The creature side on it's own here isn't very good, but having a land with creature upside is awesome.
The best thing this creature can do is redirect removal to itself, but if you find yourself in a spot where you can't take advantage of that, you can probably use the land side.
The spell-side here is playable on its own, so the fact it can also be a land drop when you need it is pretty awesome.
If you play her on one, she's going to net you a ton of cards, and transforming here isn't a huge challenge thanks to her own ability -- and Blue's propensity for drawing cards in general. She's not the most powerful planeswalker ever, but she's definitely going to generate some serious value if she transforms.
This is an inefficient creature that hates on the graveyard -- but it's also a land when that's better, and that's awesome.
Just the spell side is playable here, and it's great that it can also be a land drop in a pinch.
the creature side here is a creature you're always happy to play, and thanks to Extort and Lifelink, transforming Sorin isn't a huge challenge. And once he does, he's likely to remove an opposing creature, before giving you food and other value on later turns.
This is a 2-for-1 creature late, and a land drop early.
If you have spells in your deck, this will transform reasonably quickly, and it will usually enter with at least 3 loyalty when it transforms, at which point it can remove something and if it sticks around beyond that it feels awesome.
Land destruction doesn't matter in Limtied, but the unblockable effect is great late. So, if you get this early you're going to play it as a land pretty much every time, but if you get it late? It might just win you the game.
This is a nice removal spell on the spell side -- one you'd always play, so it's nice it can be al and when a fight doesn't benefit you.
This is another one where you play it as a land most of the time, but if you get it late it can give you a big advantage.
A one mana 1/2 with death touch is always a card you play, but Grist is fairly challenging to transform. The set doesn't have a massive graveyard theme. The good news is, if you do manage to pull it off -- Grist is likely to win you the game by generating tokens to protect it and then firing off that ultimate.
So this is either good fixing, or a late-game spell that can break the game wide open. Sign me up.
This is either good fixing or a huge Eldrazi that is likely to pull you ahead even if you were behind.
Auras are super situatinoal, but when they are good, they can be insane. And this is good fixing if you're not in a spot where you can use it.
This is a nice combat trick when you need one, and a nice land the rest of the time.
The spell side is an excellent trick you always play pretty happily in this case -- it blanks most removal and can win you combat pretty well too.
The random discard might be brutal, but you're likely to have energy in Blue/Red.
On the right board state and on the right target, this can win you the game out of nowhere -- but it's conditional. So it's a good thing it's also a land.
Stump Stomp is a premium removal spell, and it can be a land when you need it too!
This is another one of these that is pretty bad early, so you'll play it as a land. But in the late game, it can win the game out of nowhere.
4 mana for a restrictive tutor is awful. But, in the late game when you're worried about flooding out, it's still better to draw than another land.
It's expensive and a little hard to cast, but it also gains you a ton of life and is nearly impossible to kill outside of combat.
You get a big body that doubles as removal, and if it's in your opening hand it even makes your first draw way better!
This isn't exciting whether you cycle it or hard-cast it, but it's not bad either.
This is too hard to cast, doesn't do anything on it's own, and asks far too much of you to do anything at all.
This is a solid body, and it's not too difficult to bring back at least once. Cycling is nice value too.
She's hard to cast, but will win the game virtually every time you cast her. If you can ramp, you can't do any better than Emrakul as your win condition.
The stat-line is bad, but this will usually give you enough tokens and do enough damage to make up for it.
This is a very strong lord in a set with lots of colorless creatures and lots of expensive colorless spells.
This will usually come down as a 9/9 that gives you two 5/4 bodies, and buff some other creatures on the board. That's worth more than 9 mana!
Two colorless isn't always easy to produce, but this is a strong payoff for doing it. You'll always be able to choose 2 modes that give you a 2-for-1.
This is sideboard material. Your opponent needs at least 5 multicolored things for you to side it in. When you can cast it, it'll feel pretty insane!
You need to be able to Evoke this to unlock it's full potential, but even if you can only hardcast it it's pretty good! After all it's a big flyer that gives you a 3-for-1.
This can go after any kind of permanent, which is nice -- you can even lock down some lands! Usually you're going after creatures though, since that's going to result in you having a big turn.
If you can untap with this in play, you're going to win. Problem is, Ulamog doesn't give you any significant value up front, and while the Ward helps, Ulamog does die to a ton of removal. Spending 9 mana on something your opponent kills for a lot less is pretty brutal.
This will never feel great whether your'e cycling it or hard-casting it, but it won't feel bad either.
If you can pay for both of these kickers and produce colorless mana consistently, this'll feel pretty good. That might be asking a bit much, though.
4 mana for 5/5 worth of stats, 3/3 of which has flying is pretty insane for a Common. The other stats basically have Haste, too!
This generates lots of 2-for-1s with the first two chapters, and chapter three can end games.
It's very challenging to actually get worthwhile value out of this effect in Limited, whether you go after your own stuff or your opponents.
This can hurt you just as much as it hurts your opponent, and you're not guaranteed to get enough counters on it for it to do something good.
It’s either Pacifism with Flash, or a way to protect your creature from removal at instant speed. One of those modes is likely to be helpful for you,
Once it outlasts, it's a 3/4 with lfielink, and one that can keep growing if you need it to. In White, you'ree likely to have other modifications around too.
You can use this to rebuy ETBs or MDFCs, but that's just narrow of a usecase.
This never feels like a super efficient removal spell, but it can get the job done all game long.
We've seen many cards that give your whole board hexproof and/or indestructibility at instant speed, and they're just too narrow for most limited decks.
This can run away with the game if you play it on turn two, and it's always a relevant body.
This has a solid starting point as a 4-mana 4/4 with Vigilance, and it'll spit out a 2/2 manifest pretty often. Modifying the Guardian himself is often a good idea.
This makes any creature into a threat, and energy is plentiful enough in the format to trigger this as early as turn two.
It's hard to block in the early game because of first strike, which often means it will become a 3/2 that stays relevant for even longer.
This is a solid card whether you cast it normally or Bestow it, although Bestowing it generates the most value in the long run.
The modality here is great. It works for the energy decks, the go wide decks, and the modification decks. Those are all the big themes in White.
This is certainly efficient, but asks for set up in the form of energy and a loaded graveyard.
This is a one mana 1/1 flyer with lots of upside. It's expensive to move for sure, but if you play it on turn one and attack a few times, and then slap it on a threatening creature in the late game that's pretty good.
Lots of reasons to proliferate in this set, and the trigger here is going to happen naturally.
You need to get two 1/1s out of this pretty quickly for it to feel worth it. It does have engine potential, and can spit out several tokens over the course of a game -- but we've seen Morbid be surprisingly difficult to take advantage of in the past, so I'm skeptical.
This is a great two drop. If you're curving out, it's likely to buff your stuff pretty easily in the early game, and in the later game you can bestow it and get even more value.
This has great base stats in a set with lots of modifications, and getting things rolling on the token generation isn't too challenging either.
This has nice base stats, and the two abilities are certainly upside -- although both of them are pretty finnicky. You need to put an Aura on something already modified and have Auras already in play for it to do anything.
This exile trigger is very useful, whether you're rebuying ETBs and growing Phelia or getting a blocker out of the way.
The shield counter is what you choose when you don't have much going on, and Proliferate is what you'll usually choose in the late game. In both cases, the Rhino gives you a ton of value.
The base stats are bad, but this will often be a 2-for-1.
A tap creature that doesn't ask for mana is nice, but a three mana 2/3 isn't.
This is pretty bad if you're in a White deck focused on modifications, but pretty amazing if you're good at generating energy.
The removal mode is what you'll choose 90% of the time, but it's pretty close to premium and the other two modes come up sometimes too.
This can buff the whole board the turn it comes down if you're so inclined, and if your board isn't wide enough for that, you can spend energy to make the Angel into a way better attacker on your next turn.
You're always playing a two mana 2/2 with Flying and First Strike, and sometimes this ETB will actually come up.
This is a solid trick, though it doesn't offer the most impressive boost -- that gets offset by the flying counter, though.
Customizable Wraths tend to be pretty great! And if you're good at making energy you might not even need to pay more than two mana, in which case rebuilding your board in the aftermath is very doable.
Two mana counterspells without this energy upside have been pretty solid lately, and this can actually stay relevant for longer.
If your storm count is only one, this is a nice card, and getting it higher than that isn't a huge stretch.
This has some serious engine potential, but I'm a little worried about how bad the baseline is.
This is a very nice card draw spell, especially in a format with fetchlands at Common.
This should start in your sideboard, but obviously it's pretty good against Eldrazi with cast triggers.
You can virtually always get 4-mana worth of value out of this since it can copy creatures controlled by anyone and comes with Connive.
This isn't ultra efficient by today's standards, no matter what option you choose.
This will always cost three or less, so it's a reasonably efficient removal spell.
I would be thrilled about a 5-mana 3/5 that only ever gave me a choice between these two very powerful modes, so the fact you can kick it and get both is amazing!
This is crazy efficient, but tough to keep in play long enough for that to matter.
This is a nice aggressive flyer for energy decks, but the ceiling isn't very high on the floor is pretty ugly.
Blue can get Spawn out of this pretty easily, and it's an efficient flyer.
It's rare that 2-for-1ing yoruself is worth countering a spell, but sometimes there's an emergency where you need to do that. This is Cancel with upside, which is fine -- but not much more.
This is an inefficient creature with an ability that hardly ever matters.
When you counter something with this it feels incredible, and even when you can't your baseline is a Wind Drake with Flash.
This is definitely a build around. Not all Blue decks are interested in this, but the ones that are are really interested. Drawing three when you cast a big Eldrazi is usually enough to win the game, and this helps you get there with the Spawn.
This has almost-passable stats and an ETB that is often very useful.
This generates energy quite easily for decks interested in that, and her own energy activated ability is strong if you can get there.
This is really nice for Eldrazi decks, not so useful outside of them.
This is a great 2-for-1 that will often feel even better, since Scry 2 goes a long way towards giving you better draws on your next few turns.
This effectively draws you an extra card and untaps your mana every turn. In other words, it doesn't imapct the board immediately and you spent 6 mana, so that's rough. You need the game to go long and lots of instant speed stuff to take full advantage.
Any time you counter a spell with this, you come out behind and effectively give your opponent a 2-for-1. Not worth it in Limited.
Chapter II is where you need to get value for this to really feel like it's worth a card, and it's a little bit awkward. In the early game you probably don't have lots of cards to give up, and you probably don't have them late either.
Blue is very interested in energy and drawing cards, and this checks both of those boxes fairly nicely.
This is fine as a one drop, and beyond that turn it can augment creatures reasonably well too.
Two energy is a significant bump in this format, especially in Blue. While it's not quite a 2-for-1, you pay one mana and get more than a card worth of value out of this in most Blue decks.
This is a 5-mana draw three that actually adds to the board and can even ramp you! Now, it doesn't do an amazing job at either of those things, but it's also drawing you three cards, so that's okay.
I'm never a big fan of removal that only shrinks a creature -- this is because you usually come out behind when it comes to value. After all, you haven't full "removed" the thing you put it on. It can still attack and block after all. However, this has Flash -- so it can function as a combat trick, and it's ability means you can fully get rid of a creature too.
I think this is a little too Volatile. It's tough to set this up so that you're coming out ahead. In many situations it's a two mana removal spell that gives your opponent a formidable flyer in exchange. If you have the energy to hold on to what you steal, it'll feel better -- but there are going to be many board states where there's no option that is appealing enough and/or you don't have enough energy.
It's both a good thing and a bad thing that this says nontoken. It's nice your opponent has to give up something legit, but that means you have to as well.
This is a great artifact payoff between Modular and it's artifact trigger. If you're in one of the non-artifact decks in Black, though, it isn't very good.
Sometimes you'll gain 0 life from this in a format with so much colorless, but usually you'll gain 1, and that's not terrible upside on Murder.
I have a hard time seeing this work out in Limited. Sure, it supplies you with the energy -- but you need something expendable in play and something worth getting back from your graveyard, and for it to be at it's best -- more ways to make energy. That's just asking too much most of the time.
If you can go heavy black or mono black this is an insane removal spell that can kill pretty much everything while gaining you a bunch of life. It's pretty hard for your opponent win when you can do that.
If you can get this down while your opponent still has at least one card in hand, you get a 3-for-1. When you get it later than that, you probably just get a 2-for-1. Either way, you're probably winning the game.
This isn't a saga that can ever give you more than a card worth of value, so it generally ends up being a bad tutor or an expensive reanimate. Neither of those is very appealing.
This is easy to Crew and hard to block, and the threat of activation is going to give your opponent headaches.
This has a solid baseline, and is very easy to buff. If you can find a way beyond adapt to put a counter on it, it triggers again!
This is a super inefficient creature up front, and a super inefficient equipment overall. It's an artifact though, so it's probably not a completely unplayable card.
This has a great baseline as effectively a 4-mana 4/4 you can pay for over two turns -- and it hates on the graveyard and will definitely be temporarily reanimating stuff, especially in the mid to late game.
This is pretty frightening in the early game, but it drops off in a hurry. It's going to be hard to get it after about turn two since it starts so small.
This is an okay turn one play, and in the late game it's likely to get very scary, especially in Black-Red.
This set doesn't have a huge sacrifice theme in any color pair and that hurts this a bit, but having Flashback is pretty sweet.
This is a little slow and pretty inefficient, but if you get the time to adapt it and everything it can give you a 3-for-1.
This is a good removal spell as a baseline, and sometimes you'll cast it for free.
Gravedigger has been a good Limited card for a long time, and this is better in most ways, since if you need a two drop it can do the job.
On it's own, it draws you a one drop, and your devotion is very likely higher than one black -- at which point it starts tutoring up some powerful stuff.
The baseline here isn't great, but it is nice you can activate this ability for free if you've drawn enough cards. Especially because if you spent time drawing that many cards, you're probably pretty desperate to gain some life.
Bone Splinters is rarely a removal spell you're excited about, and while this has modified upside, it isn't really enough for me. Especailly because you probably spent resources modifying the thing you sacrificed.
Whichever Fabricate mode you go with, this is really efficient, and you don't even really need to be in one of the artifact decks for this to be good, though obviously it gets even better there.
The baseline is a three mana 3/3, and if you're in Blue-Black especially you're likely to get more than that out of it.
You really need a lot of Black sources to cast this consistently in Limited, but if you can it's a pretty amazing value engine. Especially if you can get some lifelink going.
This will be a really efficient creature in many situations, and while it's ability to return from the graveyard probably means it come back smaller, it does mean that it is going to keep coming back.
Reanimation can be pretty awkward in Limited, especially when it isn't super cheap all game long -- and this definitely isn't. It's either a really expensive reanimation spell when you draw it late, or a card that sits around and does nothing for several turns early. I'm not a huge fan of either.
This is a really good Common. It would be even without Affinity, since it's an evasive 2-for-1 no matter what the ETB does, but sometimes this will be insanely efficient.
This is never going to feel efficient, but there's value to be had with a creature that refuses to stay dead, especially in the late game.
This is really good at loading the graveyard, but that's less valuable in this set than in most, it doesn't add to the board at all, and having the mana and life to actually turn this into card draw is far from a guarantee.
Connive is a nice ETB, and this can do it more than once. It also works nicely in Blue-Black because it draws cards and Black-Green because of the counters.
This has imposing stats and can very easily generate Blood tokens. There's even a chance in the late game you reanimate your whole graveyard!
This has fine starting stats and an activated ability that is useful whether you're interested in artifacts or fixing your mana.
This is a really efficient removal spell, and the counter it gives you out of the graveyard is pretty darn good in Black. There are even creatures with triggers when you put counters on them, in which case you almost feel like you're getting a 2-for-1.
This is a real pain to deal with because of the keywords and the tokens, and will generally give you a 2-for-1.
This is an insane payoff if you're good at making energy, as turning its production into removal is very powerful, especially if the Revolt part is live.
This has good French Vanilla stats, and it will effectively give you a free card a decent chunk of the time.
Saving up mana has some value in a set with lots of expensive spells and mana sinks, and even just getting the first magecraft trigger is pretty nice. If you're a heavy spell deck, you can really go off with Ashling.
The stat line is great, and Bestowing this from your graveyard at least once per game is a reasonable expectation --- and often enough to win.
It's a little challenging to cast early, but that's okay because it's combat trigger is very nice all game long.
It's hyper efficient removal that shuts off death triggers and recursion. Not much more needs to be said.
Even when you can cast it for free sometimes, copying spells is pretty conditional and not even always that impressive.
Even with affinity you're not going to cast this early enough for it to be all that impressive, Prototype or otherwise.
This is a creature that is relevant and imposing all game long, and spending 5 on it is pretty realistic and very powerful.
This is pretty insane for a Common. The floor is that it's a Lightning Bolt that can't hit players, and the energy means it has a wide swath of other modes, too.
4 to any target for three is an excellent card, and this will cost one sometimes.
Early in the game, you are probably casting this for the ramp. Late in the game, you probably cast it to get card advantage. It won't ever feel ultra efficient, but it's unlikely to feel terrible either.
Red doesn't have a huge sacrifice theme in this set, which makes this weaker than it would otherwise be.
This is a trick that generally won't save your creature, and then a pretty bad place to spend your energy.
If this was two generic and a Red, it's be a 4.0, but triple Red is a huge challenge in Limited so you're not going to have an easy time casting it.
This can chip in lots of damage when you're going wide, and Unearth can make it do some nice damage out of the graveyard.
This precombat main phase trigger is really great at making sure your draws are going well, and sometimes you'll even take advantage of convoke.
The times where you play this and make a 3/3 right away it'll feel fine, but there are going to be times where you play it and can't do anything with it, and that's brutal.
There aren't enough ways to manipulate your library to make this worthwhile.
Chapter I will likely kill at least one thing, Chapter II will net you a card, and Chapter III gives you a very real body. That's insane value on an Uncommon.
A two mana 2/2 Haste is pretty playable, and you'll often be able to get Warcry going.
Two mana to do 3 is always premium, and this has the crazy upside of being replicated. While getting more than two isn't ultra likely, just getting two is insane.
If you're in the Red artifact deck this can help you get Affinity going, and it has some decent late-game utility too.
This stats boost with trample is pretty nice for two mana, and the set has enough Artifacts for this to do some work against them too.
This has great base stats, and spits out more 0/1s than you'd expect. It even does it when you sac a fetchland.
This is a 2-for-1 when you can cast it, and can even finish off the opponent. Grandeur comes up on occasion too, and being Fireblast sometimes is certainly upside.
Even in a color that cairs about energy and artifacts, this seems pretty underwhelming. It's boost is meager and it's statline is mediocre.
Four bodies up front is nice, and being able to ramp with those Spawns or hurl them at your opponent or their stuff is pretty awesome.
The starting stat-line is rough. It's a creature one drops can attack into and one mana removal spells can kill. Once it attacks it will start to feel a lot better, but that window where it's a 4-mana 3/2 is pretty rough.
You can't play this unless you have lots of ways to produce energy, and if you do, it's a pretty awesome engine.
Neither mode is especially efficient, but neither mode is awful either.
Wheel effects don't tend to be good in Limited, especially because this one is limited by how much energy you can produce.
This has okay base stats and can very easily grow and help out your mana situation.
This doesn't do anything or does very little far too often. You have to have something in the top seven that lines up correctly with your board, and that's worthwhile to get into play in exchange for whatever you already have.
This has lots of artifacts and enchantments to target, and it's good at stopping removal too. Those three modes are still situational enough that it's not awesome though.
This is an imosing creature on it's own, and while it's expensive to move around it does make just about anything into a huge threat.
This is going to effectively draw you lots of cards, and can even cheat stuff into play!
You get more than 3 mana's worth out of this in most cases.
This starts with a bad stat-line, but becomes a reasonably efficient creature that gives you a 2-for-1 when you adapt it.
The baseline here is a great mana dork, and it has two other awesome abilities! Sometimes it will really produce a ton of mana, and it comes back as a much larger creature that can always tap for extra mana.
Coutners a thing in this set, but this is still largely a win-more card. You'd rather have more cards that are good when you're behind or at parity than a card that's largely only good when you're ahead.
This fixes and ramps your mana in a format where that's pretty nice. Sometimes it being free is sweet, because you can effectively go up a mana that turn since you can play one of the lands it grabs you.
Neither mode here is especially exciting. It's either a bad combat trick or plummet. But, the modality does enough to make it better than either of those cards.
Most one mana combat tricks these days are pretty sweet, but not this one. It's not that good at helping your creature survive combat and it's not that good at saving a creature from removal.
This is often one mana to kill something and gain 3 lfie, and that's pretty nuts.
Most of the value here just comes from the three insects, but it's great to have chapter IV as additional upside, as on occasion it's worth giving up a bunch of stuff on board to search up an unbeatable bomb.
Like a lot of the adapt creatures, this starts with an ugly stat-line -- but it's going to get bigger and it's Exert trigger is incredibly good. Don't forget it can target itself and attack as a 5/5 on turn three.
If you have lots of modifications, this seems solid -- the stats boost is big and it requires your opponent to use two removal spells to take the creature down. However, that last part does mean your creature kind of already needs to be good for this to be worthwhile.
This is good card selection and it loads your graveyard too, while actually adding to the board.
The upside is exciting, but even in an Eldrazi set actually triggering this enough to make it worth it is pretty hard. After all, the turn you play it, it doesn't do anything.
This is a great mana dork, capable of producing all the colored (and colorless) mana you'd ever want, and it can even trade for anything thanks to deathtouch.
It's never going to feel efficient, but it scales all game long, and in the late game it can let you push through lethal.
This is a crazy good payoff for ramping Eldrazi, and it helps you ramp in a big way all on it's own.
This doesn't work in Limited. Cards that only give you a discount -- even a free discount -- are rarely good because they don't give you card advantage.
This is an Uncommon two-drop that can win you the game. If you get it early, it's likely to grow lots of Spawns, and if you get it late it's likely to spit out Spawns and then grow them, either way this is very powerful.
This is very nice removal that can sometimes work as a 2-for-1 thanks to the counter.
This has nice base stats, and it's ability to get you lands and retrace your spells will make for an impressive engine.
Whether this is Bestowed or in play on it's own, this is a great landfall trigger. 1/1 Insects can do a ton of work, and if you copy something awesome, things can really get out of hand.
This can come down and give some stuff trample reasonably often, and Adapt means it can give itself trample too.
These are great stats, and the landfall trigger is either "Surveil 1" or "Draw a card." While the latter is obviously way better, Surveil 1 is no small thing either.
This is hard to actually cost on curve, and you're not always going to have a target for it's cast trigger. However, when you do it will feel awesome.
Sometimes this is nice to bestow on your stuff, sometimes it's nice to bestow on your opponents. The latter is useful more often, and the fact you get a 3/3 when that creature dies later is pretty sweet.
This is pretty beefy when you can cast it early, and that's not a huge ask. By turn 4 having colorless is reasonably likely in Green.
This is a flexible and reasonably efficient removal spell that lets you cast whatever you kill with it. That's crazy! You do probably want to have a couple colorless sources in your deck to make sure you can get full value, though.
A 5-mana 4/4 with these keywords and Ward is something you'd always play. The best your opponent can do is get 2-for-1'd, and then this has crazy modified upside in a set filled with modifications.
This is a great two drop that can give you absoultely insane starts early, but it's ability can come up late too when you play something big and can send it in right away.
You do need lots of artifacts to go off with this, but that's pretty likely in Black-Red.
When you adapt this, it becomes a 5/6 because it's triggered ability counts itself! And you're going to have lots more Adapt and other counter stuff around for it to augment.
This can usually generate a 2-for-1, and Prowess can make it even better than that.
Exalted isn't exactly insane, but the idea here is that in Blue-White you're gonig to attack with one flyer a lot and it'll get buffed. But the baseline here just isn't impressive, especially for a signpost uncommon.
This can put the counter on itself after you adapt, while also having the ability to buff other stuff if that's better.
This is a great rate, and it's a ready-made modified creature.
This is very easy to generate tokens with. Note that it counts all nontoken permanents, including fetch lands, and it doesn't care how those permanents leave the battlefield either. And on top of that, it can buff your whole board permanently!
I don't love that this asks so much of you. Namely, you need to have a board with other creatures, they need to be modified, and Golden-Tail Trainer also needs to be augmented if it's ever going to survive combat.
This is a powerful attack trigger, and it can get a lot better when you back it up with removal or modifications.
This is in black-red, so it doesn't really need a buildaround grade -- you're gonna have artifacts. In that deck, you'll be able to cast it for 5 or 6, draw a card or two, and have access to a powerful activated ability.
This is basically just a hard-to-cast cancel that will be better about half the time, since you can gain control of the creature spell or point removal at your opponent's own stuff.
This is really bad if you're not going hard on energy. If you are, it becomes a card advantage engine.
This is a hard to cast 2/2 that doesn't really have an effect that matters most of the time. If you were behind when you cast it, you still are once it's in play.
This triggers on removal, on activated abliities like Equip, and on combat tricks and Bestow. So the best your opponent can do is get 2-for-1'd, and if it stays in play it's likely to be an engine that hits hard in the air.
This has decent defensive stats, although it's a little hard to cast. 0/1s aren't awesome, but when you're getting them effectively for free, they are pretty good. It also isn't entirely impossible to get 2/2s instead thanks to the MDFC lands in the set.
This starts out pretty inefficient, but you can give it flying easily enough -- and when it persists, it'll come back with Flying all on its own.
This is a bad Lightning Helix early -- which is still really good, and in the late game it comes back, triggers again, and gives you a huge body that repeatedly Lightning Helixes.
If you cast this early, you'll probably use it to ramp your mana, and if you draw it late, you'll use it to find some action.
Giving this flying and drawing cards off of it is really sweet, especially because you can give up cards to grow it too.
As long as you have a target for this in the graveyard, it's a very powerful 2-for-1.
Blue/White has lots of places to spend energy, and repeateable lifelink can go a long way towards helping you win a race.
She's mostly a 4-mana 4/4 with some minor upside, both because you aren't likely to take advantage of your graveyard or actually have X spells.
This adds a ton of damage to the board all on its own, and the buff it offers can often end the game out of nowhere.
This is serious ramp, and Blue-Gren is all about that -- and it even has late-game utility as a mana sink.
Getting this back even once is going to feel pretty good, and Blue-Black looks like it can do it.
This will buff much of your board in a Red-Green deck, and then do it again when it attacks -- and it even buffs itself on the attack, in addition to being an efficient trampler.
This is good at fixing your mana, although you don't always have expendable creatures. Still, it scales all game long and has a useful activated ability.
This can effectively be a 4-mana 4/5 with Reach, since you can just give up the tokens right away. Ideally, you play this on 4, and drop a 7-drop on 5 while growing this to a 4/5. Either way, this card is nuts for a Common.
Pithing Needles are bad in Limited. It's hard to know what to name and even when you do get the name right, you don't get a full card worth of value.
This has some engine potential, but it's going to be very difficult to ever turn it into a creature.
This looks like a very good mana rock, whether you're in an energy deck or a ramp deck. Two mana rocks just aren't thing we see very often, especially when this flexible.
This can replace itself so it isnt' entirely unplayable, but it's static effect is largely irrelevant.
This set doesn't have enough nonbasics for this to matter.
The cost of running this is low because it often enters untapped, but Improvise isn't that useful in Blue in this set.
This can offer a legit mana boost, and giving haste to the creature you cast is no small thing -- especially when the downside here is minimal.
These are great at fixing your mana, although keep in mind there aren't land with multiple basic land types in this set.
These are pretty good at fixing your mana, and they give you colorless too! Cycling them makes them less painful to draw late, too.
White doesn't have a ton of Historic stuff going on, but it has some and the ability is effectively a free roll.
Once you get Delirium, this will often effectively be a creature land -- and maybe a pretty darn good one.
There are enough lands that produce colorless and give you other upside in the set that you just don't need this. Snow is also irrelevant here.
It makes you do some work to get its ability on line, but once it is, conniving for one black mana is pretty amazing.
This is pretty clunky at fixing your mana, and the fact it can get nonbasics doesn't come up a ton in Limited.
If you have 2-3 7+ mana colorless cards, this is basically Ancient Tomb which is pretty crazy! Although, if you don't get it early, and don't get it at the same time as one of those high-mana cards, it can be a problem.
This format has enough artifacts and enchantments, that this will usually have at least one target when it comes down. And, if you get it early, you can always use it to grab a land.
There's enough ramp int his format for Decree of Justice to be a pretty legitimate payoff, although most White decks probably don't want it.
Incidental life gain is nice on a two drop, and in the late game this can sometimes be an engine.
This is good in constructed formats, but not Limited. This is really far from being a time walk. After all, your opponent gets to untap everything and draw a card -- and by the time it's your turn again, if they have any instant speed reaction online. In other words, much of the time Orim's Chant does nothing. It has moments where it's great, no question -- but the closest comparison to Orim's Chant is a fog. It has this amazing ceiling -- but it's only available like 5% of the time, and the other 95% of the time it's useless or at the very least not worth a card.
A three mana 1/1 is pretty bad, but this one virtually always draws you a creature card, and sometimes it will be an especially good one.
When you aren't flashing this back it isn't very good, and White decks in this format don't exactly have a graveyard theme.
This is a great draw spell that can give you a 4-for-1. Sometimes it's nice to get it into your graveyard without casting it too, because it draws 2 cards so efficiently.
This format has Enchantments, but they definitely aren't concentrated in Blue, and even when it can copy something it often isn't worth three mana.
Blue isn't an artifact-heavy color in this set, but the Cannoneer is still pretty powerful. It's hard to kill and can grow in a hurry while cracking in for tons of damage.
So, if everything goes according to plan -- you pay 4 mana for a 0/1, a 3/3, a 6/6, and a 9/9. And yeah -- you don't get all of them at once, but this one card gives you so much value, and any time the token you have is no longer relevant, you can get the next one. This is super weak to bounce and exile removal, though.
It's too hard to make this actually do something consistently. You can't play it on turn one if you want a one drop, and you just don't always have creatures worth bouncing to your hand.
This is basically three mana to do absolutely nothing.
If you can go mono-black this gets interesting, but otherwise you're spending a bunch of mana and life for an inefficient creature that doesn't grow quickly enough given how much work you have to do to get it in play.
This is a powerful card, but Black doesn't have a big token theme in this set, so it isn't insane or anything.
This is basically three mana for a 2/2 and a 1/1 with death touch -- it does need to survive until your opponent's upkeep to get the token, but that's not a huge ask. It even has some additional upside of giving you repetable sacrifice fodder.
This is a great sweeper. It's cheap and you effectively get to choose what dies and what lives, while also having the upside of wiping the entire board when that's what you need.
This has a really high ceiling -- but for it to be worth it you need something expendable in play and a couple of worthwhile creatures in the yard -- and even then you're just breaking even on cards.
Three-mana for a mana rock isn't a great deal, but this one will often be able to do something when you play it -- whether it's attacking or triggering an ETB.
The baseline here is terrible, so you really need threshold for the Dragon to be worthwhile, and Red isn't exactly adept at getting there.
This is effectively a three mana 3/3 with Haste that draws you a card, and it just keeps drawing you more cards and growing after that.
This is a weird card for this format, because Red is one of the artifact-heavy sets in the format, so you don't really want to run this. Instead, you want to side it in against those types of decks.
Cascade is strong, and this does offer a threatening stats boost -- but it's so inefficient to cast and equip that it's still tough to get 6 mana worth of value out of this.
It's expensive, but you're always going to get more than 7 mana worth of value, and sometimes it will be completely absurd.
Counters are a big theme in this set, but a card that only makes your counter stuff better is a huge liability. It doesn't add to the board and doesn't do anything on its own.
The floor is a two mana Llanowar Elves, and why Elves aren't a huge theme in the set, she will tap for two sometimes.
The ability to blank removal for no mana at all shouldn't be underrated.
This can combo with mana elves in a pretty sweet way, but there aren't enough in this set for it to be worth it.
If you can cast her, she's great, even with 0 other artifacts. And if you do have others -- which is likely, since Black and Red are both artifact colors -- she is insane. The mana cost is what holds her back.
This is basically just a hard-to-cast 4-mana 2/2 flyer. Occasionally you'll cheat something into play, but most of the stuff that you can do that with isn't anything special.
Spending a card for a discount on half the cards in your deck isn't worth it in Limited.
Spending a card for a discount on half the cards in your deck isn't worth it in Limited.
This doesn't really give you a 2-for-1, because Junk Diver on it's own isn't really worth a card, and if you don't have an artifact to get back it feels truly miserable.
Spending a card for a discount on half the cards in your deck isn't worth it in Limited.
Spending a card for a discount on half the cards in your deck isn't worth it in Limited.
Spending a card for a discount on half the cards in your deck isn't worth it in Limited.
Spending a card for a discount on a few of the creatures in your deck isn't worth it in Limited.
The turn you play this can be a little scary, since you don't add to the board. But the mana boost is legit, so it's worth it in many decks.
If you're an aggressive Red deck, you're going to be pretty happy to have a land that turns into Shock late. If you're a slower Red deck, you probably don't play this because you can't afford to take damage from the land.
Draw three discard three is a great late game ability on a land, especially in a set with a card draw archetype.
Colorless matters in this set, but there are better ways to produce it all over the place. Running lands that only produce colorless is dangerous for your mana base, and the activated ability here is very weak.
Colorless matters in this set, but there are better ways to produce it all over the place. Running lands that only produce colorless is dangerous for your mana base. Nesting Grounds has an ability that is relevant sometimes, at least.
This can give you colorless or Black mana, which is attractive -- and if you have expendable bodies around it can even give you a mana boost.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-common text-light||Basic Land — Plains
|
0.4 | 14.00 | 1 | 11.25 | 10 | |
ss-common text-light||Basic Land — Island
|
-0 | 15.00 | 0 | 8.60 | 8 | |
ss-common text-light||Basic Land — Swamp
|
0.4 | 14.00 | 1 | 12.00 | 12 | |
ss-common text-light||Basic Land — Mountain
|
0.4 | 13.83 | 6 | 12.05 | 65 | |
ss-common text-light||Basic Land — Forest
|
0.4 | 14.00 | 5 | 11.86 | 64 | |
ss-mythic|White|Legendary Creature — Cat Warrior
|
5 | 1.00 | 1 | 1.00 | 1 | |
ss-uncommon|White|Instant
|
1.8 | 10.00 | 1 | 5.50 | 7 | |
ss-uncommon|White|Creature — Human Warlock
|
3 | 2.5 | 8.00 | 1 | 6.00 | 4 |
ss-uncommon|Blue|Creature — Weird
|
3.5 | 1.1 | 12.00 | 1 | 6.50 | 4 |
ss-uncommon|Blue|Instant
|
3.5 | 4.6 | 2.00 | 1 | 5.67 | 7 |
ss-mythic|Blue|Legendary Creature — Moonfolk Wizard
|
4 | 4.8 | 1.50 | 2 | 1.50 | 2 |
ss-uncommon|Black|Creature — Goblin
|
3.5 | -0 | 15.00 | 0 | 4.00 | 2 |
ss-uncommon|Black|Instant
|
4 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-mythic|Black|Legendary Creature — Human Noble
|
4.5 | 3.9 | 4.00 | 1 | 4.00 | 1 |
ss-uncommon|Red|Creature — Djinn Monk
|
4 | -0 | 15.00 | 0 | 10.00 | 3 |
ss-mythic|Red|Legendary Creature — Human Wizard
|
4 | 2.1 | 9.00 | 1 | 9.00 | 2 |
ss-uncommon|Red|Sorcery
|
3.5 | 2.1 | 9.00 | 1 | 7.00 | 6 |
ss-uncommon|Green|Sorcery
|
4 | 4.4 | 2.67 | 3 | 3.50 | 5 |
ss-uncommon|Green|Creature — Elf Druid
|
3.5 | 3.9 | 4.00 | 2 | 3.67 | 5 |
ss-mythic|Green|Legendary Creature — Insect
|
3.5 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-uncommon|Black|Red|Sorcery
|
4 | 3.2 | 6.00 | 1 | 6.00 | 1 |
ss-uncommon||Creature — Eldrazi
|
4 | 2.1 | 9.00 | 2 | 8.00 | 5 |
ss-uncommon|White|Black|Enchantment — Aura
|
3.5 | -0 | 15.00 | 0 | 6.00 | 1 |
ss-uncommon|White|Red|Instant
|
3.5 | 3.6 | 5.00 | 1 | 5.00 | 1 |
ss-uncommon|Black|Green|Instant
|
4 | 3.9 | 4.00 | 2 | 3.50 | 5 |
ss-uncommon|Blue|Red|Instant
|
3.5 | -0 | 15.00 | 0 | 2.50 | 3 |
ss-uncommon|White|Green|Enchantment — Aura
|
3.5 | -0 | 15.00 | 0 | 1.50 | 2 |
ss-uncommon|Red|Green|Sorcery
|
4 | 4.4 | 2.67 | 3 | 3.00 | 9 |
ss-uncommon|White|Blue|Sorcery
|
3.5 | -0 | 15.00 | 0 | 6.33 | 6 |
ss-uncommon|Blue|Black|Instant
|
3 | 1.8 | 10.00 | 1 | 10.00 | 2 |
ss-uncommon||Creature — Eldrazi
|
2.5 | -0 | 15.00 | 0 | 6.00 | 2 |
ss-rare||Creature — Eldrazi
|
4.5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-common text-light||Creature — Eldrazi Trilobite
|
2 | 1.8 | 10.00 | 3 | 8.40 | 19 |
ss-rare||Kindred Enchantment — Eldrazi
|
0 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-uncommon||Creature — Eldrazi
|
3 | 5 | 1.00 | 1 | 4.67 | 6 |
ss-mythic||Legendary Creature — Eldrazi
|
0.0 // 5.0 | 3.9 | 4.00 | 1 | 4.00 | 1 |
ss-uncommon||Creature — Eldrazi Drone
|
2 | 3.8 | 4.33 | 3 | 4.42 | 16 |
ss-uncommon||Creature — Eldrazi Drone
|
3 | 3.3 | 5.67 | 3 | 7.00 | 6 |
ss-mythic||Legendary Creature — Eldrazi
|
4.5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare||Kindred Instant — Eldrazi
|
3.5 | -0 | 15.00 | 0 | 1.50 | 2 |
ss-uncommon||Instant
|
0.5 | 0.7 | 13.00 | 1 | 8.00 | 8 |
ss-rare||Creature — Eldrazi Elemental
|
5 | 4.8 | 1.50 | 2 | 1.50 | 2 |
ss-uncommon||Creature — Eldrazi Sphinx
|
3 | 4.3 | 3.00 | 2 | 4.25 | 5 |
ss-mythic||Legendary Creature — Eldrazi
|
4 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-common text-light||Creature — Eldrazi Boar Beast
|
2 | 2 | 9.33 | 3 | 9.25 | 14 |
ss-uncommon||Creature — Eldrazi Wizard
|
2.5 | -0 | 15.00 | 0 | 3.00 | 2 |
ss-common text-light|White|Creature — Bird Soldier
|
3.5 | 2.9 | 7.00 | 1 | 7.75 | 10 |
ss-uncommon|White|Enchantment — Saga
|
4 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare|White|Artifact
|
0 | 2.1 | 9.00 | 1 | 6.50 | 3 |
ss-uncommon|White|Enchantment
|
1 | -0 | 15.00 | 0 | 9.50 | 3 |
ss-common text-light|White|Enchantment — Aura
|
3 | -0 | 15.00 | 0 | 6.40 | 10 |
ss-uncommon|White|Creature — Human Cleric
|
3.5 | -0 | 15.00 | 0 | 7.00 | 1 |
ss-uncommon|White|Artifact
|
0 | -0 | 15.00 | 0 | 4.50 | 3 |
ss-common text-light|White|Sorcery
|
3 | 2.2 | 8.83 | 6 | 8.20 | 73 |
ss-rare|White|Instant
|
1 | -0 | 15.00 | 0 | 6.50 | 3 |
ss-uncommon|White|Enchantment Creature — Elemental
|
3.5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-uncommon|White|Creature — Elephant Warrior
|
3 | 3.6 | 5.00 | 1 | 4.33 | 4 |
ss-rare|White|Creature — Human Cleric
|
5 | 5 | 1.00 | 4 | 1.00 | 4 |
ss-common text-light|White|Creature — Slith
|
2.5 | -0 | 15.00 | 0 | 5.67 | 7 |
ss-uncommon|White|Enchantment Creature — Spirit
|
3 | -0 | 15.00 | 0 | 4.25 | 5 |
ss-common text-light|White|Creature — Human Artificer
|
3 | -0 | 15.00 | 0 | 6.00 | 7 |
ss-common text-light|White|Sorcery
|
2 | 1.8 | 10.00 | 10 | 8.27 | 63 |
ss-common text-light|White|Artifact — Equipment
|
2.5 | 2.4 | 8.30 | 10 | 7.30 | 62 |
ss-uncommon|White|Creature — Phyrexian Human Cleric
|
3 | -0 | 15.00 | 0 | 4.00 | 4 |
ss-uncommon|White|Enchantment
|
2 | 3.9 | 4.00 | 1 | 4.67 | 3 |
ss-common text-light|White|Enchantment Creature — Unicorn
|
3 | 2 | 9.38 | 8 | 7.22 | 64 |
ss-mythic|White|Creature — Cat
|
4.5 | 4.3 | 3.00 | 1 | 3.00 | 1 |
ss-rare|White|Legendary Creature — Fox Advisor
|
4 | 3.8 | 4.33 | 3 | 3.50 | 6 |
ss-rare|White|Legendary Creature — Dog
|
3.5 | 5 | 1.00 | 1 | 1.00 | 2 |
ss-uncommon|White|Creature — Rhino
|
3.5 | -0 | 15.00 | 0 | 5.00 | 1 |
ss-common text-light|White|Creature — Human Knight
|
2.5 | 2.1 | 9.00 | 8 | 10.85 | 78 |
ss-common text-light|White|Creature — Rhino Cleric
|
2 | 2.4 | 8.17 | 6 | 7.95 | 63 |
ss-uncommon|White|Enchantment
|
1.5 // 4.0 | 4.3 | 3.00 | 2 | 3.50 | 3 |
ss-common text-light|White|Instant
|
3 | 5 | 1.00 | 1 | 5.25 | 9 |
ss-uncommon|White|Creature — Angel
|
3.5 | -0 | 15.00 | 0 | 5.33 | 4 |
ss-rare|White|Creature — Spirit Knight
|
3 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-common text-light|White|Instant
|
2 | 0.9 | 12.50 | 2 | 9.73 | 70 |
ss-rare|White|Sorcery
|
4.5 | 4.9 | 1.33 | 3 | 1.67 | 4 |
ss-common text-light|Blue|Instant
|
2.5 | 1.8 | 9.92 | 12 | 8.64 | 76 |
ss-rare|Blue|Enchantment — Aura
|
3.5 | -0 | 15.00 | 0 | 1.40 | 5 |
ss-uncommon|Blue|Artifact — Vehicle
|
2 | 4.3 | 3.00 | 1 | 4.00 | 4 |
ss-uncommon|Blue|Instant
|
2.5 | -0 | 15.00 | 0 | 7.67 | 6 |
ss-uncommon|Blue|Instant
|
0.5 | -0 | 15.00 | 0 | 9.33 | 7 |
ss-uncommon|Blue|Creature — Shapeshifter Rogue
|
3.5 | -0 | 15.00 | 0 | 6.67 | 5 |
ss-common text-light||Creature — Eldrazi Shapeshifter
|
2 | 1.7 | 10.33 | 6 | 8.73 | 69 |
Deem Inferior
2.5 This will always cost three or less, so it's a reasonably efficient removal spell.
ss-common text-light|Blue|Sorcery
|
2.5 | 1.9 | 9.78 | 9 | 8.29 | 78 |
ss-uncommon||Creature — Eldrazi
|
4 | 3.4 | 5.50 | 2 | 4.50 | 3 |
ss-rare|Blue|Creature — Whale
|
1.5 | -0 | 15.00 | 0 | 4.00 | 2 |
ss-common text-light|Blue|Creature — Jellyfish
|
2 | 1.8 | 9.83 | 6 | 8.26 | 61 |
ss-uncommon||Creature — Eldrazi Faerie Rogue
|
4 | 2.5 | 8.00 | 1 | 6.00 | 4 |
ss-rare|Blue|Instant
|
2 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-rare|Blue|Creature — Merfolk Wizard
|
0 | -0 | 15.00 | 0 | 7.50 | 3 |
ss-uncommon||Creature — Eldrazi Snake
|
3.5 | -0 | 15.00 | 0 | 9.00 | 2 |
ss-uncommon||Enchantment
|
1.5 // 4 | 2.5 | 8.00 | 1 | 7.00 | 2 |
ss-common text-light||Creature — Eldrazi
|
2.5 | 1.4 | 11.00 | 1 | 6.80 | 10 |
ss-uncommon|Blue|Creature — Merfolk Rogue
|
3 | 2.3 | 8.50 | 2 | 4.60 | 13 |
ss-common text-light|Blue|Creature — Human Wizard
|
1.5 / 3.0 | 1.1 | 12.00 | 7 | 9.50 | 87 |
ss-common text-light|Blue|Creature — Vedalken Wizard
|
3.5 | 2.5 | 8.00 | 3 | 9.20 | 15 |
ss-mythic|Blue|Enchantment — Aura
|
2 | -0 | 15.00 | 0 | 11.00 | 2 |
ss-rare|Blue|Instant
|
0 | 0.4 | 14.00 | 1 | 11.00 | 3 |
ss-uncommon|Blue|Enchantment — Saga
|
2 | -0 | 15.00 | 0 | 7.00 | 5 |
ss-common text-light|Blue|Creature — Merfolk Wizard
|
2.5 | -0 | 15.00 | 0 | 8.00 | 10 |
ss-uncommon|Blue|Enchantment Creature — Merfolk Wizard
|
2.5 | -0 | 15.00 | 0 | 10.00 | 7 |
ss-common text-light|Blue|Instant
|
3 | -0 | 15.00 | 0 | 7.60 | 13 |
ss-common text-light||Instant
|
2.5 | 1.4 | 11.00 | 2 | 10.00 | 6 |
ss-common text-light|Blue|Enchantment — Aura
|
2.5 | 2.5 | 8.12 | 8 | 7.77 | 71 |
ss-rare|Blue|Creature — Drake
|
1 | 4.6 | 2.00 | 2 | 2.67 | 6 |
ss-common text-light|Black|Creature — Zombie Warrior
|
2 | 2.5 | 8.00 | 1 | 3.67 | 4 |
ss-uncommon|Black|Artifact Creature — Bird
|
1.5 // 3.5 | 1.4 | 11.00 | 1 | 7.00 | 4 |
ss-common text-light|Black|Instant
|
3 | 4.6 | 2.00 | 2 | 2.00 | 2 |
ss-rare|Black|Enchantment
|
1 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-uncommon|Black|Instant
|
1.5 // 4.0 | 3.6 | 5.00 | 1 | 4.00 | 3 |
ss-rare|Black|Creature — Crab Demon
|
5 | 5 | 1.00 | 3 | 1.00 | 3 |
ss-uncommon|Black|Enchantment — Saga
|
1 | -0 | 15.00 | 0 | 12.50 | 4 |
ss-uncommon|Black|Artifact — Vehicle
|
2.5 | -0 | 15.00 | 0 | 4.33 | 4 |
ss-common text-light|Black|Creature — Vampire
|
2.5 | 2.7 | 7.50 | 4 | 7.20 | 13 |
ss-common text-light|Black|Artifact — Equipment
|
1.5 | 0.9 | 12.40 | 5 | 9.57 | 74 |
ss-rare|Black|Creature — Skeleton Noble
|
4 | 5 | 1.00 | 1 | 1.67 | 3 |
ss-uncommon|Black|Artifact Creature — Phyrexian Slith
|
2 | -0 | 15.00 | 0 | 5.36 | 14 |
ss-uncommon|Black|Artifact Creature — Salamander Drake
|
3 | -0 | 15.00 | 0 | 3.00 | 2 |
ss-common text-light|Black|Instant
|
2 | 2.3 | 8.50 | 2 | 6.00 | 9 |
ss-common text-light|Black|Creature — Horror
|
2 | 1.4 | 11.00 | 8 | 8.62 | 65 |
Flare of Malice
3 This is a good removal spell as a baseline, and sometimes you'll cast it for free.
ss-rare|Black|Instant
|
3 | 4.3 | 3.00 | 1 | 3.00 | 1 |
ss-common text-light|Black|Sorcery
|
3 | 2.9 | 7.00 | 4 | 8.38 | 69 |
ss-uncommon|Black|Creature — Zombie Warlock
|
3.5 | -0 | 15.00 | 0 | 8.00 | 1 |
ss-common text-light|Black|Creature — Spirit
|
2 | 2 | 9.44 | 9 | 9.16 | 67 |
ss-uncommon|Black|Sorcery
|
2 | 1.8 | 10.00 | 1 | 6.75 | 6 |
ss-uncommon|Black|Creature — Human Artificer
|
4 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-uncommon|Black|Enchantment
|
2.5 | -0 | 15.00 | 0 | 8.50 | 6 |
ss-mythic|Black|Legendary Enchantment
|
1.0 // 4.0 | -0 | 15.00 | 0 | 5.50 | 3 |
ss-mythic|Black|Creature — Lhurgoyf
|
2.5 | 5 | 1.00 | 1 | 3.25 | 5 |
ss-uncommon|Black|Enchantment
|
1.5 | 2.9 | 7.00 | 1 | 8.00 | 4 |
ss-common text-light|Black|Artifact Creature — Zombie Rat
|
4 | 2.5 | 8.00 | 2 | 5.75 | 9 |
ss-common text-light|Black|Artifact Creature — Zombie
|
2 | 1.6 | 10.60 | 10 | 9.20 | 66 |
ss-rare|Black|Enchantment
|
1.5 | -0 | 15.00 | 0 | 5.00 | 2 |
ss-common text-light|Black|Creature — Human Knight Rogue
|
2.5 | 2.4 | 8.40 | 10 | 7.83 | 68 |
ss-rare|Black|Legendary Creature — Elder Demon
|
5 | -0 | 15.00 | 0 | 4.00 | 1 |
ss-rare|Black|Creature — Zombie Goblin Wizard
|
3 | 3.6 | 5.00 | 1 | 5.00 | 2 |
ss-common text-light|Black|Instant
|
3.5 | 3.6 | 5.00 | 3 | 4.75 | 6 |
ss-uncommon|Black|Artifact Creature — Phyrexian Wurm
|
3.5 | -0 | 15.00 | 0 | 2.75 | 4 |
ss-rare|Red|Enchantment
|
1.5 // 4.5 | 5 | 1.00 | 1 | 3.00 | 2 |
ss-uncommon|Red|Creature — Dinosaur
|
3.5 | -0 | 15.00 | 0 | 1.00 | 2 |
ss-mythic|Red|Legendary Creature — Elemental Shaman
|
4 | 4.3 | 3.00 | 1 | 3.00 | 1 |
ss-rare|Red|Enchantment Creature — Phoenix
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-rare||Creature — Eldrazi
|
3.5 | -0 | 15.00 | 0 | 1.00 | 2 |
ss-common text-light||Sorcery
|
4 | 2.9 | 7.00 | 1 | 6.50 | 4 |
ss-rare|Red|Instant
|
2 | -0 | 15.00 | 0 | 5.67 | 3 |
ss-uncommon||Artifact Creature — Frog Myr
|
1.5 | -0 | 15.00 | 0 | 5.00 | 4 |
ss-uncommon|Red|Artifact Creature — Dragon
|
2.5 | -0 | 15.00 | 0 | 5.00 | 7 |
ss-common text-light|Red|Instant
|
4 | 4.6 | 2.00 | 1 | 2.33 | 3 |
ss-uncommon||Instant
|
4 | 5 | 1.00 | 1 | 2.88 | 10 |
ss-common text-light|Red|Sorcery
|
2 | 2.3 | 8.67 | 12 | 8.43 | 72 |
ss-common text-light|Red|Creature — Devil Rogue
|
2 | 1.2 | 11.67 | 6 | 9.37 | 69 |
ss-common text-light|Red|Artifact — Equipment
|
1.5 | 2.3 | 8.60 | 5 | 8.12 | 73 |
ss-uncommon|Red|Creature — Goblin
|
2 | -0 | 15.00 | 0 | 8.33 | 6 |
ss-common text-light|Red|Artifact Creature — Golem
|
2.5 | 2.5 | 7.89 | 9 | 7.57 | 62 |
ss-rare|Red|Creature — Lizard Wizard
|
4 | 4.6 | 2.00 | 1 | 1.50 | 2 |
ss-uncommon|Red|Artifact
|
2 | 3.9 | 4.00 | 1 | 5.20 | 7 |
ss-rare|Red|Enchantment
|
0 | -0 | 15.00 | 0 | 9.00 | 2 |
ss-uncommon|Red|Enchantment — Saga
|
4.5 | 2.9 | 7.00 | 1 | 6.00 | 4 |
ss-uncommon|Red|Creature — Human Scout
|
3 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-uncommon|Red|Sorcery
|
4 | -0 | 15.00 | 0 | 3.00 | 2 |
ss-common text-light|Red|Artifact Creature — Goblin
|
2 | 1.3 | 11.40 | 10 | 9.38 | 75 |
ss-common text-light|Red|Instant
|
2.5 | 1.6 | 10.44 | 9 | 9.00 | 80 |
ss-uncommon||Creature — Eldrazi Drone
|
3.5 | 3.9 | 4.00 | 1 | 4.33 | 3 |
ss-common text-light|Red|Legendary Creature — Goblin Wizard
|
3 | 2.3 | 8.45 | 11 | 8.05 | 66 |
ss-common text-light|Red|Artifact Creature — Insect
|
1.5 | -0 | 15.00 | 0 | 5.00 | 5 |
ss-uncommon||Creature — Eldrazi Goblin
|
4 | 4.3 | 3.00 | 2 | 2.67 | 3 |
ss-common text-light|Red|Creature — Cat Dragon
|
2 | 3.1 | 6.33 | 6 | 7.70 | 61 |
ss-uncommon|Red|Artifact
|
1.0 // 3.0 | 2.5 | 8.00 | 1 | 6.00 | 2 |
ss-common text-light||Creature — Eldrazi
|
2 | 0.7 | 13.00 | 1 | 8.20 | 15 |
ss-rare|Red|Sorcery
|
0 | 5 | 1.00 | 1 | 4.00 | 3 |
ss-common text-light||Creature — Eldrazi Lizard
|
3 | 2.9 | 7.00 | 1 | 4.75 | 5 |
ss-mythic|Green|Enchantment
|
1 | 1.1 | 12.00 | 1 | 6.67 | 4 |
ss-uncommon|Green|Instant
|
2 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-common text-light|Green|Artifact — Equipment
|
2.5 | 1.8 | 10.00 | 2 | 9.25 | 14 |
ss-mythic|Green|Legendary Creature — Elf Warrior
|
4.5 | 5 | 1.00 | 1 | 2.00 | 2 |
ss-common text-light||Creature — Eldrazi Drone
|
3 | 3.9 | 4.00 | 2 | 3.50 | 4 |
ss-common text-light|Green|Creature — Elf Shaman Mutant
|
3 | 2.3 | 8.50 | 2 | 6.00 | 8 |
ss-rare|Green|Creature — Snake Druid
|
4.5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-uncommon|Green|Sorcery
|
1.5 | 2.3 | 8.50 | 2 | 7.67 | 5 |
ss-rare|Green|Sorcery
|
2.5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-common text-light|Green|Instant
|
2 | 2.1 | 9.22 | 9 | 9.36 | 68 |
ss-common text-light|Green|Instant
|
1.5 | 2.3 | 8.50 | 2 | 8.40 | 10 |
Horrific Assault
4 This is often one mana to kill something and gain 3 lfie, and that's pretty nuts.
ss-common text-light|Green|Sorcery
|
4 | 4.6 | 2.00 | 2 | 4.00 | 5 |
ss-uncommon|Green|Enchantment — Saga
|
3 | 1.4 | 11.00 | 1 | 10.50 | 4 |
ss-uncommon|Green|Creature — Human Warrior
|
3.5 | 3.1 | 6.33 | 6 | 4.86 | 24 |
ss-uncommon|Green|Enchantment — Aura
|
1.5 // 2.5 | 3.9 | 4.00 | 1 | 7.33 | 7 |
ss-common text-light|Green|Sorcery
|
2.5 | 2.6 | 7.67 | 3 | 6.60 | 13 |
ss-uncommon|Green|Enchantment
|
1 | 0.4 | 14.00 | 1 | 8.67 | 9 |
ss-common text-light|Green|Creature — Dryad
|
3.5 | 4.6 | 2.00 | 2 | 2.00 | 5 |
ss-common text-light|Green|Enchantment Creature — Hydra
|
2.5 | 3.6 | 5.00 | 2 | 5.00 | 9 |
ss-uncommon||Enchantment
|
1.5 // 3.5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-rare|Green|Enchantment
|
0 | 2.1 | 9.00 | 1 | 5.12 | 10 |
ss-uncommon||Creature — Eldrazi Drone
|
4.5 | -0 | 15.00 | 0 | 9.00 | 2 |
ss-uncommon|Green|Instant
|
3.5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare|Green|Legendary Creature — Treefolk
|
4 | 4.6 | 2.00 | 1 | 2.00 | 1 |
ss-rare|Green|Enchantment Creature — Insect Monk
|
4.5 | 4.8 | 1.50 | 2 | 1.33 | 3 |
ss-common text-light|Green|Creature — Ooze Brushwagg
|
2 | 3.2 | 6.08 | 12 | 6.38 | 68 |
ss-uncommon||Creature — Eldrazi
|
4 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-rare||Creature — Eldrazi
|
3 | -0 | 15.00 | 0 | 2.60 | 5 |
ss-uncommon|Green|Enchantment Creature — Elk
|
3 | -0 | 15.00 | 0 | 9.00 | 6 |
ss-uncommon||Creature — Eldrazi Beast
|
3 | 3.6 | 5.00 | 1 | 3.50 | 2 |
ss-rare||Instant
|
5 | 3.7 | 4.60 | 5 | 3.29 | 9 |
ss-mythic|White|Blue|Black|Legendary Creature — Human Knight
|
5 | 4.3 | 3.00 | 1 | 5.50 | 2 |
ss-common text-light|White|Red|Creature — Goblin Warrior
|
3 | 4.6 | 2.00 | 1 | 5.25 | 6 |
ss-common text-light|Black|Red|Artifact — Equipment
|
2.5 | -0 | 15.00 | 0 | 3.00 | 8 |
ss-uncommon|Black|Green|Creature — Nightmare Wombat
|
4 | 3.4 | 5.50 | 2 | 5.75 | 4 |
ss-common text-light|Blue|Red|Creature — Cyclops Wizard
|
3 | 2.5 | 8.08 | 12 | 8.41 | 70 |
ss-uncommon|White|Blue|Creature — Djinn Monk
|
2.5 | -0 | 15.00 | 0 | 8.00 | 3 |
ss-common text-light|Black|Green|Creature — Ooze
|
3.5 | 4.2 | 3.33 | 3 | 7.80 | 21 |
ss-common text-light|White|Green|Creature — Dog
|
3 | 2.6 | 7.83 | 12 | 9.05 | 65 |
ss-rare|White|Blue|Legendary Creature — Moonfolk Wizard
|
5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-uncommon|White|Green|Creature — Fox Samurai
|
2.5 | -0 | 15.00 | 0 | 7.50 | 7 |
ss-uncommon|Blue|Black|Creature — Horror
|
3 | -0 | 15.00 | 0 | 7.50 | 3 |
ss-rare|Black|Red|Legendary Creature — Demon
|
4.5 | -0 | 15.00 | 0 | 4.00 | 1 |
ss-rare|Blue|Red|Instant
|
2.5 | -0 | 15.00 | 0 | 5.00 | 3 |
ss-uncommon|Blue|Red|Artifact
|
0.0 // 3.0 | -0 | 15.00 | 0 | 7.67 | 6 |
ss-rare|White|Green|Legendary Creature — Bear
|
1 | 2.9 | 7.00 | 1 | 8.00 | 3 |
ss-rare|Blue|Green|Legendary Creature — Bird Wizard
|
5 | 3.2 | 6.00 | 1 | 6.00 | 1 |
ss-rare|White|Black|Green|Legendary Creature — Plant
|
3.5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-common text-light|White|Black|Artifact Creature — Gargoyle
|
2.5 | 1.1 | 12.00 | 3 | 9.35 | 79 |
ss-uncommon|White|Black|Creature — Kor Rogue
|
-0 | 15.00 | 0 | 2.33 | 3 | |
ss-mythic|White|Red|Legendary Creature — Elder Giant
|
5 | 4.6 | 2.00 | 1 | 2.00 | 1 |
ss-uncommon|Blue|Green|Instant
|
2.5 | -0 | 15.00 | 0 | 5.33 | 3 |
ss-rare|Blue|Black|Creature — Frog
|
4 | 4.6 | 2.00 | 1 | 2.67 | 3 |
ss-uncommon|Black|Red|Instant
|
3.5 | 3.6 | 5.00 | 1 | 3.75 | 7 |
ss-common text-light|White|Blue|Artifact Creature — Gargoyle
|
3 | 2.5 | 8.00 | 2 | 7.33 | 61 |
ss-rare|Red|Green|Legendary Creature — Giant Shaman
|
2.5 | -0 | 15.00 | 0 | 4.33 | 3 |
ss-uncommon|White|Red|Enchantment
|
3.5 | 3.6 | 5.00 | 1 | 4.00 | 4 |
ss-common text-light||Creature — Eldrazi Turtle
|
3.5 | 4.3 | 3.00 | 2 | 3.25 | 7 |
ss-common text-light|Blue|Black|Creature Faerie Rogue
|
2.5 | 2.5 | 8.00 | 8 | 7.52 | 61 |
ss-uncommon||Creature — Eldrazi
|
4.5 | 4.1 | 3.60 | 5 | 3.17 | 15 |
ss-rare|Black|Green|Creature — Zombie Knight
|
4 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-common text-light||Creature — Eldrazi Drone
|
4 | 4.6 | 2.00 | 2 | 2.00 | 3 |
ss-rare||Artifact
|
0 | -0 | 15.00 | 0 | 13.00 | 3 |
ss-uncommon||Kindred Artifact — Eldrazi
|
1.5 | -0 | 15.00 | 0 | 6.00 | 6 |
ss-uncommon||Artifact
|
3 | 4.4 | 2.67 | 3 | 3.38 | 12 |
ss-uncommon||Artifact
|
1 | 0.7 | 13.00 | 1 | 10.00 | 11 |
ss-rare||Artifact
|
0 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare||Land
|
2 | -0 | 15.00 | 0 | 7.00 | 1 |
ss-rare||Land
|
3 | -0 | 15.00 | 0 | 4.50 | 2 |
ss-rare||Land
|
3 | -0 | 15.00 | 0 | 10.00 | 2 |
ss-common text-light||Land
|
3 | 1.8 | 10.00 | 1 | 7.20 | 8 |
ss-common text-light||Land
|
2.3 | 8.62 | 8 | 8.44 | 80 | |
ss-common text-light||Land
|
1.4 | 11.00 | 2 | 8.80 | 21 | |
ss-rare||Land
|
2.5 | 8.00 | 1 | 8.50 | 4 | |
ss-common text-light||Land
|
2.1 | 9.00 | 6 | 7.21 | 69 | |
ss-rare||Land
|
2.5 | 1.8 | 10.00 | 1 | 5.50 | 4 |
ss-common text-light||Land
|
1.8 | 10.00 | 1 | 7.67 | 10 | |
ss-rare||Land
|
3.9 | 4.00 | 2 | 5.00 | 11 | |
ss-common text-light||Land
|
1.9 | 9.67 | 3 | 7.33 | 12 | |
ss-common text-light||Land
|
2 | 9.33 | 6 | 7.35 | 64 | |
ss-common text-light||Land
|
2.7 | 7.43 | 7 | 7.36 | 67 | |
ss-rare||Land
|
3 | -0 | 15.00 | 0 | 4.33 | 3 |
ss-uncommon||Basic Snow Land
|
1 | 1.1 | 12.00 | 1 | 10.50 | 11 |
ss-rare||Land
|
3 | 2.9 | 7.00 | 2 | 7.00 | 4 |
ss-common text-light||Land
|
1.5 | 2.2 | 8.75 | 8 | 7.61 | 75 |
ss-common text-light||Land
|
2.4 | 8.14 | 7 | 6.88 | 63 | |
ss-mythic||Land
|
0.0 // 3.0 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-uncommon||Land — Urza's Cave
|
0.7 | 13.00 | 1 | 7.50 | 3 | |
ss-rare||Land
|
-0 | 15.00 | 0 | 2.50 | 2 | |
ss-rare||Land
|
-0 | 15.00 | 0 | 2.33 | 3 | |
ss-uncommon|White|Artifact Creature — Angel
|
2.5 | -0 | 15.00 | 0 | 7.50 | 4 |
ss-uncommon|White|Sorcery
|
0.0 // 3.0 | -0 | 15.00 | 0 | 8.00 | 5 |
ss-uncommon|White|Creature — Human Wizard
|
2.5 | -0 | 15.00 | 0 | 4.50 | 3 |
ss-rare|White|Instant
|
0 | -0 | 15.00 | 0 | 5.00 | 1 |
ss-mythic|White|Creature — Human Soldier
|
2.5 | -0 | 15.00 | 0 | 1.00 | 2 |
ss-rare|White|Sorcery
|
2 | 2.9 | 7.00 | 3 | 4.33 | 7 |
ss-uncommon|Blue|Sorcery
|
3 | -0 | 15.00 | 0 | 7.00 | 4 |
ss-rare|Blue|Enchantment
|
0 | 2.5 | 8.00 | 1 | 8.29 | 11 |
ss-rare|Blue|Artifact Creature — Turtle Warrior
|
3.5 | -0 | 15.00 | 0 | 4.00 | 1 |
ss-uncommon|Blue|Creature — Worm
|
3.5 | -0 | 15.00 | 0 | 6.33 | 3 |
ss-uncommon|Blue|Creature — Drake
|
1.5 | -0 | 15.00 | 0 | 11.00 | 6 |
ss-uncommon|Black|Sorcery
|
0 | -0 | 15.00 | 0 | 10.00 | 7 |
ss-rare|Black|Legendary Creature — Phyrexian Horror Minion
|
1 | -0 | 15.00 | 0 | 6.67 | 5 |
ss-uncommon|Black|Creature — Elf Warrior
|
2.5 | 3.2 | 6.00 | 1 | 4.50 | 2 |
ss-rare|Black|Creature — Human Shaman
|
4 | 3.2 | 6.00 | 1 | 6.00 | 2 |
ss-rare|Black|Sorcery
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-uncommon|Black|Sorcery
|
1.5 | 3.9 | 4.00 | 1 | 5.50 | 4 |
ss-rare|Red|Artifact
|
2 | -0 | 15.00 | 0 | 8.00 | 8 |
ss-uncommon|Red|Creature — Dragon
|
2 | -0 | 15.00 | 0 | 5.25 | 5 |
ss-rare|Red|Legendary Creature — Spirit Warrior
|
5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-uncommon|Red|Sorcery
|
0.5 | -0 | 15.00 | 0 | 9.75 | 11 |
ss-uncommon|Red|Artifact — Equipment
|
1.5 | -0 | 15.00 | 0 | 11.50 | 6 |
ss-uncommon|Green|Creature — Dinosaur
|
4 | 3.9 | 4.00 | 1 | 3.67 | 4 |
ss-rare|Green|Enchantment
|
1.5 | 3.6 | 5.00 | 2 | 6.00 | 3 |
ss-uncommon|Green|Creature — Elf Druid
|
2.5 | 2.3 | 8.50 | 2 | 9.50 | 11 |
ss-rare|Green|Creature — Human Wizard
|
3.5 | -0 | 15.00 | 0 | 2.50 | 2 |
ss-uncommon|Green|Creature — Insect
|
0 | 0.7 | 13.00 | 1 | 13.00 | 2 |
ss-mythic|White|Blue|Black|Red|Legendary Artifact Creature — Human
|
3.5 | 0.7 | 13.00 | 1 | 9.50 | 4 |
ss-mythic|White|Black|Red|Legendary Creature — Human Cleric
|
1 | 2.1 | 9.00 | 1 | 8.50 | 5 |
ss-rare||Artifact
|
0 | -0 | 15.00 | 0 | 10.00 | 3 |
ss-rare||Artifact
|
0 | -0 | 15.00 | 0 | 5.00 | 1 |
ss-uncommon||Artifact Creature — Bird
|
1.5 | 1.2 | 11.50 | 2 | 7.80 | 11 |
ss-rare||Artifact
|
0 | -0 | 15.00 | 0 | 5.50 | 3 |
ss-rare||Artifact
|
0 | 0.7 | 13.00 | 1 | 6.33 | 8 |
ss-rare||Artifact
|
0 | -0 | 15.00 | 0 | 4.67 | 4 |
ss-rare||Artifact
|
0 | -0 | 15.00 | 0 | 9.00 | 2 |
ss-uncommon||Artifact
|
2.5 | -0 | 15.00 | 0 | 6.00 | 2 |
ss-uncommon||Land
|
2.5 | 2.9 | 7.00 | 1 | 8.50 | 3 |
ss-uncommon||Land
|
2.5 | -0 | 15.00 | 0 | 9.67 | 6 |
ss-rare||Land
|
0 | -0 | 15.00 | 0 | 9.50 | 6 |
ss-uncommon||Land
|
1 | 1.8 | 10.00 | 1 | 7.33 | 4 |
ss-mythic||Legendary Land
|
3 | 2.3 | 8.67 | 3 | 7.25 | 6 |
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: