.8 | 3.86 | 22 | 3.02 | 54 |
ss-common text-light|White|Instant
|
2.0 | 0.5 | 11.80 | 56 | 10.02 | 609 |
ss-uncommon|White|Creature — Halfling Soldier
|
3.5 | 3.5 | 4.64 | 14 | 3.75 | 94 |
ss-common text-light|White|Instant
|
1.0 | 1.4 | 9.73 | 40 | 8.55 | 446 |
ss-common text-light|White|Creature — Spirit Soldier
|
2.0 | 0.6 | 11.56 | 39 | 9.35 | 538 |
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 1.4 | 9.64 | 39 | 7.87 | 448 |
ss-uncommon|White|Enchantment — Saga
|
2.0 | 2.1 | 8.12 | 17 | 6.44 | 147 |
ss-common text-light|White|Creature — Halfling Peasant
|
2.0 | 1.8 | 8.65 | 46 | 7.71 | 454 |
ss-rare|White|Enchantment — Saga
|
2.5 | 3.8 | 3.89 | 9 | 2.92 | 28 |
ss-common text-light|White|Creature — Human Knight
|
2.0 | 2.2 | 7.71 | 35 | 6.76 | 380 |
ss-uncommon|White|Instant
|
1.5 | 1 | 10.69 | 16 | 7.05 | 179 |
ss-common text-light|Blue|Sorcery
|
2.0 | 1.7 | 9.04 | 45 | 7.64 | 400 |
ss-uncommon|Blue|Enchantment — Saga
|
2.5 | 3.7 | 4.17 | 29 | 4.25 | 87 |
ss-common text-light|Blue|Enchantment — Aura
|
3.0 | 1.2 | 10.27 | 41 | 8.23 | 485 |
ss-uncommon|Blue|Legendary Creature — Human Rogue
|
2.0 | 1.4 | 9.67 | 15 | 6.79 | 141 |
ss-common text-light|Blue|Sorcery
|
2.5 | 3.4 | 4.87 | 52 | 4.71 | 257 |
ss-rare|Blue|Instant
|
2.0 | 1.7 | 9.00 | 11 | 5.96 | 64 |
ss-common text-light|Blue|Creature — Human Pirate
|
2.0 | 0.3 | 12.33 | 42 | 9.40 | 518 |
ss-uncommon|Blue|Instant
|
3.5 | 2.3 | 7.52 | 21 | 6.07 | 146 |
ss-common text-light|Blue|Instant
|
2.0 | 2.1 | 7.92 | 64 | 7.00 | 397 |
ss-common text-light|Blue|Instant
|
1.0 | 1.1 | 10.54 | 54 | 8.98 | 521 |
ss-uncommon|Blue|Legendary Creature — Elf Noble
|
3.5 | 3.5 | 4.67 | 18 | 3.97 | 96 |
ss-uncommon|Blue|Legendary Creature — Avatar Wizard
|
3.5 | 4.5 | 2.23 | 31 | 2.67 | 55 |
ss-common text-light|Blue|Instant
|
2.5 | 3.2 | 5.44 | 66 | 5.26 | 291 |
ss-rare|Blue|Legendary Creature — Nymph
|
2.5 | 3.4 | 4.80 | 5 | 3.17 | 32 |
ss-common text-light|Blue|Creature — Elf Pilot
|
2.0 | 1.1 | 10.55 | 42 | 8.75 | 479 |
ss-common text-light|Blue|Instant
|
2.0 | 1.6 | 9.21 | 33 | 7.29 | 379 |
ss-uncommon|Blue|Sorcery
|
1.0 | 4.2 | 2.94 | 17 | 3.63 | 89 |
ss-uncommon|Blue|Legendary Creature — Human Cleric
|
3.0 | 2.1 | 8.14 | 28 | 6.41 | 163 |
ss-common text-light|Blue|Instant
|
3.0 | 1.8 | 8.73 | 55 | 7.79 | 419 |
ss-common text-light|Blue|Creature — Bird
|
3.0 | 1.8 | 8.74 | 47 | 7.23 | 423 |
ss-common text-light|Blue|Creature — Human Knight
|
2.0 | 0.6 | 11.71 | 35 | 8.90 | 531 |
ss-common text-light|Blue|Sorcery
|
2.0 | 2.7 | 6.49 | 57 | 5.43 | 303 |
ss-rare|Blue|Enchantment
|
0.0 | 1.7 | 9.00 | 6 | 5.48 | 53 |
ss-uncommon|Blue|Legendary Creature — Bird Soldier
|
3.5 | 3.6 | 4.33 | 18 | 3.82 | 84 |
ss-common text-light|Blue|Creature — Elf Scout
|
3.0 | 1.2 | 10.26 | 43 | 9.02 | 497 |
ss-common text-light|Blue|Creature — Human Peasant
|
2.0 | 2.6 | 6.76 | 55 | 6.45 | 325 |
ss-rare|Blue|Instant
|
2.5 | 2.3 | 7.50 | 4 | 4.25 | 45 |
ss-rare|Blue|Creature — Human Ranger
|
4.5 | 4.6 | 2.11 | 54 | 2.14 | 93 |
ss-uncommon|Blue|Legendary Creature — Avatar Wizard
|
3.0 | 3.5 | 4.69 | 13 | 3.66 | 76 |
ss-uncommon|Blue|Instant
|
2.5 | 4.1 | 3.11 | 27 | 3.28 | 65 |
ss-rare|Blue|Enchantment — Saga
|
4.0 | 3.9 | 3.50 | 56 | 3.19 | 138 |
ss-common text-light|Blue|Instant
|
2.0 | 2.6 | 6.75 | 59 | 6.41 | 347 |
ss-uncommon|Blue|Instant
|
0.0 | 2.7 | 6.59 | 17 | 5.30 | 124 |
ss-mythic|Blue|Enchantment
|
0.0 | 3.2 | 5.21 | 14 | 3.82 | 84 |
ss-common text-light|Blue|Sorcery
|
2.0 | 1.1 | 10.41 | 51 | 9.02 | 495 |
ss-common text-light|Blue|Sorcery
|
2.0 | 1.5 | 9.56 | 55 | 7.97 | 404 |
ss-mythic|Blue|Legendary Creature — Kraken
|
0.0 // 4.0 | 3.7 | 3.95 | 20 | 4.01 | 96 |
ss-common text-light|Blue|Creature — Elemental
|
3.0 | 1.5 | 9.52 | 50 | 8.99 | 508 |
ss-uncommon|Black|Instant
|
3.5 | 4.4 | 2.45 | 31 | 2.40 | 46 |
ss-common text-light|Black|Sorcery
|
0.5 | 2 | 8.26 | 62 | 7.30 | 435 |
ss-rare|Black|Enchantment
|
4.0 | 4.9 | 1.40 | 55 | 1.49 | 66 |
ss-common text-light|Black|Creature — Orc Soldier
|
2.5 | 1.8 | 8.73 | 55 | 7.46 | 430 |
ss-common text-light|Black|Sorcery
|
3.5 | 4.4 | 2.56 | 78 | 2.75 | 137 |
ss-common text-light|Black|Creature — Bird Horror
|
3.5 | 4.1 | 3.24 | 70 | 3.12 | 162 |
ss-common text-light|Black|Creature Human Warrior
|
2.0 | 3.2 | 5.30 | 53 | 4.70 | 272 |
ss-uncommon|Black|Legendary Creature — Halfling Horror
|
3.0 | 4.3 | 2.64 | 22 | 2.33 | 50 |
ss-uncommon|Black|Instant
|
3.5 | 4.2 | 2.88 | 33 | 2.72 | 63 |
ss-uncommon|Black|Legendary Creature — Orc Soldier
|
3.0 | 2.7 | 6.56 | 25 | 5.03 | 113 |
ss-uncommon|Black|Legendary Creature — Human Soldier
|
4.0 | 4.2 | 2.93 | 29 | 3.12 | 58 |
ss-uncommon|Black|Legendary Creature — Human Advisor
|
2.5 | 3.8 | 3.86 | 21 | 3.94 | 87 |
ss-uncommon|Black|Legendary Artifact — Vehicle
|
2.0 | 2 | 8.30 | 23 | 5.60 | 155 |
ss-common text-light|Black|Creature — Nightmare Elf
|
2.0 | 2.8 | 6.33 | 64 | 6.13 | 347 |
ss-rare|Black|Legendary Instant
|
2.5 | 3.4 | 5.00 | 3 | 3.21 | 21 |
ss-common text-light|Black|Sorcery
|
3.0 | 3.5 | 4.66 | 59 | 4.71 | 261 |
ss-rare|Black|Legendary Creature — Halfling Citizen
|
3.5 | 4.4 | 2.56 | 55 | 2.46 | 126 |
ss-uncommon|Black|Enchantment
|
2.5 | 4.1 | 3.13 | 15 | 2.77 | 39 |
ss-common text-light|Black|Creature — Bat
|
3.0 | 2.6 | 6.76 | 42 | 6.20 | 354 |
ss-common text-light|Black|Sorcery
|
3.0 | 3.3 | 5.18 | 66 | 4.62 | 234 |
ss-common text-light|Black|Artifact Creature — Wall
|
2.0 | 1.5 | 9.40 | 40 | 7.22 | 393 |
ss-common text-light|Black|Enchantment — Aura
|
0.0 | 1.8 | 8.86 | 43 | 7.71 | 434 |
ss-common text-light|Black|Instant
|
1.5 | 1.5 | 9.44 | 55 | 7.27 | 411 |
ss-uncommon|Black|Creature — Wraith Knight
|
3.5 | 4.4 | 2.47 | 32 | 2.28 | 48 |
ss-uncommon|Black|Enchantment — Saga
|
2.5 | 3.5 | 4.55 | 20 | 4.29 | 71 |
ss-rare|Black|Enchantment — Saga
|
4.0 | 4.3 | 2.80 | 66 | 2.67 | 134 |
ss-rare|Black|Creature — Orc Archer
|
4.0 | 4.9 | 1.40 | 91 | 1.53 | 102 |
ss-common text-light|Black|Instant
|
1.5 | 1.5 | 9.39 | 41 | 7.70 | 432 |
ss-common text-light|Black|Sorcery
|
2.0 | 2.8 | 6.44 | 61 | 5.99 | 357 |
ss-rare|Black|Legendary Creature — Avatar Horror
|
4.5 | 4.8 | 1.59 | 54 | 1.59 | 69 |
ss-mythic|Black|Sorcery
|
1.5 | 3.7 | 4.05 | 21 | 3.66 | 88 |
ss-common text-light|Black|Instant
|
2.5 | 2.2 | 7.87 | 53 | 7.02 | 382 |
ss-common text-light|Black|Creature — Wolf
|
2.5 | 1.2 | 10.11 | 37 | 8.45 | 490 |
ss-common text-light|Black|Sorcery
|
2.5 | 3.6 | 4.40 | 77 | 4.65 | 278 |
ss-common text-light|Black|Creature — Troll
|
2.0 | 3.3 | 5.24 | 68 | 4.89 | 264 |
ss-common text-light|Black|Creature — Orc Berserker
|
2.0 | 3.3 | 5.17 | 70 | 4.66 | 280 |
ss-uncommon|Black|Creature — Drake Beast
|
3.0 | 4.3 | 2.78 | 36 | 3.02 | 55 |
ss-mythic|Black|Legendary Creature — Wraith Noble
|
5.0 | 4.9 | 1.14 | 7 | 1.14 | 7 |
ss-common text-light|Red|Creature — Goblin Warrior
|
2.5 | 1.9 | 8.61 | 46 | 7.34 | 415 |
ss-uncommon|Red|Enchantment — Saga
|
3.5 | 4.3 | 2.69 | 16 | 3.21 | 48 |
ss-common text-light|Red|Sorcery
|
1.5 | 2.1 | 8.14 | 50 | 6.79 | 351 |
ss-common text-light|Red|Instant
|
0.5 | 1.2 | 10.26 | 58 | 8.73 | 480 |
ss-rare|Red|Instant
|
2.0 | 1.7 | 9.00 | 5 | 5.72 | 48 |
ss-rare|Red|Legendary Creature — Human Knight
|
3.5 | 4.6 | 2.00 | 67 | 2.12 | 105 |
ss-uncommon|Red|Legendary Creature — Human Knight
|
4.0 | 4.6 | 1.95 | 22 | 2.67 | 52 |
ss-common text-light|Red|Creature — Dwarf Artificer
|
2.5 | 2 | 8.35 | 43 | 7.11 | 394 |
ss-uncommon|Red|Legendary Creature — Human Soldier
|
2.5 | 3.3 | 5.20 | 20 | 4.66 | 94 |
ss-rare|Red|Enchantment
|
1.5 | 3.5 | 4.71 | 7 | 3.86 | 24 |
ss-uncommon|Red|Sorcery
|
3.0 | 4.6 | 1.96 | 25 | 2.14 | 39 |
ss-uncommon|Red|Enchantment
|
1.0 // 2.5 | 3.4 | 4.93 | 28 | 4.28 | 102 |
ss-common text-light|Red|Sorcery
|
1.0 | 0.4 | 12.14 | 49 | 9.97 | 569 |
ss-uncommon|Red|Sorcery
|
3.5 | 4.1 | 3.17 | 18 | 3.18 | 45 |
ss-uncommon|Red|Legendary Creature — Dwarf Warrior
|
2.5 | 2.2 | 7.78 | 18 | 5.17 | 112 |
ss-common text-light|Red|Artifact — Equipment
|
2.0 | 0.5 | 12.02 | 50 | 10.21 | 620 |
ss-common text-light|Red|Instant
|
1.5 | 0.6 | 11.59 | 39 | 9.63 | 532 |
ss-rare|Red|Legendary Creature — Dwarf Advisor
|
3.5 | 3.6 | 4.45 | 11 | 3.72 | 27 |
ss-uncommon|Red|Creature — Goblin Warrior
|
3.0 | 3.8 | 3.90 | 20 | 3.99 | 110 |
ss-uncommon|Red|Legendary Creature — Goblin Soldier
|
4.0 | 3.9 | 3.58 | 26 | 3.36 | 72 |
ss-common text-light|Red|Creature — Human Warrior
|
2.0 | 1.7 | 9.02 | 49 | 7.52 | 445 |
ss-mythic|Red|Sorcery
|
0.0 | 2.3 | 7.50 | 2 | 5.16 | 21 |
ss-common text-light|Red|Instant
|
1.5 | 2.7 | 6.68 | 60 | 6.06 | 317 |
ss-rare|Red|Creature — Goblin Warrior
|
3.5 | 4.4 | 2.44 | 59 | 2.39 | 119 |
ss-common text-light|Red|Creature — Elephant
|
2.0 | 2.4 | 7.19 | 64 | 5.81 | 341 |
ss-common text-light|Red|Creature — Troll Soldier
|
2.5 | 0.9 | 10.93 | 41 | 8.98 | 518 |
ss-common text-light|Red|Sorcery
|
1.5 | 2.4 | 7.23 | 57 | 6.80 | 383 |
ss-common text-light|Red|Sorcery
|
3.0 | 3.5 | 4.67 | 82 | 4.54 | 230 |
ss-uncommon|Red|Sorcery
|
4.0 | 3.9 | 3.58 | 26 | 3.14 | 58 |
ss-common text-light|Red|Creature — Human Knight
|
2.5 | 2.7 | 6.62 | 72 | 6.00 | 351 |
ss-uncommon|Red|Enchantment
|
1.0 | 0.8 | 11.24 | 17 | 8.54 | 204 |
ss-common text-light|Red|Creature — Human Knight
|
2.0 | 3.2 | 5.40 | 53 | 5.62 | 327 |
ss-common text-light|Red|Instant
|
1.5 | 0.2 | 12.62 | 52 | 10.53 | 646 |
ss-common text-light|Red|Instant
|
4.0 | 4 | 3.49 | 69 | 3.61 | 153 |
ss-mythic|Red|Enchantment
|
4.0 | 5 | 1.00 | 5 | 1.17 | 6 |
ss-common text-light|Red|Sorcery
|
2.5 | 2.5 | 7.04 | 57 | 6.66 | 376 |
ss-rare|Red|Enchantment — Saga
|
5.0 | 4.6 | 1.96 | 78 | 1.89 | 108 |
ss-common text-light|Red|Creature — Beast
|
2.0 | 2.1 | 8.05 | 57 | 7.51 | 425 |
ss-common text-light|Green|Creature — Dwarf
|
3.0 | 0.9 | 10.94 | 52 | 9.65 | 552 |
ss-common text-light|Green|Instant
|
2.5 | 0.9 | 10.92 | 39 | 9.79 | 582 |
ss-common text-light|Green|Creature — Halfling Peasant
|
2.0 | -0 | 13.13 | 31 | 10.36 | 562 |
ss-uncommon|Green|Legendary Creature — Elf Noble
|
3.0 | 2.3 | 7.44 | 18 | 5.72 | 137 |
ss-common text-light|Green|Creature — Elf Warrior
|
3.0 | 0.9 | 10.96 | 27 | 8.77 | 445 |
ss-rare|Green|Creature — Halfling Citizen
|
3.5 | 4.5 | 2.28 | 57 | 2.19 | 114 |
ss-uncommon|Green|Creature — Human Ranger
|
3.0 | 2.6 | 6.83 | 12 | 5.28 | 128 |
ss-rare|Green|Enchantment
|
3.5 | 4.2 | 2.86 | 7 | 2.84 | 21 |
ss-common text-light|Green|Sorcery
|
2.5 | 0.2 | 12.53 | 36 | 9.62 | 522 |
ss-common text-light|Green|Creature — Treefolk
|
2.0 | 2 | 8.27 | 41 | 7.91 | 455 |
ss-uncommon|Green|Instant
|
3.0 | 1.2 | 10.23 | 13 | 6.83 | 154 |
ss-common text-light|Green|Sorcery
|
3.5 | 2.3 | 7.62 | 60 | 6.98 | 385 |
ss-rare|Green|Enchantment — Saga
|
4.5 | 4.2 | 2.93 | 54 | 2.73 | 149 |
ss-rare|Green|Legendary Creature — Treefolk
|
3.0 | 1.9 | 8.45 | 11 | 5.51 | 47 |
ss-common text-light|Green|Artifact — Equipment
|
1.5 | 0.3 | 12.42 | 31 | 10.44 | 590 |
ss-common text-light|Green|Creature — Elf Scout
|
2.0 | 0.4 | 12.23 | 40 | 9.77 | 579 |
ss-common text-light|Green|Creature — Treefolk
|
2.5 | 2.4 | 7.30 | 53 | 6.61 | 367 |
ss-uncommon|Green|Enchantment — Aura
|
2.5 | 1.6 | 9.27 | 11 | 7.43 | 143 |
ss-uncommon|Green|Legendary Creature — Elf Noble
|
2.5 | 2.5 | 7.14 | 14 | 6.09 | 133 |
ss-mythic|Green|Sorcery
|
3.0 | 3.4 | 4.67 | 21 | 3.95 | 110 |
ss-rare|Green|Legendary Creature — Elf Archer
|
4.0 | 4.8 | 1.60 | 5 | 2.48 | 21 |
ss-uncommon|Green|Enchantment — Saga
|
1.0 | 0.3 | 12.33 | 12 | 8.02 | 191 |
ss-common text-light|Green|Creature — Elf Scout
|
1.5 | 0.8 | 11.10 | 31 | 8.98 | 517 |
ss-common text-light|Green|Sorcery
|
2.5 | 1.8 | 8.77 | 52 | 7.91 | 419 |
ss-uncommon|Green|Legendary Creature — Halfling Citizen
|
3.0 | 2.8 | 6.38 | 16 | 5.16 | 119 |
ss-common text-light|Green|Creature — Spider
|
2.5 | 1.4 | 9.67 | 54 | 8.87 | 534 |
ss-common text-light|Green|Creature — Dwarf Soldier
|
2.5 | 1.4 | 9.68 | 50 | 8.90 | 461 |
ss-common text-light|Green|Creature — Dog
|
3.0 | 1.2 | 10.26 | 47 | 8.65 | 484 |
ss-uncommon|Green|Legendary Creature — Halfling Citizen
|
4.0 | 2.9 | 6.17 | 29 | 5.50 | 106 |
ss-common text-light|Green|Instant
|
2.0 | 0.3 | 12.45 | 33 | 10.47 | 603 |
ss-uncommon|Green|Legendary Creature — Treefolk
|
3.5 | 3.3 | 5.19 | 16 | 4.86 | 107 |
ss-mythic|Green|Legendary Creature — Avatar Wizard
|
5.0 | 4.6 | 1.86 | 7 | 1.78 | 9 |
ss-common text-light|Green|Sorcery
|
1.5 | 0.3 | 12.43 | 49 | 10.29 | 560 |
ss-rare|Green|Sorcery
|
1.0 | 1.6 | 9.29 | 7 | 6.45 | 54 |
ss-uncommon|Green|Enchantment
|
2.5 | 1.6 | 9.22 | 18 | 7.26 | 183 |
ss-common text-light|Green|Instant
|
0.5 | 0.5 | 11.98 | 46 | 9.93 | 564 |
ss-uncommon|Green|Instant
|
3.5 | 3.2 | 5.26 | 19 | 3.96 | 108 |
ss-common text-light|Green|Creature — Human Shaman
|
3.0 | 2.7 | 6.69 | 59 | 6.55 | 360 |
ss-rare|White|Green|Legendary Creature — Human Ranger
|
4.0 | 4.2 | 3.00 | 9 | 2.75 | 21 |
ss-mythic|White|Blue|Red|Green|Legendary Creature — Human Noble
|
4.5 | 4.1 | 3.25 | 4 | 2.29 | 7 |
ss-mythic|White|Green|Legendary Creature — Elf Noble
|
4.0 | 4.6 | 2.00 | 1 | 1.50 | 4 |
ss-uncommon|Blue|Green|Legendary Creature — Elf Noble
|
3.5 | 2.5 | 7.00 | 15 | 5.81 | 105 |
ss-rare|Black|Red|Legendary Creature — Avatar Demon
|
4.0 | 4.4 | 2.39 | 44 | 2.36 | 86 |
ss-uncommon|Blue|Red|Legendary Creature — Halfling Rogue
|
3.5 | 3.9 | 3.72 | 18 | 4.08 | 77 |
ss-uncommon|White|Green|Legendary Creature — Human Peasant
|
3.0 | 2.7 | 6.58 | 19 | 5.43 | 135 |
ss-uncommon|White|Black|Legendary Creature — Human Noble
|
3.5 | 3.3 | 5.08 | 24 | 4.24 | 77 |
ss-rare|Red|Green|Legendary Artifact
|
3.5 | 4.1 | 3.12 | 8 | 2.78 | 24 |
ss-rare|Blue|Green|Legendary Creature — Elf Noble
|
4.5 | 3.6 | 4.44 | 9 | 3.23 | 31 |
ss-rare|White|Red|Legendary Creature — Human Knight
|
4.0 | 4.6 | 2.00 | 9 | 3.00 | 25 |
ss-rare|White|Blue|Legendary Creature — Human Noble
|
4.0 | 4.7 | 1.78 | 60 | 1.77 | 93 |
ss-rare|Blue|Red|Instant
|
4.0 | 4.2 | 3.00 | 11 | 2.82 | 22 |
ss-uncommon|Red|Green|Instant
|
3.5 | 1.7 | 9.12 | 17 | 7.45 | 155 |
ss-uncommon|White|Green|Legendary Creature — Halfling Scout
|
3.0 | 3 | 5.94 | 18 | 4.17 | 97 |
ss-rare|Blue|Green|Legendary Creature — Elf Noble
|
4.0 | 3.3 | 5.20 | 5 | 3.33 | 28 |
ss-rare|Blue|Red|Legendary Creature — Avatar Wizard
|
4.0 | 4.2 | 2.89 | 47 | 2.79 | 107 |
ss-uncommon|Blue|Red|Sorcery
|
3.5 | 3 | 5.77 | 22 | 4.69 | 79 |
ss-rare|Red|Green|Legendary Creature — Dwarf Warrior
|
3.0 | 3.4 | 5.00 | 5 | 4.33 | 37 |
ss-uncommon|White|Blue|Legendary Creature — Bird Noble
|
3.0 | 1.5 | 9.38 | 8 | 6.04 | 124 |
ss-rare|White|Black|Legendary Creature — Spirit Noble
|
4.0 | 4.5 | 2.15 | 53 | 2.38 | 102 |
ss-uncommon|Blue|Green|Legendary Creature — Elf Archer
|
2.5 | 1.3 | 10.09 | 11 | 7.18 | 170 |
ss-rare|White|Black|Legendary Creature — Halfling Rogue
|
3.0 | 3.1 | 5.62 | 8 | 4.67 | 32 |
ss-uncommon|Black|Red|Legendary Creature — Orc Soldier
|
3.5 | 3.5 | 4.56 | 16 | 3.77 | 74 |
ss-rare|White|Red|Legendary Creature — Halfling Knight
|
3.0 | 3.6 | 4.50 | 2 | 3.86 | 23 |
ss-uncommon|Blue|Black|Legendary Creature — Human Advisor
|
3.5 | 3.8 | 3.95 | 19 | 3.42 | 65 |
ss-uncommon|Black|Green|Legendary Creature — Treefolk
|
4.0 | 3.9 | 3.56 | 16 | 3.71 | 69 |
ss-rare|White|Blue|Legendary Creature — Halfling Soldier
|
3.5 | 4.2 | 2.89 | 9 | 2.52 | 28 |
ss-uncommon|White|Blue|Legendary Creature — Human Noble
|
3.0 | 2.1 | 8.11 | 19 | 5.04 | 128 |
ss-uncommon|Blue|Black|Sorcery
|
0.0 | 1.4 | 9.75 | 20 | 7.68 | 202 |
ss-uncommon|Black|Green|Sorcery
|
2.0 | 2.4 | 7.32 | 22 | 5.80 | 130 |
ss-rare|White|Green|Legendary Creature — Halfling Peasant
|
4.0 | 4.7 | 1.80 | 5 | 3.13 | 23 |
ss-mythic|White|Blue|Black|Legendary Creature — Avatar Wizard
|
5.0 | 4.7 | 1.67 | 3 | 2.43 | 7 |
ss-mythic|Blue|Black|Red|Legendary Creature — Avatar Horror
|
5.0 | 4.5 | 2.33 | 6 | 2.11 | 9 |
ss-rare|Blue|Black|Instant
|
3.0 | 3.9 | 3.67 | 9 | 3.45 | 22 |
ss-uncommon|White|Black|Sorcery
|
3.0 | 3 | 5.79 | 24 | 4.21 | 96 |
ss-uncommon|White|Red|Legendary Creature — Horse
|
2.5 | 2.9 | 6.21 | 24 | 5.50 | 123 |
ss-rare|Black|Red|Legendary Creature — Orc Soldier
|
2.5 | 1.9 | 8.43 | 7 | 4.75 | 31 |
ss-rare|Blue|Black|Legendary Creature — Avatar Rogue
|
0.0 | 1.5 | 9.38 | 8 | 6.31 | 73 |
ss-rare|Black|Green|Legendary Creature — Spider Demon
|
4.5 | 4.5 | 2.18 | 51 | 2.07 | 92 |
ss-rare|Black|Green|Legendary Creature — Halfling Horror
|
4.0 | 4.4 | 2.50 | 8 | 2.55 | 21 |
ss-uncommon|Red|Green|Legendary Creature — Human Ranger
|
4.0 | 2.1 | 8.12 | 16 | 6.81 | 130 |
ss-uncommon|White|Red|Legendary Creature — Human Noble
|
3.5 | 3.5 | 4.74 | 23 | 4.47 | 115 |
ss-mythic|White|Blue|Black|Red|Green|Legendary Creature — God Bard
|
1.0 // 4.0 | 2.1 | 7.73 | 26 | 5.09 | 158 |
ss-uncommon|Black|Red|Legendary Creature — Orc Soldier
|
3.0 | 2.5 | 7.00 | 15 | 5.35 | 112 |
ss-mythic||Legendary Artifact — Equipment
|
5.0 | 5 | 1.00 | 5 | 1.00 | 5 |
ss-uncommon||Artifact — Equipment
|
2.5 | 1.1 | 10.47 | 17 | 7.18 | 204 |
ss-uncommon||Artifact
|
0.0 | 0.4 | 12.06 | 16 | 8.42 | 212 |
ss-mythic||Legendary Artifact — Equipment
|
3.5 | 4.6 | 2.00 | 3 | 2.22 | 9 |
ss-rare||Legendary Artifact
|
4.5 | 4.9 | 1.33 | 75 | 1.64 | 82 |
ss-rare||Legendary Artifact
|
3.0 | 3.8 | 4.00 | 8 | 3.62 | 31 |
ss-common text-light||Artifact
|
1.5 | 1.5 | 9.42 | 38 | 7.69 | 424 |
ss-common text-light||Artifact — Food
|
2.5 | 1.3 | 10.10 | 42 | 8.29 | 464 |
ss-uncommon||Legendary Artifact
|
2.0 | 0.9 | 10.84 | 19 | 7.83 | 193 |
ss-rare||Legendary Artifact — Equipment
|
1.0 | 4.5 | 2.22 | 27 | 2.33 | 112 |
ss-mythic||Legendary Artifact
|
4.0 | 4.8 | 1.60 | 5 | 1.67 | 6 |
ss-mythic||Legendary Artifact
|
3.0 | 4.9 | 1.33 | 3 | 1.33 | 3 |
ss-rare||Legendary Artifact
|
3.0 | 4.5 | 2.23 | 60 | 2.08 | 112 |
ss-common text-light||Artifact Creature — Scarecrow
|
1.5 | 0.6 | 11.78 | 50 | 10.34 | 596 |
ss-rare||Legendary Artifact — Equipment
|
3.5 | 3.7 | 4.20 | 5 | 3.15 | 28 |
ss-uncommon||Legendary Artifact
|
0.5 | 0.6 | 11.63 | 19 | 8.40 | 230 |
ss-common text-light||Artifact
|
1.5 | 1 | 10.78 | 55 | 8.86 | 491 |
ss-rare||Legendary Land
|
3.0 | 3.6 | 4.40 | 10 | 3.31 | 26 |
ss-common text-light||Land
|
1.5 | 2.4 | 7.22 | 41 | 6.50 | 378 |
ss-uncommon||Legendary Land
|
2.0 | 0.8 | 11.30 | 10 | 7.53 | 180 |
ss-rare||Legendary Land
|
3.5 | 4.3 | 2.60 | 5 | 3.05 | 22 |
ss-rare||Legendary Land
|
2.5 | 1.9 | 8.40 | 5 | 4.80 | 39 |
ss-mythic||Legendary Land
|
3.5 | 3.7 | 4.00 | 31 | 3.35 | 106 |
ss-rare||Legendary Land
|
3.0 | 4.1 | 3.25 | 4 | 3.31 | 31 |
ss-rare||Legendary Land
|
3.0 | 2.5 | 7.00 | 5 | 4.53 | 37 |
ss-common text-light||Land
|
2.5 | 1.8 | 8.66 | 65 | 7.59 | 461 |
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: