She’s a 3-mana ¼ with Vigilance at worst, and that’s the kind of body that would make the cut sometimes! And, obviously, she will often be significantly larger, especially because you get a token every time you attack. So once she attacks, she will be at least a 2/4.
This seems pretty nice! A two mana 1/1 that draws you a card is always playable in Limited, and this one makes sure you hit your next land drop. And, because he can transform into a 3/3 with Lifelink, that means he can stay relevant all game long. Now, you do have to jump through a few hoops to get him to transform, and assembling a coven won’t always be a walk in the park, but it is also reasonably doable. Note, by the way, that he can transform at Instant speed.
This looks pretty good. You play it early as a reasonable blocker, until it inevitably dies, and then in the late game it can come out of your graveyard and be a very real win condition. Six mana for a 4/4 with Flying and Vigilance certainly isn’t insanely efficient, but it isn’t that far off from what I’d be willing to pay. The 0/4 side won’t ever allow you to actually trade with anything, but keeping your opponent at bay with has some value, especially since it becomes a win condition later. Also, keep in mind you can put this in your graveyard by other means and just skip the 0/4 part sometimes. It also can help you get Coven!
A 3-mana 2/1 is pretty ugly. Transforming this is fairly doable, though, and once it transforms it is a pretty nice little card, though it won’t always have things worth reanimating.
This doesn’t seem like a great trick to me. Only increasing power means there’s a good chance your creature will be dying, and while the life that you gain and the 1/1 flyer you get in exchange for that makes a difference, it will still usually feel like you’re getting 2-for-1’d when you use this.
This is premium removal. It hits any nonland permanent, no questions asked. Like other Oblivion Ringish cards, your opponent can get the thing back if they destroy Respite, but that’s worth the risk -- you’re still trading 1-for-1 in that scenario anyway!
Well, this looks great. A 3-mana 2/2 that exiles a thing until it leaves is already an excellent card, and this comes with the massive upside of transforming into a much more imposing creature. A 3-mana 3/3 with First Strike tends to be relevant all game long, and Ward makes it so that your opponent has to punish themselves if they ever want to kill it. This card is amazingly efficient, and can even potentially exile multiple things as it shifts between day and night, which is pretty absurd!
This is a Bear that will often, though not always, have flying in the late game. Flying helps it stay relevant throughout the game, which is nice. Seems like a solid two drop.
This is pretty cheap removal. Before you get Coven online, it definitely isn’t great removal, because allowing the creature to still block is usually not what you want to be doing. It can’t do damage at least, but it still a presence on the board, and that means you aren’t trading a full 1-for-1. But its nice than in the later game, you can just get rid of that creature entirely. Still, it is probably a little too slow and clunky to be premium.
You can flash this in to ambush block an X/3, and most X/3s will cost more than the Commando, so that’s nice! The additional utility of blowing up artifacts and enchantments doesn’t hurt either. This is a solid Common.
mana is a lot for an Enchantment that offers only a very minimal stats boost to the creature you put it on. Vigilance just isn’t something to get excited about. Its nice that it churns out a token every turn, but you probably need to get at least 2 of them before the investment feels reasonable, and you’re going to get blown out in a big way if your opponent just kills the creature you stick this on. Green/White definitely wants to go wide, but there are less risky ways of doing that.
If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
The one mana 1/1 First Strike side of this would really only make the cut in the most aggressive of decks that are adept at boosting its stats, so you can get the best mileage possible out of first strike. But, of course, adding Disturb to the card makes it into something you’ll play in every White deck! I mean, honestly, if this was always just a 4 mana 2/1 with Flying and First Strike that gave Ward 1 to your board, you’d play that -- and this is far more flexible than that. You can first pick this.
We see this basic card a lot, and its always solid. Two bodies for four mana is nice, and the reasonable stats distributed across them is pretty good.
This is pretty bad in Limited. Predicting what your opponent has is virtually impossible, so most of the time this does stone nothing. Even if you do name a card they have, there’s a good chance they won’t ever draw that one copy of that card anyway, and it won’t matter! You can name cards with Flashback or Disturb with it, but even then you’re not doing much. The one time where I could see this maybe working out is if you side it in again someone who has like 3-4 copies of a really strong Common or Uncommon, because it has a better chance of disrupting that opponent than most, but even then I’m not thrilled about this.
A 4-mana 3/3 with First Strike is decent, so the Coven upside is nice to have. Double strike to any one of your creatures is undoubtedly quite powerful. You won’t always be able to pull it off of course, but the floor here is pretty reasonable.
So, a 5 -mana 3/3 with Flying and Double Strike is already a pretty darn good card. It hits hard in the air and provides a pretty quick clock. The downside is that a 5-mana 3 toughness creature dies for a lot less than 5 mana in some cases, but that’s okay, since this comes with so much additional upside! Giving you hexproof won’t come up a ton, and it won’t always transform either, but if it isn’t transforming you’re probably in pretty good shape! If it does have to transform, it can help dig you out of a serious hole. So, this has a great base line and some solid upside. I think that’s enough to get into the lower tier of “bomb.”
Letting your opponent investigate is a pretty real downside. It means your opponent ultimately gets a 2-for-1. The good news is, this does deal with the creature or planeswalker very efficiently, and in some ways it is better to use earlier, because your opponent probably won’t have time to use that clue for awhile. In the later game, meanwhile, they’ll just be cracking it right away, and that’s not going to feel great. You can of course target your own stuff with it too in a pinch, in which case it is a really bad version of cycling, and sometimes that will be worth doing if you’re desperate. The downside here is real enough that I think this falls short of “premium” despite the fact that it is both unconditional and efficient.
This seems like a decent trick if you’re a White aggro deck with lots of Humans in it. It gives a decent stats boost that will often allow your creature to win combat. Two mana for just +2/+2 is pretty mediocre for a trick, but the Human upside will make it worth running often enough
This seems really strong. A 3-mana 3/3 with Ward 1 is already something you’d play a significant chunk of the time, but the night/day payoff here is very real! Your deck does need to have a relatively low curve to consistently draw a card with it, but drawing one card with this over a course of a game doesn’t seem far-fetched -- and that’s a 2-for-1!
If you have at least one other creature in play, you’re getting a 4-mana ¾ and putting another counter on a creature who can attack that turn, and that’s a solid enough deal. Sometimes you’ll be able to add 2/2 to the board that can attack right away too. It can also help you get coven by diversifying your creatures’ power.
Master Decoys are always pretty nice in Limited. They can act as removal of sorts and stay relevant all game long. This has the additional upside of being a 0 power creature – which might not sound like upside, but in Coven decks having a creature with 0 power can really matter.
This is a decent, albeit unimpressive, piece of Equipment. One to play and two to equip is kind of alright, and the upside of being unblockable by bigger stuff doesn’t hurt. It can help you get Coven. Still, this format doesn’t seem to have a huge equipment theme, and that probably means this gets cut a lot.
This gives a nice, efficient boost twice. It isn’t a boost that always makes a difference, though, and even when it does, I’m not sure it will always feel like you’re getting a full card worth of value. Being cheap to flashback is good for flashback payoffs, and also makes it easy to turn it back into day, and that matters.
A two mana 3/1 with Lifelink is already solid, one that would make the cut in just any deck! It blocks and attacks reasaonably well, but this comes with all kinds of upside. It effectively has multi-kicker, and for every two additional mana you sink into it, the more it pumps your entire board! This means the power of this card scales massively as the game goes, and if you draw it in a stalled out game and have like 8 mana, or even 6, you probably won on the spot. Note, by the way, that it also counts itself, so it becomes less fragile the more mana you can pump into it. This is a rare thing to see -- but this is a two mana card that’s a bomb! Granted...when it feels like a bomb you probably aren’t only paying two mana, but still!
A Wind Drake with Flash is already something that would pretty much always make the cut, and this comes with the additional upside of allowing to bounce one of your creatures. This can help a creature avoid removal, or allow you to retrigger an ETB ability, among other things. It isn’t always going to happen that you line up the ETB ability to actually do something, of course -- sometimes you’ll just need the creature here, but it is still nice upside on a solid card.
A two mana 1/1 with the life gain effect certainly isn’t impressive. The Disturb effect really matters though, as getting back a flyer that can also gain you some life. Neither half of this card is going to be letting you trade very often because they are so small, but this still seems like a solid Common.
A 3-mana 2/3 with Vigilance is fine, so the fact that this can come back as a 2/1 with Flying and Vigilance is pretty nice! Both halves in this case very capable of trading, too.
This is pretty good. First, it counts itself dying, so most of the time the Outrider will give you some value, even if he isn’t long for this world. The BW deck is all about sacrificing and the GW deck is all about going wide, partially with tokens, and it is a good fit in either of those decks since creatures will be dying a whole lot. And really, creatures just die all the time in Magic anyway! So yeah, I think the whole package here looks pretty strong, like the kind of engine that can really win you a game, and the floor is pretty reasonable.
If this was a 3-mana 3/2 that always had Lifelink, it would probably be a 2.5 or 3.0. The fact this won’t always have it, and in fact probably won’t have it a decent chunk of the time, makes this significanlty worse than that, because a 3-mana 3/2 is just an ugly stat line these days.
This is a nice payoff for going wide, especially if you can get Coven going, since it becomes Inspired Charge for half the cost! The good news is, by the time a card like this tends to be useful, you’re reasonably likely to have Coven online, since you’ll have to have a board with several different creatures on it, and those several different creatures are likely to have 3 or more powers among them. Obviously, you won’t be playing this other than in fairly aggressive decks, but it seems like a nice pump spell for them.
A 4-mana 2/2 that draws you a card is like a 2.0, and decreasing that cost even by 1 is a huge upgrade. So, the fact that sometimes you can play this for two or one mana and then cast what you draw seems really good. This is one of White’s better Commons.
So, if you can consistently draw a card with this, it will be absurdly strong. And, it helps you find a way to do that, since it gains you life when you cast White spells. However, this set does not have a strong life gain theme or even sub-theme, and the Splendor alone won’t be enough to keep you at that life total in a lot of games. That said, sometimes games just stall out and you stay at a life total for awhile, and this makes it so your opponent either has to let you draw cards like crazy, or give up some resources to chip in for a few damage. One big problem is that you have to keep noting your life total, so you have to continually be staying at the same life from turn to turn or gaining life to keep drawing cards, and that does seem like its going to be a problem in some games. If your opponent does something to really get you behind on life, this will do stone nothing. If this set had more of a life gain archetype, the Splendor would be a pretty nice build around. As it is, it seems like it will do nothing or very little far too often. Basically, I’ll believe it when I see it with this card.
Even if you only reanimate one thing with this, you’re going to feel really good about the 5 mana you spend, so the times where you reanimate two things will feel amazing! Most of the time, you probably will be able to get at least one creature, and without trying too hard. Although, if you have this in your hand, you can be a lot more aggressive offering up trades, since they won’t really be trades for you in the end! So yeah, by the time you cast this for 5, getting one thing is pretty darn likely. And what’s great is, in a pinch, you can play this as a 5-mana 3/3 Flyer and nothing more, and while that isn’t great, it isn’t bad as a fail case on a card that will normally be giving you 2-for-1 or even 3-for-1s. I think the range for how good this card will perform is pretty darn high, and I think it does enough to get into the lower “bomb” range.
This has decent Flying stats, and exiling a card with Flashback or Disturb is pretty relevant in the format.
This is far from premium removal, as cards with 4 toughness aren’t incredibly common to see on the table. They will be a little more common in this set thanks to DFC creatures, who tend to be larger on one side. It can kill a lot of scary things for sure, but it is too situational to be anything more than solid.
This is a two mana 3/2 that can take away at least one key graveyard card from your opponent. That’s probably something you’d always play, so the Coven upside is pretty sweet.
This card has a cool design, but seems pretty awkward. Basically, you have to be behind your opponent in one way or another for it to do something. And yeah, if you get all three modes here, you’re getting a great deal! But if you’re just drawing a card and gaining 4 life, that’s not a great card -- we see that card all the time and it isn’t good! You basically need to be getting the tokens and one of the other modes for this to feel like you’re doing a decent job. And...its just pretty hard to control those sorts of things. It will feel nice if you’re behind, but do stone nothing at parity or if you’re ahead, and that just doesn’t really appeal to me. This card seems too situational and finicky.
Against some opponents this will feel really good -- namely, against UW -- but against other decks it just won’t have targets often enough to be worth it.
This is a reprint from our other two visits to Innistrad, and it wasn’t very good either time -- a 1.5 at best! It does grow as the game goes on, but it starts really small and grows pretty slowly. Only growing when your creatures die is tricky too. However, this will probably be better in this format than we’ve seen in the past, mostly because BW is a sacrifice deck this time around, and that combos pretty well with the Mob. The GW deck has lots of tokens too, so yeah, I think maybe this ends up being a solid playable this time around.
Sweepers are always pretty nice in Limited, since they alter the game in a way that really no other kind of card can. They can single handedly help you escape a game where you have no hope! This one starts out pretty expensive, but if its worth casting, it won’t usually cost more than 4 or 5. Wraths do always have the downside of not being quite as good in aggro decks, but even there, they remain pretty darn good. There are definitely situations where you’d rather draw a creature than Wipe Out the Horde in that time of deck, but there will also be times where resetting the board will get you there.
This looks like a nice Common. A two mana 2/1 can trade with lots of stuff, and then the fact that you can get another reasonably costed body out of your graveyard is pretty amazing. I mean, that’s 4 mana for a 2/1 and a ½ Flyer. And sure, you don’t get the bodies at the same time, but that’s still a pretty nice card.
This has decent stats and an ability that will give you a bit of value, though it certainly isn’t exciting
This format has a spells matter deck in UR and it has various graveyard synergies, so this seems like a decent inclusion. It is a lot like Opt, and that’s not a bad comparison! That said, it is also pretty darn replaceable, especially if you’re not in a deck that cares about the graveyard or spells, and it will often be an easy card to cut in those situations.
This starts by giving you a decent body that loads up your graveyard, and then in the later game it can give you another somewhat reasonable body that loads the graveyard more! Lots of decks in this format are interested in throwing stuff in the graveyard, including both UB and UW. This will be a nice inclusion in either of them.
So in Limited, this will cost 5 mana to draw you one extra card on your opponent’s turn. At least, that’s what it will do 9 times out of 10. Sometimes there might be other curses, but a lot of them aren’t great in this set, so I wouldn’t count on it. Still, 5 mana for an extra card on your opponents turn is kind of alright, and certainly the kind of card advantage that will eventually win you the game. 5 mana is a lot, and you don’t add to the board meaningfully either, which si rough, so it is definitely the kind of card that will suffer against more aggressive opponents. It is going to feel good once you get it going, but the mana cost does make its grade suffer.
Obviously, this is a multi-format all star in constructed and one of the best creatures ever printed. This is because in constructed, you can make a deck where it is trivially easy to flip this, effectively making it a one mana 3/2 with Flying. In Limited that’s...not going to be quite as easy. Even a spell deck that really gets there probably has 10 Instants and Sorceries, so yeah. It will usually take a few triggers to flip. The good news is, a 3/2 Flyer is relevant pretty much all game long, so even if you play this on turn one and it doesn’t flip until turn 4, you’re going to feel okay about it. Thing is, though, if you’ve just got like 3-5 spells, this is unplayable. I think this needs a buildaround grade as a result. It is probably going to be a D or worse in your typical Blue deck, but if you 10+ Instants and Sorceries, it is a quality card.
This is a hard counter, but four mana is a ton to have to have available at the right time, and the additional value this gives you just isn’t going to make up for that.
Three mana counterspells, especially those that cost Double blue, usually aren’t great. The cost of leaving that mana up can be very real. You should generally just be adding to the board while you can, after all. Leaving up mana to try to counter something when you have other options can really cause you some significant problems! So generally, you end up just using it when you don’t have other stuff you could be doing. Adding the exile clause does matter in this format though, between Flashback, Disturb, and other graveyard shenanigans.
This sets up some graveyard value for you and has a decent defensive body, not to mention an ability that will sometimes help you close out a game. A lot of the time though, it just won’t do enough. Seems reasonable in some controlling decks.
One mana to bounce a creature is a pretty nice deal. You don’t trade card-for-card of course, but there is massive tempo to be gained when you bounce something larger. And, the nice thing is, this lets you get a little value back from Scry if you find yourself having to bump something smaller. It is also nice its a cheap spell for UR and for Day/Night purposes.
This is a Wind Drake with some reasonable upside. Obviously this Zombie token doesn’t give you quite as much value as most Zombie tokens, but it still adds to the board in a way that will have at least some impact. The two bodies will be nice sacrifice fodder, and they’ll also just be good at pressuring your opponent.
This has some very ugly stats, but it has an ability that is a card-drawing engine. If it manages to stick around, it is definitely going to net you a few cards, and that’s pretty nice.
This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once.
This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once. 55 – Galedrifter – 3.0 A 4-mana 3/2 Flyer is a 1.5, so getting a second body out of this, even if it isn’t the most efficient one when you Disturb it, is going to be some nice additional value.
This is a neat design for a bounce spell.. Bouncing an opposing nonland permanent for two mana is usually a decent card. It doesn’t give you the value of a whole card unless you use it in response to a trick or something, but it gives you some reasonable tempo and has that blow out upside. Using this to bounce your own thing is actually pretty interesting, since you do net a card, and if what you’re bouncing gives you some value from bouncing it, that’s going to feel pretty good! Especially if you do it in response to removal or something like that. Its probably just a C, but the “bounce your own stuff” upside is very real.
Mind control effects are always super strong, because they allow you to simultaneously remove your opponent’s best creature and give it to yourself. That is a game changing effect! This does it for only four mana which is great -- and even pumps the creature! But it is balanced by the fact that you have to sacrifice one of your own creatures. Even with that requirement, Grafted Identity seems quite strong, especially because this format has so many cards that give you two bodies for one -- between things that make Zombie tokens and cards with Disturbed, among other things. You still take your opponent’s best thing and put it on your side of the table, and having to give up a creature for that -- while a real downside -- is still very worth the price, and this is still a bomb.
So, a one mana ⅓ isn’t amazing, especially with Defender! But at least it can block and kill X/1s. Its ability asks for several creatures in play, and I guess the idea is that you’ll be making Zombie tokens so doing that might not be too hard! The ability itself isn’t bad -- as it can give you card selection and/or help you load up the graveyard. Still, I don’t see this being especially good overall.
So, if you’re a spell deck and you play this and you get to untap, it is going to be pretty hard for you to lose. Chances are good that by the time you cast this, you have at least one thing you can flashback in your graveyard, and if you have six mana on the next turn, casting two things won’t even be out of the question! Lier is really going to take over games a significant chunk of the time when you cast him. His does have some downsides though. You have to actually get to untap most of the time to reap the rewards, and he isn’t exactly an efficient or impressive creature, but I think Lier is still impactful enough to be a bomb.
So, if this always tapped the thing you attached it to, it would probably be premium removal. Two mana for that effect is pretty great! However, in the early game, making it do that is going to be pretty challenging. By the mid-game it becomes much more doable. Overall, I think having to have a loaded up graveyard to make this work does keep it from being premium, but it still a pretty good Blue common.
This looks pretty good. On the front, it has passable stats and a very real activated ability that will often interfere with how your opponent wants to play the game, and then once he trades for something or counters a spell, he comes back as a Wind Drake. The fact your stuff can’t be countered isn’t huge in Limited, but it is some significant upside on a very nice card.
When you pay 4, you look at 4 cards and choose two, which is a pretty good deal for an Instant. Then, when you flash it back, you get even more card selection! It is really nice its an Instant, because it feels like we’ve seen a lot of Sorcery draw spells lately, and those are far clunkier, as you make it obvious how you’re spending your turn with a Sorcery, and if you leave Deluge up you can be threatening all kinds of other things, so it doesn’t feel nearly as bad that it doesn’t add to the board.
This has a really neat design, since it will constantly go back and forth. Both sides of the card have a relatively efficient ability. 2 to draw a card, or 1 to tap down a nonland permanent, is pretty nice! Now, you do pay 3 mana up front for something that often won’t impact the board right away -- and keep in mind even when it transforms it stays tapped, so you can never use both abilities in one turn. You’ll use one or the other, and there will definitely be times where you wish you could just stick on one side of the card. But still, this looks like it will grind out value over the course of a long game, both drawing you cards and either slowing down your opponent or allowing you to pressure them thanks to the tap ability. If this format is really fast, this might nto be great -- but with Flashback and Disturbed, it seems kind of unlikely this format will be super fast.
Lately, we’ve seen a lot of Blue creatures with Flash that reduce the power of something when they come down. Some of them have been pretty good -- like Faerie Duelist. Others have been pretty mediocre, like Burrog Befuddler. I think this one ends up being pretty good though. A 3-mana 2/1 with Flash and Flying is already pretty playable, so adding an ability that, at the very least, makes you take less damage, isn’t too shabby. Especially because sometimes reducing a creature’s power will give you a whole card worth of value on its own! This is a very good Uncommon.
Obviously, if you don’t have enough Flashback going on, you can’t really play this. It is going to be an F in many, many decks. 3 mana for a 1/1 flyer that can’t block is abysmal! However, if you can get 3 or more tokens with this, and some decks will be able to do it, it is going to be a pretty real win condition in grindy decks with lots of flashback.
This is my kind of Blue common! 4-mana for a 3/2 that draws a card is virtually always something you play, and this is better than that in most ways, since it gives you card selection and loads up your graveyard a bit in a set that really cares about that. This is Blue’s best Common.
Loading the graveyard is important in this format, its true, but a card that pretty much only does that, while giving you some card selection, isn’t something I’m interested in. You never get the card back. There are so many cards that load the graveyard while doing actual other things!
You would almost always play a 3-mana 3/2 that loots when it enters the battlefield, especially in a graveyard set! So, the fact that it can give you a second body later in the game is some really great additional upside. Especially because that body will loot on every attack!
This is a Wind Drake with all kinds of upside. First, it pumps one of the most common creatures in the format, and if yo’ure in Blue, its going to be tough to end up in a deck where this doesn’t pump like 5 of your creatures. And second, it gives you a discount on both flashback and Disturb. And don’t forget all those Disturb creatures are spirits too!
6 mana for a 4/4 flyer isn’t amazing, but if you add any sort of ability to that kind of card, it tends to be pretty good -- and this has an ETB ability that effectively draws you a card. I’m all about that.
Making 2/2 Decay Zombies with any instant or sorcery you play is quite strong. Now, the tokens are weaker than usual of course, but that’s a huge payoff on such a cheap creature, so its a good thing that’s the case! Once it flips into being a doll factory, it will also make all of your Zombie tokens way better, since they will be 3/3s that don’t have Decay. And, if you decide you need more Zombies, you can just flip it back to the Stitcher side on your upkeep! Meanwhile, the baseline here is a 3-mana ⅔! This card looks like it will be excellent in both UB Zombies and UR Spells without a whole bunch of effort.
4 mana to Time Ebb a creature isn’t amazing. It does let you trade 1-for-1 with what you target, since your opponent has to redraw that card again, and that’s nice. The 2/2 Zombie of course can’t block, so you can’t really manufacture a huge blowout most of the time. It is a body that will be relevant when you untap though.
Paying one Blue to investigate isn’t great, even to me, and I love Clue tokens! However, the additional flashback on it is very real, and means that in the end, this card end sup being a 3-for-1, even if it does it kind of slowly. You end up paying 5 mana for three Clues, and that’s not too shabby. Between Flashback, Investigate, and Disturb, this format looks to be kind of slow and grindy, and if that’s true, Secrets of the Key will be something you want one of in virtually all of your Blue decks, as the card advantage is very real. I thinkt he first copy will be a 3.0, though they do have diminishing returns after that because it doesn’t really impact the board.
A two mana ½ who loots is fine, and this one can get bigger. I don’t think you’ll want to discard a spirit or a card with Disturb to it all that often, since the power of those cards is often in the fact that you get the two bodies, but you’ll discard those things sometimes and it’ll get bigger.
This is a two mana 2/1 with some reasonable upside. In the later part of the game that ability can actually do some work, though you won’t always be in a position to activate it.
This looks pretty nice to me. A 5-mana 5/5 that permanently makes something a vanilla 2/2 when it ETBs is a good deal. And sure, it isn’t straight up removal, but that is going to have a big impact on the board state immediately in most cases, suddenly allowing you to attack in ways you just couldn’t before. The fact that it does it again every time it attacks is impressive too! You can also target yoru own stuff of course, like if you have a 1/1 or maybe a 2/2 Zombie with decay, you can upgrade them with the ability, but most of the time it will be more impactful to go after their stuff. Note, by the way, that if the Monster dies, the creatures revert to their original form -- and that’s definitely something to keep in mind. Overall, this seems quite good, though not quite a bomb.
A two mana 2/1 with Flying and Flash is probably already something that always makes the cut, and this comes with all kinds of upside! You can play it early just to pressure your opponent in the early game, and then if you get it late and have mana to pump into it, you not only get a larger creature, but you can phase out some stuff. And phasing is pretty flexible! You can use it to mess with an opposing creature, or use it on one of your own to save it from removal, among other things.
I don’t normally play most Blue “combat tricks” that shrink the power of a creature, but this tacks on enough additional stuff that it seems like it will be pretty solid. The problem with this kind of card is it isn’t always possible for you to trade card-for-card with it, since your creature has to already be big enough to kill the other creature. However, this lets you draw a card and makes you a Decay Zombie, and that’s quite a bit for only two mana! The times where you are able to use this card to help you kill an opposing creature it will feel insane!
This is a reprint from our last trip to Innistrad, where it was mediocre. You can flash it in to ambush block a small thing, and then it is a decent threat in the air, but it isn’t especially efficient.
So, I would pretty much always play this card even if it was only ever Suspicious Stowaway. An unblockable creature that loots for you every turn is a pretty nice thing to have around, and would be at least a 3.0. Then you add the Nighttime version of the Stowaway to the mix and it gets even crazier, since it hits harder and now just straight up draws you cards. He is small and fragile on both sides, dying to almost every removal spell in the format but he will run away with the game in a hurry if your opponent doesn’t have it.
So, it is highly unlikely you ever trigger the alternate win condition, but that’s okay! A two mana ⅓ that can draw you extra cards in the late game is actually pretty nice, and gives it relevance all game long. Drawing cards is a very powerful mana sink, and can usually help you outdraw your opponent in the late game. Meanwhile, it is also a two drop that can do some stuff early, though it isn’t exactly stellar at that point in the game. Still, drawing cards with this late seems pretty good.
This will help you cast enough stuff that it seems like a solid Common. It fits nicely in the UR spells deck and the UW deck, which will be the most disturb heavy deck in the format. I’m giving it a 2.5.
If you can sacrifice a Zombie token to this, its going to feel pretty good, as you aren’t really giving up more than one whole card to draw three cards. There is also other good sacrifice fodder in the format. This doesn’t add to the board at all -- in fact it subtracts from it -- and sometimes that’s going to be a liability. However, the cards it gives you are a pretty big deal, and if you make it to your next turn you’re going to have a significant advantage. I think a lot of Blue decks in this format will be playing the first copy of this.
When this is just a 3-mana 3/2, it won’t feel great. But sometimes, it will drain the opponent two life, which will feel like you’re getting your mana’s worth. You’ll probably cut this a significant chunk of the time, but playing it isn’t a disaster.
This looks really good. If this wasn’t a werewolf, I think Baneblade Scoundrel would be a very nice card. A 4-mana 4/3 that really makes blocking more difficult for your opponent is something I would definitely be on board with, but the fact it turns into a werewolf sometimes -- or, if its night already -- just enters the battlefield as a werewolf -- is pretty awesome. Especially because that Werewolf is bigger and also makes blocking even more difficult for your opponent! This is a high quality Uncommon.
If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
This is a reprint, and it is one that is pretty mediocre. Giving death touch + a cantrip is pretty nice in combat, but it is a very narrow card overall because it is only useful in combat. Sure, I guess you can cast it just to cycle it, but that’s pretty rough! There are some silly things you can do with it sometimes, like give death touch to something that is being triple blocked, but a lot of the time you just use this and trade a creature on the table for one in your library. And, while that’s fine, it is certainly not a great card, and not one that makes the cut more than half the time.
Its nice this is an Instant, it makes it a lot more palatable that it is. Instant speed Divination for three mana is pretty nice, and most Black decks will play the first copy of this. In a pinch, you can also use it to do 2 to your opponent, either to finish them off or trigger a bunch of your pseudo-bloodthirst effects, but mostly you’ll want to be drawing the cards.
This is obviously premium removal. -5/-5 will kill most things, and that’s a great deal for three mana! The second mode will come up on occasion too, and its nice to have around on an already really good card.
If this always made your opponent discard, it would be an easy 4.0 Only doing it some of the time obviously downgrades it significantly, but it is still a decent flying body as a fail case.
Obviously, for this to be worth it, you’re going to need Zombies. But, the good news is that this set has plenty of them! You probably need to at least consistently get this to 2/2 or 3/3 for it to be worth it, and that seems very doable. Note also that it counts Zombie tokens too, not just nontoken Zombies. So, yeah, this probably needs a build around, because it is so all in on Zombies and has an abysmal floor. If you only have like 3-5 Zombies, it is hard to imagine it is worth it -- you probably need 7 or more, at which point things can get really silly. Still, it starts fragile, and some times even with that many Zombies you just won’t get them, or you’ll get the champion after you’ve already played several Zombies, and that is a pretty big bummer. This is probably a build around C+ or something like that, with the caveat that, if you have like 10+ zombies, it starts to get pretty crazy. Because the floor is so low on it, I don’t really think you can first pick it. But, if you’re deep into Zombies, it definitely should move up in your pick order.
This has a very high ceiling. If you kill something when you play it, then trade with the 2/2, and then use the Disturbed creature to trade (which will be easy because deathtouch), you’re getting a 3-for-1! That said, that ceiling isn’t super realistic, mostly because it can only kill things that have been damaged, and a good chunk of the time, you’ll have to give up a creature to make that happen. Still, you’re getting a pretty good deal, even keeping that in mind. You get two bodies out of one card, and both are quite capable of trading, and that’s going to feel pretty good.
This is an interesting take on the usual Sorcery that lets you return two creatures to your hand. The first time you cast this, the value is going to be pretty nice, provided you have a zombie, as it effectively replaces itself while making a creature bigger. The second time is less efficient, but in the you pay 5 mana for a 2-for-1 and two +1/+1 counters, which actually isn’t too bad. Now, you really would prefer to be putting these counters on zombies that don’t have decay to get full value out of them, but a significant chunk of the time that’s probably where the counter goes, and you may also just not have anywhere to put the counter in the first place.
This type of “Drain 1 life every turn” Enchantments tend to over perform, as they can really pressure an opponent or do enough to help you survive an early onslaught. If that’s all this was, it would probably be a 2.0. But, if its night time, you can pay 3 mana for a 4/4 with Lifelink immediately! Obviously if you play it during the day it can still transform later, too. A 3-mana 4/4 with Lifelink would be a 4.0 or so, so yeah. I think we can sort of split the difference here, since it will be each of these some of the time.
This looks like premium removal -- and its flavorful too! Throwing a flyer out the window wouldn’t accomplish much. Anyway, this can kill most stuff for only three mana. And yeah, sometimes a flyer will be what you need to kill, but this efficiency is great.
This is an interesting use of these new Decayed Zombies. Obviously, if this was a 5-mana ¾ that made two 2/2 Zombies and exiled stuff from graveyards it would be like a B+. That’s just a whole lot of bodies for a good cost. To evaluate this card we have to figure out how much worse these Decayed zombies are from your normal tokens. And uh, yeah -- they are substantially worse for sure. They can’t block, so this card won’t stabilize you quite as effectively as other cards like it can, and they can only attack once. But still, imagine this was a 5-mana ¾ that gave you single 2/2 Zombie. That’s still a very nice card for Limited! And that’s probably about what this will feel like. The extra bodies will feel great as sacrifice fodder, or if you have Zombie synergy, too.
This looks like some nice top curve to have around. It brings decent stats, and milling three cards can help you out a ton in this format -- and Dreadhound itself loves it, since each creature that is milled by that trigger will make your opponent lose one life. Players will be milling themselves in this format and creatures are going to be dying, so the Dreadhounds ability to slowly bleed the player is pretty darn powerful. Especially in the BR deck, which can do all sorts of extra stuff if it makes the player lose life. This seems like a six drop that is a very real win condition.
As always, this is a sideboard card. It misses too often to be worth it in your main deck. Even when you can hit stuff with it, it might have Flashback!
There is a lot of sacrifice fodder int his format, so casting this for only one Black is very real, and the fail case is that you pay 5, which is perfectly fine. Exiling stuff has extra value in the format too.
One mana 1/1s are pretty bad, they just lose relevance quickly. The Awakener gets around that to some extent as a result of its ability to transform into Awoken Demon. Transforming it is a little bit steep at 3 mana and sacrificing something, but there is going to be some significant sacrifice fodder in both Black/White and Blue/Black, so it won’t hurt quite as much as it might look at first. Still, you aren’t really doing incredible when you transform this into a 4/4.
So, it is somewhat narrow in what it can kill, but the fact it gives you a Clue token is massive, since it will mean a 2-for-1. This card sort of pulls me in two directions -- on the one hand, there will be a lot of creatures it can’t kill, bu on the other -- there will still be a significant number of creatures it can kill. So, is it premium? I’m inclined to say it falls a little bit short. IT will certainly feel great to kill something with, but even with the extra card, it is narrow enough that it doesn’t quite get there for me.
If your deck has a decent number of non-token creatures and/or lots of way to take down opposing creatures, this looks pretty nice. And doing either of those things in Black doesn’t look crazy difficult! Sure, the tokens are temporary, but paying two mana for a token factory like this seems very nice, even if they are decaying.
This is a 4-mana 4/4 that lets you steal your opponent’s dead creatures, and that’s great. And sure, they have Decay so they won’t be quite as good as they were on your opponent’s side, but this card is going to be a nightmare to deal with. The turn you play it, it can often alter the game too -- like if you play it and then attack your opponent. Trading isn’t worth it for them any more, but sometimes they’ll just have to block and stuff, and that will be back breaking. Gisa obviously gets even better if you have a lot of kill spells, and Black usually does. I think she gets into the lower bomb range.
Adding Ward “Discard a card” means that your opponent can’t really use removal on this without 2-for-1ing themselves, and that’s nice, especially because it has reasonable stats and a fairly useful ability that will trigger when it ETBs and when it attacks! Graveyards are going to be important resources for many decks in this format, so going after them is nice, especially because you can drain life in the process! And, of course, if it is night time, it becomes even stronger!
So, this is not a flip card that does anything with “nightbound” or “daybound,” so it will always be Heirloom Mirror when you first play it. That part of the card isn’t amazing. It lets you rummage and stock your graveyard, and both of those things matter in this format, but if that’s all this was, I have my doubts that it would be worth a slot in your deck. However, what’s nice here, is that you can use the Mirror to help improve your draws and stock your graveyard for a while, and then it can just turn into a straight up win condition! A 4/4 Flyer that can get bigger by exiling things from graveyards is very, very real, and you actually pay a pretty reasonable rate overall -- between casting the MIrror and using the ability three times, and you get a pretty scary threat. I think its really nice that this has an early game mode that can be decently useful, and then turns into a demon.
We often see 3-mana 2/2s with Deathtouch, and they are usually like a C. The ability to trade for anything is nice, after all! But this can do that and make a Zombie token. Obviously, it is a big down grade from a regular 2/2 zombie, but it is still enough additional upside for this to move up to 3.0.
This is obviously incredible. An Instant that kills a creature for only two mana is incredible, and there aren’t even any limitations here like we usually see. Now, you do have to have 2 life, but that’s not really a big ask. This is a candidate for best Uncommon in the set.
So, this is a two mana 1/1 that will also give you a 2/2 on your end step. That’s a pretty great deal, even if the creature comes with “decayed.” You can just send that 2/2 in every single turn, since you’ll get it back for free. There will definitely be times where a 2/2 Zombie that can’t block isn’t awesome, but there will be lots of times where its pretty nice. If you can find a way to sacrifice it every turn, you’re going to have an engine on your hands!
Transforming this guy isn’t super easy, but that’s okay, because the Jerren side is pretty powerful! A 3-mana ⅔ that makes a 1/1 when it enters the battlefield is already a high quality card, and then he comes with all kinds of additional human upside, in the ability to crank out more tokens and give humans life link. Those two things together can help you control your life total to some degree, but needing the 13 life and the 6 mana is pretty rough. The transformation will go down sometimes, don’t get me wrong, but it will be something like 10% of the time if I had to guess. He falls a little short of being a bomb.
This guy starts with big imposing stats that can end the game left unchecked. He has two other abilities that are all upside, too! You can use the first ability to mill yourself to find value cards, and in a pinch you could also use it to mill out your opponent. The latter won’t happen that often, since just swinging for 6 will often be enough to get you there, but in the event that you can’t attack for some reason, that isn’t a bad back up. Its cheap enough that it can really mill a ton in a hurry! His other ability basically lets you cast Channel for your graveyard, and in a format with a bunch of Flashback and Disturb, you’re going to have places to spend that mana. Basically, if he can’t win the game with his impressive stats, he can get it done with the help of these two abilities, and that’s pretty nice. I think that’s enough to get this to the lower tier of bomb range.
Three to play and three to equip is pretty steep, and flying and lifelink, while nice, are only going to really be worth it on a creature with decent stats anyway. Sure, it is a real upgrade on any creature, but not exactly a meaningful one on a 2/2 in a lot of situations. Still, medium-sized creatures on up will really flourish with the Mask, and the idea is that you’ll damage your opponent and gain life enough with it that if the creature does die, you draw a ton of cards and paying the life is no big deal. Overall, I do think this is quite good -- the cost is steep for a reason! And its nice that, if you manage to get it equipped, it will be hard for your opponent to come out ahead against that creature. Even just chumping and gaining life and paying life to draw cards isn’t terrible. I think the clunkiness of the card does keep it from being a bomb, but this sticking around on the table and getting attached to creature after creature is going to be really bad news for your opponent.
You can pump as much mana into X as you have, and that gives you some control over how things go. Like, you can use it in a way that hurts your opponent more than it hurts you. And the great thing is, even if you have to go all out and turn it into a wrath, you gain life and your opponent loses it, so it isn’t like you’re just resetting the board without any other advantage. Then, the Enchantment sticks around and continues to punish your opponent and reward you, which is going to continue to build your advantage. It is certainly a bit situational, but it does so much and is customizable enough that I think its a bomb.
Drawing when a creature dies is nice, even if they did cap this at only once a turn. The stat line here is pretty ugly, but I think the Opportunist could be a very real engine, especially if you have some Zombie tokens around, trading those in recklessly for cards is going to feel pretty good.
The idea here is to sacrifice something to it that isn’t a big deal, like a Zombie token, and if you do that then yeah – a 7/6 with Menace on turn 5 is pretty imposing. You can also just straight up pay 7 for it, which isn’t great but its not a disaster either. This seems like some decent top curve for some Black decks in the format – especially UB and BW – but I think you’ll find you cut it a pretty significant chunk of the time for cards that are just better.
If this was just an Aura with the “Whenever another creature dies” bit, it would be close to unplayable. It doesn’t give an immediate stats boost, and it doesn’t do anything to mitigate against card disadvantage. However, it comes with an additional effect that does help mitigate against that disadvantage, since it will give you some pretty serious card selection when it dies. It is nice too that it doesn’t look at counters alone, it looks at the creature’s power, and that means you’ll always be netting a card when the thing dies. Now, it does still have the very real downside of not buffing the creature at all at first, but the creature will grow over the course of the game. Still, this isn’t great. Sure it replaces itself, but the effect of the Aura isn’t that great in the first place. Even with Zombies dying left and right, this doesn’t seem worth it.
Tacking a Decay zombie on to Mind Rot isn’t that great, especially in a format where people will happily discard many of their cards.
It won’t always be easy to trade with this and get a 2-for-1 since it’s a ½, so ideally you will sacrifice this to something for value, in which case you don’t really go down a card at all! I could see this ending up as a key common for both BW and UB.
This is decent removal if it is day time or neither night nor day, and when it is night time, its just insane. If it was only the night time mode it would be an easy 4.5! As it is, I think it has a reasonable enough base line and a high enough ceiling that we can call it premium.
Hating on a couple graveyard cards and getting a couple of Zombies that can either pressure your opponent or act as sacrifice fodder seems alright for a three mana investment.
A 3-mana 2/3 with Menace is a card you’ll play sometimes – probably a 2.5, and it will come into play as or transform into Stalking Predator pretty regularly, in which case you’re getting an amazing deal!
This seems passable, as in the early game it has alright stats, and in the late game it can be a real source of reach. It can also help you activate cards that give you a bonus if an opponent has lost life. Still, it does ask for a lot to make the opponent lose that 1 life, and it just won’t always be doable.
A two mana 3/3 is pretty nice, though giving your opponent 1/1 is no small thing. If this didn’t have the additional upside, it would probably be like a C-. The additional upside here definitely matters though, because if you play the Specialist early and they can’t remove it, it is likely to just get massive.
Gray Ogre stats are always ugly, but this does some pretty real stuff! If you play it in your second main phase and end your turn, you’ll get that counter a decent chunk of the time. Keep in mind too, it can put the counter on itself, so you don’t even have to be all in on Vampire tribal to make use of the ability. It is a 2/2 that can grow throughout the game, and when you have other vampires around, it gets even better. You won’t always be able to damage your opponent of course, but both Black and Red are pretty well equipped with nice ways to do it.
This has great starting stats as a two mana ⅔ with Death touch. That’s the kind of body that’s great early and is relevant late, since Deathtouch allows it to trade with anything! But then, it comes with the multi-kicker-like effect that lets you sink a bunch of mana into it when you play it later in the game, and you get some serious value when you do, because the Adversary gets larger and makes some Zombie friends. 2B is a little steep, but 6 mana for a ¾ Death toucher and two 2/2 tokens is pretty impressive, even if they have decay.
This has nice aggressive stats, and looks like a decent enabler for all the Black-Red cards that care about your opponent losing life.
This seems pretty nice. Because it can’t block, the only way you can transform it is if your opponent blocks it or decides to kill it, or you sacrifice it yourself. Luckily that last part is pretty doable in the format. Once it transforms it isn’t super incredible, but it does tax your opponent pretty heavily for having whatever their best permanent is, and theoretically it could get to the point where they just decide to sacrifice it. Sometimes your opponent will have to choose between letting the 2/1 through or having to deal with the obnoxious aura, and that’s a nice choice to force on them.
I’m not a huge fan of this type of card, mostly because it basically does nothing unless you win the game with it. That said, if you have six mana available to cast it both times in a single turn, it does stand a pretty good chance of stealing a win out of nowhere. A card like this is soo all-in on aggro though that I think we do need to give it a buildaround grade If you are an aggro deck, you’ll probably play one copy of this and feel alright about it. Otherwise you pretty much can’t play it.
This will get you a pretty nice 2-for-1 most of the time, especially since as a 2/1, it stands a pretty good chance of trading with something in addition to getting you back a key instant or sorcery.
This whole adversary cycle is super good! A two mana 2/2 with Haste is already a solid playable, and in the later game if you pump mana into this you can end up copying some spells, and that’s going to feel pretty insane! You do need spells of the right cost, but most decks will have 1-2 spells that meet the requirement in the later game, and that’s plenty.
A 3-mana ⅔ with Menace is already something you play a decent chunk of the time, so the addition Night and Day value here is pretty great! On its own, it is a 3-mana ⅔ with Menace, and will do a a bit of damage over the course of the game. This is a quality common.
One of the downsides of sweepers is that you draw them sometimes when you’re the one who is ahead, and what you really needed was some way to add to the board to finish off the game. This gives you both of those things. Obviously, the 5 damage to the board part of it is going to be the more powerful option, as it will utterly reshape the game. And if you’re behind, it is one of very few cards that can get you out of a bad situation. Then, when you’re ahead, you can just make the devils. That option won’t feel super impressive most of the time, but the fact that this is a sweeper that gets around the downside of sweepers is enough for it to be a bomb.
This isn’t exactly premium, but is an instant that kills most stuff, damages your opponent, and even exiles creatures, which certainly matters here.
Two mana for 3 damage is always premium, even on a Sorcery! And this is an Instant! And in a pinch you can also use it to rummage twice! You won’t be choosing that second option a ton, but sometimes that’s what you’ll be doing.
This isn’t really here for Limited. The effect it has won’t come up enough for it to be worth it. All it does is damage too, and doing damage alone and not adding to the board in any way is very rarely worth it in Limited. This does have sideboard potential, to be used against someone going crazy with Flashback or Disturb, but that’s about it. Even then, its unlikely they have enough for this to punish them enough.
This is an expensive Tormenting Voice, buts it’s an instant and it has flashback. This format does have a graveyard theme for sure, so discarding cards to cast this isn’t a huge deal. Still, it doesn’t impact the board in any way, and is replaceable overall.
In a set where this had no synergy at all, this would probably be a 1.5. The stats aren’t good, and the 1 damage just isn’t enough to make up for that. However, this set’s BR archetype has a lot of cards that give you extra effects if your opponent lost life, and this is one way you can make that happen. Plus, its a vampire, and while the tribal themes for vampires aren’t massive int his set, they are still there! I think all of that is enough to bump this up to a solid playable.
This is going to be pretty amazing in constructed aggro decks, as one mana 2/1s with upside tend to be! It will also be pretty decent in Limited. It of course has pretty good stats for the cost, though a one mana 2/1 is significantly worse in Limited since games tend to go so long. Still, it comes with a reasonable ability too, though it does come with significant set up! Your opponent has to lose life, you have to have a Vampire, and you have to discard a card -- and pay mana. That’s a lot when all you’re really doing is giving up two cards to get two cards! The good news is, the Vampire that is sacrificed can be the Fighter itself, and improving your hand in the later part of the game can be a big deal.
A 4-mana 4/3 is sort of passable already, and this will often be able to come down and give you some mana, which -- if nothing else, you can use to rummage using its ability. Sometimes, it will enable a pretty impressive double spell turn too, which will feel amazing. You won’t always be making that happen, but the card has a very reasonable baseline and a pretty nice ceiling.
Just the Human side would be something you always play! It has passable base stats a very real activated ability that will make it a challenge to attack into or block And then, when it transforms, it becomes even more imposing, adding +1/+1 and an additional powerful activated ability.
This has a very mediocre baseline. A two mana ⅓ these days is probably a D-. It does have some real upside though, and the threat of activation is pretty real! If your opponent just has a 2/2, and you attack with this and leave mana up, they just can’t afford to block it! Chaining multiple spells together is obviously the dream, but don’t count on doing that a ton in Limited. This will make the cut in decks with a decent number of spells, and probably be something you pass on in any other deck.
So, in Limited, you generally just won’t have enough spells that do damage for this to be super easy to transform. It is still a two mana 2/2 with the upside of becoming a 3/3, but then you have to cast more burn spells to actually get more than just the 3/3. This definitely feels more like a constructed card than a Limited card because of those limitations.
So, one part of the card can turn into a source of removal, or help you finish off the opponent. Meanwhile, the second part of the card can help you get some card advantage -- and basically help you find more spells to put more charge counters on the Reservoir. Now, having to pay two to pseudo-draw that card is pretty rough, and makes it a little less likely you’ll be able to play what you hit. Keep in mind that it does let you play lands, so never play a land before using the ability! Basically, if a game goes long, this can both generate card advantage and kill stuff, and that can be a real boon. However, keep in mind that it will do stone nothing the turn you play it most of the time, and that’s a real liability. Obviously, you’ll really need to be in the UR spells deck to take full advantage of this. If you don’t have enough spells for charge counters, the card isn’t worth it most of the time.
This has a decent fail case as a 3-mana 3/2 with Trample, and sometimes it will be bigger.
This is like Red “Dead Weight.” It isn’t quite as good as Dead Weight is, at least as removal, because you don’t really want to pumping the power of a creature -- you want to be outright killing it. But it does have the additional upside of pumping your larger evasive creature so that you can do lethal or something. I do think the ability to kill X/2s for a single mana is pretty nice, but this definitely isn’t premium removal.
This is a Bear that stays relevant all game long thanks to its ability. Now, that ability is pretty pricey, and you’ll normally only be able to make one thing unable to block, but it is an ability your opponent has to account for in the late game, as making one thing unable to block can really help someone find lethal out of nowhere.
So, you’re basically never going to Flash this back in Limited, but that’s okay because it is a really efficient removal spell that can also go for your opponents dome. It might be a Sorcery, but the flexibility makes it premium removal for sure.
This seems like a solid trick for aggro decks. For one Red, it can give first Strike and Trample, and sometimes that’s all you need! But if you have extra mana lying around, it can turn a situation into a nightmare for your opponent, since it will allow pretty much any creature to win combat and do significant damage. The fact it is customizable is quite nice! Still, its a trick -- and those tend to only be worth it in really aggressive decks, and even then can be risky.
3 mana to do 3 to any target is already a premium removal spell, and this will sometimes just be Lightning Bolt! This is easily premium, and easily Red’s best Common.
A 4-mana 4/4 flyer is great, and this one has lots of upside! Most limited decks will be two colors, so when it dies it will usually do at least 2 to something, and that’s a pretty big deal since it can hit anything. That means you’ll be getting a 2-for-1 in a worst-case scenario. Additionally, the spell trigger effect is pretty real. Most of the time you’re just going to be drawing one card, but if your hand is empty or close to it, turning your cards into cantrips is a big deal.
This has a decent baseline, and sometimes it will be especially big. Not a bad thing to have at the top of your curve.
When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
So, this is Shock with upside, and that’s something I can get behind. It will often be able to kill three and four drops for only a single mana, and that’s great, and in a pinch it can go for your opponent and give you a bit of card selection, which isn’t too bad. You’ll always have something to do with this, and it will often be premium removal.
This has great stats to start with -- a 5-mana 4/3 Flyer is pretty frightening in Limited! But it also comes with the ability to kill small stuff when it attacks. Oh, and the 2 damage to a zombie part isn’t minor upside in this set either, there are a ton of zombies wandering around, and 2 damage is enough to kill most of them.
This format doesn’t have a ton of artifacts, but having the option to destroy an artifact on a decent combat trick certainly makes it more flexible.
This looks really good. Like a lot of these werewolves, just the Human side would be pretty nice. It will impact the board right away, since it can come down and pump a creature that turn. Note, by the way, it can pump itself, so it can be a 3/3 with Haste if that suits you on a particular turn. Basically, the front side of the card is an upgraded version of Valor Singer, a card you always played which we just saw in Forgotten Realms. Then, when its night time, you get an even more powerful creature! One that gives a bigger boost and trample to go along with the Haste! In other words, if it is night time and you play this, you just played a 3-mana 5/4 with Trample and Haste! Yeah, this thing is going to really make the game a challenge for your opponent on both sides, as both are very capable of helping you push through a ton of damage. I think this is a very high pick, though it does fall a little bit short of being a bomb.
So, you kind of need to be getting a 5/5 with this before you’ll feel like you’re getting there, and that’s asking kind of a lot. I suppose a 4/4 is passable, but yeah. The fact it has Flashback is certainly nice, but you still just need so many instants and sorceries in your graveyard to make it work, and even in the UR spell deck, I’m not very confident you’ll be able to do that consistently enough.
The Egg is a decent blocker early, and one that will eventually become a scary flyer with a powerful spell payoff ability. It will take this egg awhile to hatch in most situations, but the Blue-Red deck likely plays enough spells most of the time to make this a perfectly playable card. Flashback being in the set makes a big difference, because if you drew this after you casted a bunch of spells in a normal format, you wouldn’t be very happy. But because the Egg checks for the mana you spend to cast the card, you really only need to flashback a couple of things for it to transform.
A 3-mana ⅔ that gets +1/+1 when you cast an instant or sorcery is a pretty solid little card to begin with. It has the kind of stats that make it kind of a pain to block or attack into against an opponent who has mana up and cards in hand. It would probably be a C if that’s all this card was. But, of course, its a werewolf, and if its night time, you get a bigger creature that gets even bigger when you cast an Instant or Sorcery! This thing looks like it will be a real beating.
This is a decent trick that give you lethal out of nowhere on an attacking creature, and one that can also be used defensive quite effectly thanks to the First Strike. Now, using this kind of card defensively is definitely not optimal, but it is upside for sure. I don’t love that it only bumps toughness by 1, since if you’re the one attacking, there’s still a good chance your creature will die.
A 4-mana 4/2 Flyer is a great threat to have, and this one doesn’t plan on staying dead for long. Just having a couple of mana up isn’t a huge challenge, and night and day changing is going to be a big part of this format. It will hit hard, and it won’t stay dead, and I think that makes it a bomb. It can’t be dealt with by normal means, and that’s a big deal.
In most formats, a 4-mana ⅖ isn’t something that Red is interested in, though those are fairly reasonable defensive stats. However, this is a werewolf, and that means that if its already night time you get a 4-mana 6/5, and it also means that it can become one at some point in the game. That’s a pretty nice deal. And yeah, it isn’t always super easy to control what time of day it is, but this still seems like a solid Red Common to me.
Looks who’s back! He was around for our last trip to Innistrad, and he was a COMMON, if you can believe that. He was an excellent spell build around, and did a ton of damage. The great thing about him too, is a two mana 0/3 that can tap to do 1 to your opponent is already kind of a passable card, so the fact that sometimes it will be doing 2 or 3 damage a turn is amazing. I don’t think one really has to give this a build around grade, because the floor is so reasonable.
A 5-mana 4/3 with Haste isn’t great, but the fact this can be a 5/4 sometimes is pretty nice. It would be most ideal for it to already be night when it comes down -- if that’s true, you’ll feel like you’re getting your mana’s worth. Though, to be honest, a 5-mana 5/4 with Haste while certainly a nice card isn’t great either, and you have to jump through some serious hoops to keep it that way. It does also give Haste to other werewolves, but still.
On its own, this will sometimes just be a 3-mana 2/2 that does 1 to a thing. If that’s what it always was, it would be solid, but there are some significant hoops to jump through. First, your opponent has to have lost life some way. Most typically, that will be from an attack, but there are also other means that allow you to do that. Second, you can upgrade it if you have enough vampires. I do think this BR deck will be a real pain to play against sometimes, because you might just end up having to block more riskily in some situations to keep a card like this from being really good. But yeah, this does have a super high ceiling, where it will feel like Flame-Tongue Kavu, but sometimes it will just be a Gray Ogre, and that’s abysmal. I think that awful floor really holds it back.
Your opponent does have to respect this as an attacker if you have the mana up, so this gives you a good way to chip in for one damage to activate your Bloodthirst stuff.
This is really good. I’m already sold on a 3-mana ⅔ that lets me play lands from the top of my library. That results in some very real card advantage! Adding the Coven upside is nice, and when you can get it going, you’ll be capable of effectively drawing an extra card on almost every turn. Its also nice that you can play it on a turn where you haven’t played a land, and if there is a land on top of you library you can play it, which basically means you’ve gotten a 2-for-1. The Augur is of course quite fragile, and you can’t exactly count on getting Coven going, and I think those things hold it back from being a straight up bomb, but its actually pretty close.
A 3 mana ¼ with Reach makes the cut reasonably often in most Limited formats, and this will sometimes be a much larger creature. Seems like a solid Common to me! I’m giving it a 2.5.
Reach is extra good in this format because there are a ton of flyers as a result that everything that has disturb comes back as a Flyer. So if you’re in Green, you’re going to need a way to stop that. Bounding Wolf can do it, and it even ambush block thanks to flash!
This is a pretty decent boost when it equips for free, and it will also help you get coven online if that’s what you need. Equipping it after that first time is a little rough for sure, but if it keeps giving you coven or making creature sin to threats, that is reasonable.
This isn’t the bomb that Tireless Tracker was, but it is still a very good card. It will be a 3-mana 4/3 with Vigilance that gives you a valuable Clue, and that means it will often represent a 2-for-1. Ideally, you are hoping that you can cash in the clue and still hold on to the stats boost, and that seems reasonably doable with other tokens in this set.
A 4-man 2/4 with Reach is often a fine playable -- something like a 1.5 or a 2.0, and making another Reach spider when it dies is solid enough.
This thing is pretty burly for the cost whether it is night or day, and adding Ward to the mix makes it so even if your opponent has removal, you’re going to make it a little more challenging for them. Ward 3 on the nightbound side is especially nice. This seems like a great top-curve card for Green decks in the format.
On a base level, this is a 5-mana 5/5, something that makes the cut in some Green decks anyway, and it will gain trample sometimes. Seems decent enough.
This is a reprint from our last visit to Innistrad, where it was an excellent removal spell. The stats boost + punch effect is great, and you can even use it sometimes to create a 2-for-1 situation. As always with this type of card, you have to pick your spot with it wisely, because you get blown out sometimes if your opponent can interact, but its still premium, and potential Green’s best Uncommon.
So, by the time you play this on turn 5, it will usually be at least a ½, and sometimes a ⅔. On occasion, even larger than that, especially in a format with lots of graveyard stuff. That isn’t a great rate, but the fact that it gives you a token on your end step every turn is nice, and that is something that can get out of hand in a hurry, even if the tokens are just 1/2s and 2/3s. I mean, 5 mana for two 2/3s for example isn’t a complete disaster, and it has way more upside than that. And, by the late game, the ooze and its tokens can get significantly larger too. I do think the need for a stocked graveyard and the fact it will often start so very small mean that this can’t really get to “bomb” status, but it is close.
This will never have the most efficient stats ever, but the fact that it can be really big in the late game and also be something you cast early is alright. What really makes it interesting though in the Coven mechanic. Because its Power is somewhat customizable, it will be able to make sure that you are triggering Coven reasonably often -- AND it does the Coven thing during your end step, which means it will often be able to give you some value even if your opponent untaps and kills it. Now, you won’t always be able to get Coven going, but it becomes a pretty impressive engine when you can, one that can win you the game if left unchecked.
Neither body is very impressive, but getting them both for that price isn’t too bad! Especially since going wide is often a good thing. This gets some bonus points here though. It helps get Coven online, since on its own, it gives you a 1/1 and a 0/4, and then it also has a nice Coven payoff -- +3/+3 and Trample is enough to make almost any creature a problem. Note, by the way, that the Mentor doesn’t have defender.
We have basically seen this card before -- Centaur Nurturer in War of the Spark, and it was pretty nice. It gives you fixing, and while it might not be the most imposing creature, the life it gains you can help you get to your next turn, where you can make use of that mana.
This starts out as a card that helps you mill yourself a bit, which is something you’re interested in in this format. I don’t think it is something that you would play a ton if that’s all it was, though. But, once it mills enough stuff, it can transform into a pretty real threat that becomes increasingly large. Now, making it transform is a bit tough, since it has to be three CREATURE cards, and you are going to have to mill quite a few cards to get there. Obviously creatures end in your graveyard naturally too, so it is definitely going to transform if it sticks around, but it will take awhile.
4 mana combat tricks are normally something I steer away from. That’s a ton of mana for an effect that might help you win combat but is also quite risky. But this card does a few things that make this a solid combat trick. First, the boost is permanent because of the counters, and second, because you can distribute the counters, this will sometimes get you a 2-for-1, and even more rarely get you a 3-for-1, and that is definitely worth the mana! It also helps you get Coven. Don’t get me wrong -- it is still a trick -- and a clunky one, but I think the first copy of this seems reasonable in aggressive Green decks.
If this were just three mana to return a card from your graveyard to your hand it wouldn’t be very good. That’s just not a great rate most of the time, as that’s a very real amount of mana and you’re only getting one card out of the deal. Basically, it is card selection, and card selection that is contingent upon you having something in your graveyard worth getting back int he first place. Not doing anything to add to the board is a real problem. Adding Flashback does mean this can give you a 2-for-1 in the long run which isn’t too shabby, but I still don’t love this, even in a graveyard set. I thinkt his is a super replaceable card that doesn’t do something real way too often.
This isn’t going to be premium removal. It will simply be 1G to Fight often enough that it just can’t get there. When you do get the +1/+1 bonus it will feel good for sure, and if it always did that, it would be premium, but as it is, I think it falls short of that designation. Its still decent Green removal of course, but not the kind you go after super hard.
Lands will end up in your graveyard more often than normal in this format because of self-mill, and the Farmer brings some of that mill with him! You’ll get a land out of this reasonably often, and making sure you hit your next land drop and loading your graveyard has decent value.
This has decent base stats and if you can get coven going, it becomes a lot harder to easily block this thing.
You would always play this card if it was always Hound Tamer. It has good stats and an ability that can be a nice place to sink mana in the late game, so obviously the fact it can also be a larger creature that grants Trample to a bunch of stuff is awesome.
This kind of card pretty much always performs. Combat tricks and Auras both have some pretty serious problems. The chief one is that you can get totally blown out if you’re not careful. However, Auras with Flash tend to play reasonably well every time we see them, provided they are reasonably costed, and I think this one is. You have to be careful about when you play it of course, but if your opponent has no way to interact, this is basically a combat trick that takes something down, and then the Aura itself sticks around. The fact it works this way helps you mitigate the potential card disadvantage, since you’ll use the Aura to help you kill something up front. The werewolf upside here matters too. You usually want to be the aggressor with a trick, but giving your Wolf or Werewolf pseudo-vigilance is pretty nice, and having the option to ambush block is okay too.
This looks like a decent enough trick. Two mana for +2/+2 isn’t incredible, but when you can make the Coven thing happen, it turns into a draw spell, which will often mean a 2-for-1. You’ll end up playing this in aggressive Green decks.
A two mana 2/2 that can sac to blow up an artifact or enchantment would make the cut in pretty much every Limited format. It is nice having a reasonably-statted creature that can deal with permanents that can be quite hard to deal with in Limited! And once night rolls around, this one gets even scarier, not only becoming larger, but also just decimating the artifacts and enchantments your opponent has, since it can blow them up with each attack. Artifacts and Enchantments aren’t massive themes in this set, and that does hold it back some, but it will still be nice card to have in Green decks
This is pretty clunky since it doesn't add to the board at all. It can do it again from the graveyard though, which can potentially really turbo your mana. It is also reasonable fixing, and if you're splashing a third color, that Scry will be nice.
That’s a lot of mana to give a bear Deathtouch! Still, it starts out as a two mana 2/2, and has the ability to trade with anything later in the game. Wolf is also a somewhat useful creature type. I think the whole package is probably a 2.5
This format has lots of flyers as a result of Disturb, so Plummet might be a bit better here in the main deck than it is in most formats, but I think you’d still prefer to bring it in out of your sideboard. It is hard to guarantee it will have enough targets against some of the color pairs.
A 3-mana 4/3 Trample always makes the cut in your deck, so adding the crazy multi-kickeresque upside is amazing! If you pay 5 for this you get a 5/4 with Trample and one of your lands becomes a 3/3 permanently. That is an absolutely insane deal in terms of efficiency, and obviously if you have even more mana to pump into it, its even crazier.
Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
This is a nice little card. Don’t get me wrong, 6 mana for two 3/3s and 2 life isn’t incredible, but it is pasasble, and can enable a 2-for-1 on the right board. Casting this the first time will often do enough to help you stabilize between the two bodies and that life too. Flashing it Back will feel really good too, and if you manage to get to that point, this will have given you 4 bodies, all of which can conceivably trade for something. And yeah, it isn’t exactly efficient, but it is effectively card advantage! Still, it is expensive and clunky, so I can’t imagine taking it super early, but having one of these in most of your grindy Green decks seems pretty nice.
Basically, when your creatures attack, they get death touch. When they aren’t attacking, they have hexproof. That’s not exactly how this works, but it is how it will play out most of the time, and having those two things be true is great! Of course, Saryth doesn’t count itself, so it can still die to removal, but that’s okay. It will come down and impact the board immediately on most board states. Its nice it comes with the ability to untap a creature too, since it can give you hexproof at instant speed! It can also untap lands, but that won’t come up too much in Limited.
This is decently efficient when you first cast it, and when you cast it the second time you’re going to be getting a 2-for-1.
Rootwalla is back, albeit in Wolf form! This kind of card tends to feel pretty good early, as your opponent just can’t block it because of the threat of activation, and then the fact it can become a 3/3 keeps it relevant in the later game too. Seems like a solid playable for aggressive Green decks.
To play this, your deck will generally need to have very few non-permanents in it, because if you only hit one thing with it, you’re probably not getting your mana’s worth. I guess if you hit a 5 mana permanent it won’t feel like a complete disaster. But, If you’re hitting two things, especially if they are both nonlands, the 6 mana you spend on this will be worth it. It is kind of like you’re drawing 2 cards and adding to the board at the same time. The Flashback here costs an exorbitant amount, but it could come up in the extreme late game, and when it does, this will let you claw your way back into a game. So, I think this has enough upside to take with a pretty early pick, though keep in mind in an ideal world, you won’t go beyond playing like 3 non-permanents.
This gives some decent card selection while also loading your graveyard, and you end up with a 2-for-1 after you cast it the second time – and you’ve also seen a ton of cards!
This is a reprint, and even if it wasn’t, we see cards like this a lot, and I also like them a decent amount. They are nice as two drops, as they can be two mana 2/2s, and then in the later game you can put the counter somewhere more relevant. There isn’t a +1/+1 counter deck in this format, but the counter this guy brings with him can really help you set up Coven, since you add him to the board and put the counter somewhere else, and you’re already 2/3 of the way there!
Like with most of the werewolves, just the front side of the card is reasonable – a 4/5 with Vigilance can do some decent work! But it also has its werewolf side, where it has the potential to really dominate a board.
This does a pretty good impression of Grave Titan, a card that has been a massive bomb in the past. No matter what, you’re going to get your two wolf tokens, even if your opponent kills this guy on the spot, and that goes a long way towards making it a great card, because you’re going to get something no matter what. Then, if they don’t kill it, the wolf tokens are going to be all over the place once it transforms, and your opponent will quickly lose. He even has the ability to turn those wolves into removal!
This is mostly here to hate on graveyards. And, even in a format with lots of graveyard stuff going on, I don’t love it. It has one pretty narrow purpose that just isn’t worth using up a card for in a Limited deck. This is for the sideboard. It will be an F in your main deck, and maybe a C- against an opponent who has lots of graveyard shenanigans, but even then I’m not super interested in this.
First up, I’d like to note that quadruple green, is actually pretty hard to get consistently in your typical Limited deck. Limited mana bases aren’t very good in most formats, and I don’t see a reason for that to be different here. So, in other words, unless you’re really heavy Green, you won’t be casting this regularly. If you can cast it, it does have a pretty impressive effect, and one that will alter the board state immediately, since you can play it in your first main phase, go to combat, and get a big boost. Your board will usually be able to take some advantage of that, and sometimes it will just be incredible. So, I’m sort of torn as to how I grade this thing. If it were triple Green, I think I would probably give it like a 3.5 so I think the quadruple Green is enough to downgrade it to 3.0.
So at worst, this is a one mana 1/1 that gains you a life when it dies. You would probably never play that card in Limited. So, how easy will it be to get counters on this? Well...reasonably. But it isn’t like you’ll be exiling stuff early most of the time, so in the early game it is pretty unimpressive, and it takes quite a while to grow. Getting it to 2/2 on turn 4 or 5 is probably realistic, and you aren’t exactly killing it if that’s what you’re doing. It does grow more the longer the game goes on, which is nice, but yeah.
Like most planeswalkers, Wrenn and Seven is quite powerful. Typically, you’ll be playing it and using the -3 to get a 5/5 Treefolk that will continue to grow throughout the game, and that’s not a bad deal as fail case! If Wrenn is allowed to stick around, you can use the +1 to find more lands while also loading up your graveyard, and in this format loading up your graveyard will sometimes feel like drawing extra cards thanks to Flashback. The more lands you find, the bigger that token gets, and the more loyalty Wrenn and Seven gets, the more tokens it can make. Even if all you do is use the -3 to make a 5/5, then use the +1, and then use the -3 again to get another big Treefolk, you’re going to feel pretty good! Obviously, if you get to the ultimate, then you’re really in business, and all the stuff you threw in your graveyard just comes back! Because Wrenn can protect itself quite effectively and draw you cards and load up your graveyard in a format where that matters, I think it gets into the lower range of “bomb.”
This is pretty spicy! It isn’t really a combat trick because it’s a sorcery, but when you find a window to cast this, it is going to make any creature you use it on into a big problem. Even if your opponent can just block it, it is indestructible and has lifelink so you get some value. And that’s the fail case here, frequently it will make a creature into a big problem. And then you can flash it back, so the nightmare isn’t over for your opponent! You do have to be very careful about when you use it to avoid getting 2-for-1’d, but the ceiling is pretty insane.
This is UR’s signpost uncommon, and it tells you that you want to jam a ton of instants and sorceries into your deck. If you can do that, you end up with something pretty nice. If you can’t do that, this will be pretty ugly, because you can’t really afford to wiff with it on either activation. Still, getting 10ish spells is pretty doable, especially in UR. Over the course of a game, you can end up getting a 2-for-1 thanks to the Flashback too! I could give it a build around grade, but I think that UR decks will naturally find themselves with the right composition often enough that we don’t need to go there. That said, it also isn’t a signpost uncommon that pulls you into the color pair, either.
The day-time side here is really great for only four mana. Even if all you do with her is make two 2/2 wolf tokens, you’re kind of doing alright. And, what’s great is, she can come down and make those Wolf tokens to protect her, and that will often be enough for you to start using the +1 effectivley, since you’ll have the mana to do it on your next turn. And, that +1 is pretty darn real, and really gives your opponent a hard time. Also, it can help transform her, since you can just use her +1 on your turn, and pass, at which point she enters werewolf mode. That said, werewolf mode is certainly less impressive than her Human side. The ramp is nice, and the ability to rumble as a 5/5 doesn’t hurt either, but the wolf token making ability is definitely the most powerful one on the card! Still, she can shift between the two sides pretty effectively, as the mana the Moon’s Fury side gives you can help you double spell. Plus, you have to keep in mind your opponent also has to figure out whether they want to alter the time of day with their own turn. I think the whole package here is definitely a bomb.
This is an efficient Zombie lord, and this set has lots of Zombies! This will be great in UB decks.
Two mana to reanimate a 3 mana creature isn’t too bad, but the problem is that you won’t always have something worth reanimating. It has Flashback which is nice, and also means it further synergizes with a graveyard deck. It also means it can ultimately give you a 2-for-1, albeit very slowly. I don’t think this is anything special, but it is certainly a card you’ll run in most of your Black/White decks.
Giving up a creature for another creature, or several creatures for one creature isn’t something that is super appealing to me. Now, this does combo pretty well with Decay tokens, since you can sacrifice them before they sacrifice themselves at the end of combat, and there are some other nice sacrifice fodder cards around, and it has Flashback. Its also an instant, so you can sacrifice a big thing your opponent is removing and get a big creature all over again, which will feel pretty nice. All of that means it isn’t unplayable, but I’m a bit skeptical this will be the kind of Blue Black card that really pulls you into the color pair.
This is a fun card, and a nice callback to Cackling Counterpart. However, it doesn’t seem incredible in Limited. Three mana to make a 1/1 copy of a thing will sometimes not feel too badd -- like if a creature has a bunch of abilities and stuff, but there will be plenty of times where paying 3 for that 1/1 doesn’t accomplish much other than making a chump blocker. Even with Flashback, I don’t see this lining up well regularly enough to be very good. It certainly has a high ceiling, one dependent on what is in play, but the floor isn’t so good.
A 3-mana 3/3 is a great baseline, and this will pump the power of your whole board some of the time. Seems like a singpost Uncommon that will put you into its colors reasonably often.
A two mana ⅔ with lifelink that protects the graveyard is already pretty nice. So, adding an entire card worth of additional value in the form of Disturb is a pretty big deal, especially because that card is so awesome. A 3/2 Flyer is a real threat, and the ability to generate clues is especially powerful, as each clue you make is another card worth of card advantage. If you look at that side of the card, a 4-mana 3/2 flyer that makes clues would be a great card on its own, and this has the upside of being a two drop early. I think this falls a little short of being a bomb, but not by much
This is a very strong signpost uncommon, with it really pushing you in the direction of Disturb. It both loads your graveyard a bit and pays you off for disturb -- and flashback, for that matter. And then, it of course has Disturb itself! In the end, you end up paying 5 mana for a 2/1 and a 3/1 Flyer, plus all that other upside, and that’s an excellent deal.
This card mostly screams “Commander” to me, but I don’t think it will be completely useless in Limited. For one thing, it can destroy some normally hard-to-destroy permanent types. And yeah, ramping your opponent in exchange won’t always feel great, but by the late game it won’t matter a ton. Although, in a set with a bunch of expensive abilities you can use from the graveyard it might matter a little bit more. Anyway, you can also use it to target your own stuff for ramp and fixing. However, doing nothing on your turn 3 to cast this is definitely a liability. This is mostly a card that I think you’ll play out of your sideboard when your opponent has scary artifacts and/or enchantments, or a card you’ll run if you’re desperate for fixing.
5 mana to reanimate thing from your graveyard normally isn’t a great card in Limited -- but this has two things going on that certainly upgrade it. Sometimes, it will cost less mana, and it has Flashback. The cheaper cost applies for when you flash it back too, which is nice! If you do Flash this back, it means you’re getting a 2-for-1. Now, it still has the limitations of most reanimation spells in Limited -- you won’t always have a thing worth reanimating, but this format is graveyard-centric, and doing it in this format looks far more doable than in most. I still thinkt he set up here is real enough that it isn’t quite enough to pull me into the color pair.
Looting twice and gaining some life isn’t a bad deal for two mana, and being able to do it again from the graveyard is pretty nice. This will let you see a ton of cards in your deck, while simultaneously helping you put things in your graveyard. It does have the downside of, you know, not doing a whole lot immediately, but the life gain does help out a tiny bit on that front. I think the first copy looks appealing in most UW decks, but you don’t want to stock up on too many cards that don’t affect the board.
This looks like a pretty strong signpost Uncommon. It starts with solid base stats, and every time it attacks your opponent really has to take stock of just how big it might become! On top of that, it is a more general sacrifice payoff, which works with itself as well as other cards, and gaining life and scrying is pretty nice additional value to add to sacrifices.
This starts with great stats. A 3-mana 3/3 with First STrike is relevant pretty much all game long, and Florian does one better by also being a source of card advantage, provided you can cause your opponent to lose life on your turn. And, yeah, a 3-mana 3/3 with First Strike is going to be pretty capable at getting in all on its own, especially if you play it on turn three! BR also has lots of ways of doing 1 or 2 damage to the opponent that will also make the ability work.
This starts with great stats. A 3-mana 3/3 with First STrike is relevant pretty much all game long, and Florian does one better by also being a source of card advantage, provided you can cause your opponent to lose life on your turn. And, yeah, a 3-mana 3/3 with First Strike is going to be pretty capable at getting in all on its own, especially if you play it on turn three! BR also has lots of ways of doing 1 or 2 damage to the opponent that will also make the ability work.
The Zombies you get won’t last forever of course, and they can’t block, but getting enough stuff into your graveyard for this to be efficient doesn’t seem too crazy. Its great it has Flashback too, since that means you can mill it and still get the value -- or it just means you can do it all over again after your first batch of Zombies go down. It takes some very real set up, but this seems pretty good to me overall.
A 4-mana 4/3 with Trample is already pretty decent, though not incredible, especially for two colors of mana. Still, that’s the baseline of this card. On a lot of turn 4s, creatures go down, so this being a 5/4 or even a 6/5 after a trade isn’t exactly far-fetched. There will also be times where it is just absolutely massive, but don’t count on that happening super often. So yeah, there’s a reasonable baseline here, and a pretty nice ceiling.
This being a sorcery is a pretty huge bummer. It takes away part of the advantage of blink/flicker effects, which is casting them after blocking or in response to removal. You can still use this to remove an Aura from one of your creatures, but that’s pretty narrow. Mostly, this has two modes, and they are both pretty unexciting. One of them lets you make your creature bigger and rebuy an ETB ability if the creature has one, and the other lets you tap down an opposing creature – which hopefully won’t have an ETB ability or something. You can use it to reset Disturb creatures, but I’m still not feeling it.
For a total investment of 5 mana, you get 6/2 worth of stats with a whole bunch of keyword abilities. Those creatures of course die at the end of your end step, but the life swing they will allow for will often make it a pretty reasonable deal. You also won’t always (or even usually) trade one of these vampires for a card, so in a way you’re sort of Lava Axing your opponent here, though obviously it is significantly better than that! There are some other useful synergies too -- the vampire creature type for one thing, and the fact that you can use the tokens for fodder in your second main phase. Still, even with all of that in mind, I don’t feel like this is a signpost Uncommon that really pulls you into its color pair. In fact, I don’t think it gets particularly close to getting there.
Don’t underestimate the Flashback here. Like a lot of Flashback cards, neither the original cost nor the flashback cost is efficient, but the fact remains that over the course of a normal game of Limited, this will give you 4 tokens for only one card, and that’s pretty nice. Just having the Flashback cost to do in the later part of the game is a nice mana sink too. Obviously, GW is all about going wide too, so it will be extra useful there.
Protection from Werewolves is a relevant line of text in this format! Though, that isn’t what makes Katilda really, really good -- instead, that’s the insane amount of ramp she can provide for you, plus the nice place to sink that mana. On her own, she’s a two mana 1/1 with relevant protection that can tap for Green or White. That’s something you always play pretty happily, and her ability just gets crazier the more creatures you have! Pumping the whole board permanently is a nice payoff for all that man too, though hopefully you have some other sweet things to do with it. But she is going to provide a big mana boost early, and then in the late game make your board increasingly imposing.
If it is day time, you get a pretty decent two drop that might be able to trade for something and ramp your mana a bit -- or even better, just ramp you mana without dying! If its night, you get a really nice Werewolf/Wolf lord that will be pumping a good chunk of your deck in RG. And, of course, like with all of these, it can go back and forth between the two modes. Additionally, setting thing up on turn two to start keeping track of day and night might be a big deal, too. Overall, I think this is a strong enough signpost Uncommon that it pulls you into its color pair, even very early on.
A 5-mana ⅘ with Flying and Lifelink would always make the cut in your deck. It would probably be a B at worst -- that’s a great French Vanilla creature! Liesa also has the ability to return creatures of yours that die to your hand, and she also hates on graveyard strategies a bit by exiling your opponents creatures when she dies. That’s a lot of action, and she’s definitely a bomb. She even impacts the board righta way sometimes, where you can suddenly attack because you know your creatures will come back when they trade! And, if you untap with her in play, she’s going to start making the race impossible for your opponent
Like a lot of DFCs, this has some great flavor! Its also a pretty good card. A two mana ⅔ that mills you is exactly what a lot of decks in this format will want, since the graveyard can really be abused as a resource. Then, when the game gets late, Ludevic can transform into Olag. The cost to transform is a little steep with double blue and double black, but it is definitely doable. And, as long as you exile at least one thing, Olag will be a 5/5 copy of that card, and that definitely has some potential. It takes a long time to really to get to where you can transform Ludevic, but its nice that he’s useful before his Hubris takes over as a more imposing creature.
So, if you have a bunch of mana, it can help you load up your graveyard with creatures, which Stickfingers itself feeds off. But there are additional synergies in the set that it can help you with too -- like cards with Disturb and Flashback, for example. I think in a deck that is really hardcore into the graveyard this will be a nice inclusion, but not all decks in the format will be, and there will be times where Stickfingers just isn’t that big and you also don’t really want to pump a bunch of mana into X. That said, BG is of course a graveyard deck, so she seems like a reasonable inclusion in that color pair, but I can’t really imagine her being that great, even there.
A three mana ⅔ with Flying and Haste is great! And that’s good, because the rest of the stuff this card does won’t come up a ton. If your opponent really wants to cast a spell that does damage, they can just cast it on the Stalwart, so you aren’t downgrading their spells a huge amount with that. The additional one point of damage thing will come up some of course, as you’re likely to have 1-3 spells that do damage, but it won’t exactly be a huge deal either. So yeah, this is a great efficient creature with upside that is mostly minor.
To really make use of this, you’re going to need to be getting multiple creatures or Enchantments into play on a single turn. If you cast this and just get one card, you’re effectively just Cycling in a very situational way, and that’s really not very good! You’ve gotta draw at least two cards with this for it to replace itself. So the best idea here is to make creature tokens after you cast it, and GW does look capable of that. The Flashback part of the card makes it even harder for you to really take advantage, but once its in your graveyard it is a little more acceptable to flash it back and only play one thing that draws you a card, because at that point it has already done enough. I think most Green/White decks will be able to make this work somewhat, but I do think the hoops you have to jump through are pretty real.
Its nice this can exile any nonland permanent, and even nicer that it has flashback! However, the cost of giving up your own nonland permanent is very real. Now, if you have some Clues and/or Zombie tokens, it won’t hurt too badly, but a lot of the time you’ll be straight up 2-for-1ing yourself. And, that’s something that it is worth doing sometimes. Giving up your worst permanent for their best is reasonable, but going down the full card is still pretty rough. I think the first copy of this looks like an auto-include in BW decks, but beyond that first one, I’d be skeptical.
This is a very nice card. Its a bear that can tap for mana of any color, and that’s something I would sign up for all day long! That’s great fixing and ramp. The additional Flashback upside is a big deal, too.
This is pretty good. It kills small things and gains you life, which is a good way to respond to your opponents two or three drops. Then, in the late game, you can use it out of your graveyard. And yes, it isn’t efficient when you flash it back, but as I keep saying, that doesn’t really matter! This gives you something to do with your mana late if you run out of gas, and it is a pretty real effect. I think the whole package here is good enough to be premium removal.
So, a 4-mana 4/4 with Flying and Trample is excellent -- and the fact she pumps all your Humans is very real, especially because GW is the human color pair, as it always is on Innistrad. So she’ll come down with a huge bodya nd pump one or two creatures on a pretty reasonable basis! Then, her Coven effect is quite impressive, and your chances of hitting a human with it are actually pretty reasonable. Like with all Coven effects, you won’t always have the right board to make it happen, but it is going to happen often enough that it definitely matters. She’s definitely a bomb.
While stealing your opponent’s stuff feels extra good, this is basically just a card selection spell. And, that’s not a bad thing, especially when it has Flashback, but it also isn’t incredible either! It gets a bit of a downgrade too from the fact that Flashback and Disturb are both things in this format, and if you choose to go with a card with either of those, you’re basically giving your opponent some very real value. Still, it can hit lands, and hitting land drops early is pretty nice, and of course sometimes you’ll end up stealing some stupid bomb. But, again, its basically just a glorified card selection spell – one that nets you a 2-for-1 after you flash it back, though.
A 3-mana 3/3 with Trample is a pretty good place to start. However, growing this in Limited, while doable, also won’t be super easy. Obviously there is self mill in the set, so you’ll be able to grow him a bit without any huge problems, but counting on more than a counter or two is probably a mistake! It is unlikely you’ll ever get the counters going enough to return it to your hand. It is pretty nice that you get the lands back when it leaves the battlefield, as sometimes you’ll be interested in that. But yeah, this will just be hard to really get going in Limited. But it has a really good baseline, so that’s not a huge deal.
This is a pretty nice signpost for Blue Red, as it is simultaneously a cost reduction effect for spells and a win condition for those spell decks. It will often be a 4/4, especially in a set with flashback! It seems strong enough to me that it can pull you into its colors and is worth a first pick sometimes.
This is a pretty nice signpost for Blue Red, as it is simultaneously a cost reduction effect for spells and a win condition for those spell decks. It will often be a 4/4, especially in a set with flashback! It seems strong enough to me that it can pull you into its colors and is worth a first pick sometimes.
This Teferi doesn’t do an incredible job of protecting himself. He doesn’t really interact with opposing creatures in any super meaningful way, nor does he make creature tokens, and that really keeps a planeswalker from being an absolute bomb. His +1 can kind of help protect him, since you can untap something that might have attacked, but that isn’t amazing. And, tapping opposing stuff also isn’t that great, since you can only do it at Sorcery speed. It can allow for an attack or hamper your opponent a bit, but its not great. Untapping your own stuff may be more useful more often. Its nice that his -2 draws you cards, and the ultimate will win you the game if you get there, but I’m pretty skeptical you will. He’ll give you some good value, but he isn’t the kind of planeswalker who snowballs and wins you the game in Limited.
Obviously, this set has a lot of Wolves and Werewolves, especially in RG, so the payoff here is pretty powerful! Tovolar counts himself too, so you have a real shot at drawing cards with this ability. Keep in mind too that the effect triggers for every wolf or werewolf that hits the opponent, so you can draw multiple cards in a single combat. Transforming Tolovar will definitely be doable, and onc yeou do you get an even better card -- a 4/4 that can also pump Werewolves and wolves and give them trample, which works great with the card draw effect. If it is already night in the game, this ends up starting out as the scarier side too, which will definitely happen some. He will be a bomb in virtually any RG deck.
The idea here is that if you’re in RG, making it Night is going to transform all of your scary werewolves, and there will certainly be times where that will be devastating! The small stats boost and trample matter too, especially because it can also draw you a card, allowing you to let this card replace itself, which seems especially nice, because sometimes you must go down a card for an effect like this. Then it has Flashback, which means it can happen all over again! Obviously, you have to have lots of creatures who are nightbound for this to really do its job, but because this is RG, it seems pretty likely you’ll have at least 5 of those most drafts without even trying, and that’s probably enough. This looks to have the potential to just end games in some situations. However, it isn’t very good in situations where that’s not the case.
Three mana for a ½ that reduces the cost of instants and sorceries isn’t a terrible deal in a spell heavy deck, and this comes with all sorts of upside. If you play it on turn three, it often won’t be day or night yet, so when you play it in that situation it will be a ⅔ that reduces the cost of spells by TWO, which is pretty silly for the early game. And, the longer the game goes, the more Vadrik will reduce the cost of spells, and the larger he’ll get, and that’s pretty awesome. He does start out kind of fragile, and needs a decent spell deck to really thrive, but that last part isn’t a huge challenge with spells as the UR archetype. This will definitely sometimes feel like its a bomb, like when you play it on turn three and it sticks around, but getting it later in the game isn’t ultra impressive.
The baseline of a two mana 2/2 with Menace is a pretty good starting point, and then you add in all the vampire and pseudo-bloodthirst upside, and you have a pretty nice signpost uncommon. One really nice thing here is that you get paid off if you already have vampires in play when you play it and if you play it first. This looks like a strong signpost uncommon. One that might be worth taking with a first pick sometimes.
This is going to give your opponent a pretty hard choice sometimes. They have to choose between giving you the better thing right away and giving it haste, which probably means taking damage, or returning the better thing to your hand so that it can become a more permanent problem on a future turn. Now, sometimes the choice just won’t be difficul for your opponent, and sometimes you won’t have good things to get back with it, but I think this will pan out more often than it won’t. The Flashback it has is also pretty nice, as if your graveyard is really well stocked, you can cast this on back to back turns, which has the potential to really break your opponent. Now, it doesn’t quite give you a 2-for-1 up front most of the time, since the creature that goes on the battlefield gets exiled, but it is also giving you more than a 1-for-1. After you flash it back, I think it will feel like a 3-for-1 altogether. Still, the set up, and in particular the need for ideal creatures in your graveyard does hold it back. The times where you just can’t make your opponent have a hard choice are going to be bad.
Pumping a creature and tapping down another one for a turn cycle is a pretty good deal for two mana. You do need to be careful about when you cast this of course, because if your opponent kills the creature you target with the first part it can be a bummer. But the good news is that the second part of the card still happens in that scenario. The fact it has Flashback is pretty sweet too, as casting it twice in the same turn is the sort of thing that will close out a game out of nowhere, between the better stats and tapped down blockers. This looks like a nice card for UG decks, but not exactly the kind of card that pulls you into the color pair on its own.
So, this is a mana rock that fixes for you. In most formats you don’t end up playing a 3 mana mana rock like this, but because this one has so much additional upside, I think you end up playing it in a lot of decks. It can change night to day on the spot and vice versa. In this format, that will frequently have at least some effect on the board state, and the fact that it lets you gain a life and loot any time it shifts between night and day is great, and effectively means that you can tack that on to its activated ability. So yeah, fixing, card selection, and tampering with Day/Night however it suits you results in this being pretty nice. Perhaps even good enough to take with a first pick.
You’ll play it you’re desperate for a creature or fixing, but you really hope you don’t have to, because it doesn’t do either thing particularly well.
Well, if this set wasn’t screaming “Halloween!” at you already, it is now! This card looks kind of alright for Limited. Exiling a problem card in a graveyard and drawing a card for a total investment of two mana really isn’t that bad, and then it is fixing from your graveyard too, which seems fine. I definitely don’t think you always run this, but it seems like it will be your 23rd card sometimes, especially if you’re interested in the fixing.
This gives you fixing, and one is often in the market for that in Limited, since splashing bombs is usually a good idea. You won’t have many artifacts to get with the Key, though there are a few of them.
Two mana for an artifact that filters is horrendous! If that’s all this was, it would be a 0.0. Obviously though, this is Innistrad, so this can transform into a scary thing -- Mystic Monstrosity. The Monstrosity not only has some pretty nice stats, it also provides great fixing. This is neat, because filtering usually isn’t very good in Limited, though it can help you out in a pinch, so the fact this turns into much better fixing is cool! Your total investment of 7 mana is a bit steep for a ⅚ of course, but it isn’t too crazy either, and you pay it installments. Note too, that this can be transformed at Instant speed, something that certainly matters.
This is a great card for constructed sideboards, but its terrible in Limited. Your opponent won’t frequently have a card worth naming, and even when they do, the card is hardly worth it because it will only shut down some small part of most cards in Limited, and that’s not worth spending a card on most of the time. It does shut down planeswalkers entirely -- but, again -- not really a thing to worry too much about in Limited.
If you need removal really badly, you’ll play this in your main deck where it can be kind of passable. Especially because when you end up against werewolves, it will actually be a pretty good deal.
This set doesn’t have much of an Artifact theme. If it did, the BEar would be a little more interesting. As it is, it is a creature that you have to pay mana for every turn to actually make into a creature. And, while that activation isn’t so bad the first time around, you eventually end up having to pay a ton of mana for this to actually be a card on the board that matters, and I don’t really think you want to be doing that.
Like with virtually every Rare dual land cycle, these are pretty nice for fixing, and you’ll take them over most medium cards, but you don’t want to go after them super hard or anything.
This is always really nice fixing, and I tend to like it even more than the rare dual lands here, especially because it throws itself in the graveyard and that definitely matters in this set.
We see this a lot, and it’s a card they print mostly to be used in constructed to hate on powerful lands. This format doesn’t really have those, so it isn’t worth playing. And yeah, it fixes for you, but you know what else does that doesn’t also fix for your opponent? Just playing a land that can produce mana that is in one of your colors!
Like with virtually every Rare dual land cycle, these are pretty nice for fixing, and you’ll take them over most medium cards, but you don’t want to go after them super hard or anything.
This card obviously has a great name and a cool design! However, it isn’t exactly a Mythic Rare bomb. It isn’t bad either, as any land that can eventually turn into a very real card in the later part of the game is well worth it, and that’as basically what you have here. Early on, it will be a bit of liability for your mana base, but unlike your other lands, it can turn into a 3/7 that can legitimately win you the game if you’re given enough time. You can even just attackw ith it and phase it out so it doesn’t die, while continually draining your opponent. Still, actually getting this land to transform isn’t a cakewalk, as you have to spend mana and a creature every time to do it. And, even with all the Decayed zombies running around, that doesn’t seem super easy.
Like with virtually every Rare dual land cycle, these are pretty nice for fixing, and you’ll take them over most medium cards, but you don’t want to go after them super hard or anything.
Like with virtually every Rare dual land cycle, these are pretty nice for fixing, and you’ll take them over most medium cards, but you don’t want to go after them super hard or anything.
Like with virtually every Rare dual land cycle, these are pretty nice for fixing, and you’ll take them over most medium cards, but you don’t want to go after them super hard or anything.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-rare|White|Legendary Creature — Human Knight
|
3.5 | 4.8 | 1.68 | 31 | 1.66 | 37 |
ss-uncommon|White|Creature — Human Peasant
|
3.0 | 4.2 | 2.95 | 93 | 2.74 | 223 |
ss-uncommon|White|Creature — Human Peasant
|
3.5 | 3.6 | 4.37 | 94 | 4.02 | 316 |
ss-uncommon|White|Creature — Human Pesant
|
3.0 | 3.4 | 4.92 | 52 | 4.51 | 321 |
ss-common text-light|White|Instant
|
1.0 | 1.2 | 10.06 | 160 | 8.90 | 1719 |
ss-uncommon|White|Enchantment
|
4.0 | 4.2 | 3.00 | 72 | 2.90 | 181 |
ss-rare|White|Creature — Human Soldier Werewolf
|
5.0 | 4.9 | 1.45 | 33 | 1.70 | 46 |
ss-common text-light|White|Creature — Human Warlock
|
2.5 | 2.7 | 6.38 | 199 | 5.89 | 1146 |
ss-common text-light|White|Enchantment — Aura
|
3.0 | 2.3 | 7.42 | 229 | 6.74 | 1341 |
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 2 | 8.15 | 173 | 6.89 | 1339 |
ss-uncommon|White|Enchantment — Aura
|
1.5 | 1.8 | 8.50 | 36 | 5.89 | 383 |
ss-common text-light|White|Creature — Human Cleric
|
2.0 | 0.9 | 10.65 | 163 | 8.95 | 1830 |
ss-uncommon|White|Creature — Human Cleric
|
3.5 | 3.7 | 4.16 | 79 | 3.60 | 282 |
ss-common text-light|White|Creature — Human Knight
|
2.5 | 1.7 | 8.80 | 204 | 7.65 | 1572 |
ss-rare|White|Enchantment — Aura Curse
|
0.0 | 1.9 | 8.41 | 22 | 5.99 | 198 |
ss-uncommon|White|Creature — Human Soldier
|
3.0 | 4.1 | 3.32 | 100 | 2.99 | 230 |
ss-mythic|White|Creature — Angel
|
4.5 | 4.8 | 1.56 | 111 | 1.65 | 150 |
ss-rare|White|Instant
|
3.0 | 4.4 | 2.50 | 22 | 2.16 | 39 |
ss-common text-light|White|Instant
|
2.0 | 1.3 | 9.66 | 188 | 8.30 | 1616 |
ss-uncommon|White|Creature — Human Soldier
|
4.0 | 4.2 | 3.07 | 76 | 2.89 | 213 |
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 3 | 5.83 | 230 | 5.25 | 969 |
ss-common text-light|White|Creature — Human Soldier
|
3.0 | 2.2 | 7.73 | 217 | 6.94 | 1383 |
ss-common text-light|White|Artifact — Equipment
|
1.5 | 0.2 | 12.21 | 158 | 10.18 | 2074 |
ss-common text-light|White|Sorcery
|
1.0 | 1.3 | 9.82 | 141 | 8.78 | 1827 |
ss-mythic|White|Creature — Human Scout
|
4.5 | 4.9 | 1.31 | 130 | 1.42 | 154 |
ss-uncommon|White|Creature — Hippogriff
|
2.5 | 3.1 | 5.64 | 70 | 4.41 | 356 |
ss-common text-light|White|Creature — Human Cleric
|
2.5 | 3 | 5.71 | 228 | 5.31 | 1065 |
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 2.5 | 7.01 | 223 | 6.29 | 1241 |
ss-uncommon|White|Creature — Human Knight
|
3.5 | 3.4 | 4.83 | 76 | 3.84 | 282 |
ss-common text-light|White|Creature — Human Soldier
|
2.0 | 1 | 10.35 | 158 | 8.78 | 1833 |
ss-uncommon|White|Instant
|
1.0 // 3.0 | 1.7 | 8.69 | 58 | 5.95 | 495 |
ss-common text-light|White|Creature — Human Soldier
|
3.5 | 2.9 | 5.92 | 232 | 5.68 | 1061 |
ss-rare|White|Enchantment
|
1.0 | 3.7 | 4.05 | 19 | 3.16 | 92 |
ss-mythic|White|Creature — Angel
|
4.5 | 4.9 | 1.37 | 109 | 1.66 | 147 |
ss-common text-light|White|Creature — Hippogriff Spirit
|
2.5 | 1.8 | 8.56 | 202 | 7.40 | 1454 |
ss-common text-light|White|Instant
|
2.5 | 1.3 | 9.72 | 159 | 7.67 | 1593 |
ss-rare|White|Creature — Human Soldier
|
3.5 | 4.8 | 1.63 | 30 | 1.77 | 51 |
ss-uncommon|White|Sorcery
|
1.0 | 2 | 8.18 | 40 | 5.71 | 421 |
ss-common text-light|White|Instant
|
0.5 | 0.6 | 11.36 | 180 | 9.66 | 1919 |
ss-common text-light|White|Creature — Human
|
2.0 | 1.4 | 9.45 | 140 | 7.88 | 1514 |
ss-rare|White|Sorcery
|
4.5 | 4.6 | 2.06 | 34 | 2.44 | 64 |
ss-common text-light|Blue|Creature — Human Peasant
|
3.0 | 3 | 5.68 | 229 | 5.56 | 979 |
ss-common text-light|Blue|Creature — Homunculus
|
1.5 | 0.5 | 11.59 | 147 | 9.50 | 1883 |
ss-common text-light|Blue|Instant
|
1.5 | 1.4 | 9.39 | 148 | 7.84 | 1536 |
ss-uncommon|Blue|Creature — Human
|
3.5 | 3.7 | 4.05 | 78 | 3.63 | 258 |
ss-rare|Blue|Enchantment — Aura Curse
|
3.0 | 3.8 | 3.88 | 25 | 3.26 | 78 |
ss-uncommon|Blue|Creature — Human Wizard
|
1.0 // 3.0 | 2.2 | 7.57 | 60 | 5.56 | 397 |
ss-common text-light|Blue|Instant
|
1.0 | 0.8 | 10.77 | 146 | 8.91 | 1718 |
ss-uncommon|Blue|Instant
|
2.5 | 2 | 8.18 | 50 | 6.23 | 507 |
ss-common text-light|Blue|Creature — Zombie Horror
|
2.0 | 1.1 | 10.09 | 188 | 8.49 | 1709 |
ss-uncommon|Blue|Instant
|
2.5 | 2.5 | 7.04 | 57 | 5.38 | 427 |
ss-common text-light|Blue|Creature — Zombie Bird
|
3.0 | 3.5 | 4.51 | 230 | 4.59 | 850 |
ss-uncommon|Blue|Creature — Human Wizard
|
3.0 | 3.1 | 5.51 | 49 | 5.06 | 340 |
ss-common text-light|Blue|Instant
|
1.5 | 2.1 | 7.82 | 190 | 6.68 | 1294 |
ss-common text-light|Blue|Creature — Hippogriff
|
3.0 | 2.6 | 6.79 | 228 | 6.31 | 1210 |
ss-common text-light|Blue|Instant
|
2.5 | 1.6 | 9.10 | 195 | 7.98 | 1696 |
ss-rare|Blue|Enchantment — Aura
|
4.5 | 4.8 | 1.69 | 35 | 2.07 | 47 |
ss-common text-light|Blue|Creature — Zombie
|
1.5 | 1.4 | 9.60 | 201 | 8.52 | 1649 |
ss-mythic|Blue|Legendary Creature — Human Wizard
|
4.5 | 4.9 | 1.42 | 85 | 1.52 | 114 |
ss-common text-light|Blue|Enchantment — Aura
|
3.0 | 2.1 | 7.95 | 197 | 7.05 | 1371 |
ss-rare|Blue|Creature — Human Wizard
|
3.5 | 4.7 | 1.84 | 32 | 2.13 | 55 |
ss-rare|Blue|Instant
|
3.5 | 4.2 | 2.88 | 17 | 2.60 | 45 |
ss-uncommon|Blue|Artifact
|
3.0 | 1.9 | 8.26 | 62 | 6.06 | 458 |
ss-uncommon|Blue|Creature — Spirit
|
3.5 | 3.8 | 4.01 | 81 | 3.57 | 267 |
ss-uncommon|Blue|Enchantment
|
0.0 // 3.5 | 2.2 | 7.73 | 92 | 6.38 | 526 |
ss-common text-light|Blue|Creature — Zombie
|
3.5 | 4 | 3.44 | 282 | 3.64 | 671 |
ss-common text-light|Blue|Instant
|
0.5 | 0.5 | 11.58 | 134 | 9.89 | 2000 |
ss-uncommon|Blue|Creature — Human Wizard
|
4.0 | 4.2 | 3.00 | 88 | 3.13 | 222 |
ss-rare|Blue|Creature — Spirit Knight
|
4.0 | 4.6 | 2.11 | 28 | 2.22 | 50 |
ss-uncommon|Blue|Creature — Spirit
|
3.0 | 3.7 | 4.14 | 71 | 3.78 | 281 |
ss-mythic|Blue|Creature — Human Wizard
|
4.5 | 4.9 | 1.40 | 105 | 1.66 | 132 |
ss-common text-light|Blue|Instant
|
2.5 | 3.1 | 5.55 | 208 | 5.25 | 991 |
ss-common text-light|Blue|Instant
|
3.0 | 1 | 10.42 | 195 | 9.36 | 1995 |
ss-common text-light|Blue|Creature — Spirit
|
1.5 | 2.1 | 7.92 | 243 | 7.60 | 1477 |
ss-uncommon|Blue|Creature — Human Wizard
|
2.5 | 3.7 | 4.23 | 92 | 3.77 | 260 |
ss-rare|Blue|Creature — Horror
|
4.0 | 4.8 | 1.60 | 35 | 1.72 | 44 |
ss-mythic|Blue|Creature — Spirit
|
4.5 | 4.8 | 1.57 | 97 | 1.67 | 138 |
ss-common text-light|Blue|Instant
|
2.0 | 2.1 | 7.86 | 213 | 6.97 | 1399 |
ss-common text-light|Blue|Creature — Spirit
|
1.5 | 1 | 10.43 | 167 | 8.74 | 1747 |
ss-rare|Blue|Creature — Human Rogue Werewolf
|
4.0 | 4.8 | 1.64 | 22 | 1.65 | 40 |
ss-rare|Blue|Creature — Human Wizard
|
3.0 | 4.1 | 3.20 | 20 | 3.20 | 56 |
ss-common text-light|Blue|Creature — Homunculus
|
2.5 | 1 | 10.35 | 168 | 8.99 | 1776 |
ss-uncommon|Blue|Sorcery
|
2.5 | 1.7 | 8.89 | 71 | 6.73 | 603 |
ss-common text-light|Black|Creature — Vampire Noble
|
2.0 | 1.7 | 8.80 | 176 | 7.58 | 1484 |
ss-uncommon|Black|Creature — Human Rogue Werewolf
|
4.0 | 3.8 | 3.82 | 76 | 3.60 | 231 |
ss-common text-light|Black|Creature — Vampire
|
2.5 | 1.6 | 9.11 | 166 | 7.72 | 1483 |
ss-common text-light|Black|Instant
|
1.5 | 1 | 10.33 | 183 | 8.64 | 1774 |
ss-common text-light|Black|Instant
|
2.0 | 1 | 10.46 | 147 | 8.69 | 1767 |
ss-rare|Black|Instant
|
4.0 | 4.7 | 1.84 | 31 | 2.06 | 55 |
ss-uncommon|Black|Creature — Vampire Noble
|
3.5 | 3.2 | 5.29 | 83 | 4.16 | 337 |
ss-rare|Black|Creature — Zombie
|
0.0 // 3.0 | 4.5 | 2.26 | 35 | 2.32 | 70 |
ss-uncommon|Black|Creature — Human Rogue
|
3.5 | 3.3 | 5.17 | 81 | 4.02 | 280 |
ss-common text-light|Black|Sorcery
|
2.0 | 2.2 | 7.61 | 204 | 7.08 | 1366 |
ss-rare|Black|Enchantment — Aura Curse
|
4.0 | 4.6 | 2.10 | 30 | 2.41 | 53 |
ss-common text-light|Black|Instant
|
3.5 | 4 | 3.49 | 236 | 3.50 | 618 |
ss-common text-light|Black|Creature — Zombie
|
3.0 | 3.7 | 4.09 | 277 | 4.03 | 807 |
ss-uncommon|Black|Creature — Demon Dog
|
3.5 | 4 | 3.40 | 89 | 3.02 | 202 |
ss-common text-light|Black|Sorcery
|
0.5 | 0.5 | 11.55 | 141 | 9.51 | 1952 |
ss-common text-light|Black|Sorcery
|
3.5 | 3.9 | 3.62 | 264 | 3.73 | 692 |
ss-common text-light|Black|Creature — Human Wizard
|
2.5 | 3.4 | 4.86 | 224 | 4.52 | 864 |
ss-uncommon|Black|Sorcery
|
3.0 | 4 | 3.49 | 75 | 3.06 | 234 |
ss-uncommon|Black|Enchantment
|
3.0 | 3.3 | 5.13 | 47 | 4.74 | 333 |
ss-rare|Black|Legendary Creature — Human Wizard
|
4.5 | 4.8 | 1.52 | 23 | 2.04 | 28 |
ss-rare|Black|Creature — Human Werewolf
|
4.0 | 4.8 | 1.61 | 28 | 1.65 | 35 |
ss-uncommon|Black|Artifact
|
4.0 | 2.5 | 6.99 | 68 | 5.83 | 465 |
ss-common text-light|Black|Creature — Zombie
|
3.0 | 2.9 | 5.92 | 221 | 5.21 | 1016 |
ss-uncommon|Black|Instant
|
4.0 | 4.4 | 2.62 | 78 | 2.29 | 146 |
ss-rare|Black|Legendary Creature — Human Wizard
|
3.5 | 4.9 | 1.45 | 33 | 1.42 | 44 |
ss-mythic|Black|Legendary Creature — Human Cleric
|
4.0 | 4.9 | 1.48 | 23 | 1.44 | 27 |
ss-mythic|Black|Creature — Demon
|
4.5 | 4.9 | 1.31 | 93 | 1.33 | 106 |
ss-rare|Black|Legendary Artifact — Equipment
|
4.0 | 4.8 | 1.59 | 17 | 2.08 | 39 |
ss-mythic|Black|Legendary Enchantment
|
4.5 | 5 | 1.14 | 21 | 1.14 | 22 |
ss-uncommon|Black|Creature — Human Rogue
|
3.5 | 4.6 | 2.07 | 81 | 2.09 | 135 |
ss-common text-light|Black|Creature — Zombie Giant
|
2.5 | 1.8 | 8.58 | 195 | 7.49 | 1511 |
ss-uncommon|Black|Enchantment — Aura
|
1.5 | 1.1 | 10.12 | 33 | 7.06 | 524 |
ss-common text-light|Black|Sorcery
|
1.0 | 1.4 | 9.51 | 174 | 7.86 | 1552 |
ss-common text-light|Black|Creature — Human Wizard
|
2.5 | 1.9 | 8.38 | 190 | 7.00 | 1412 |
ss-common text-light|Black|Instant
|
3.5 | 3.7 | 4.19 | 237 | 4.08 | 704 |
ss-common text-light|Black|Instant
|
1.5 | 1.5 | 9.36 | 162 | 8.09 | 1585 |
ss-common text-light|Black|Creature — Human Werewolf
|
3.0 | 2.3 | 7.34 | 207 | 6.70 | 1304 |
ss-common text-light|Black|Creature — Zombie
|
2.0 | 2.8 | 6.26 | 207 | 5.46 | 1048 |
ss-rare|Black|Creature — Vampire Warrior
|
3.0 | 4.3 | 2.82 | 17 | 2.37 | 38 |
ss-uncommon|Black|Creature — Vampire Rogue
|
3.5 | 3.5 | 4.54 | 63 | 4.07 | 264 |
ss-mythic|Black|Creature — Zombie
|
4.0 | 4.9 | 1.36 | 90 | 1.48 | 106 |
ss-common text-light|Black|Creature — Vampire Scout
|
2.5 | 2.6 | 6.69 | 232 | 6.13 | 1201 |
ss-uncommon|Black|Creature — Human Rogue
|
3.0 | 3.4 | 4.79 | 75 | 3.93 | 312 |
ss-common text-light|Red|Sorcery
|
0.0 // 2.5 | 0.1 | 12.43 | 131 | 10.03 | 2005 |
ss-common text-light|Red|Creature — Human Shaman
|
3.0 | 1.4 | 9.47 | 154 | 7.72 | 1473 |
ss-mythic|Red|Creature — Vampire
|
4.0 | 4.7 | 1.83 | 99 | 1.84 | 133 |
ss-common text-light|Red|Creature — Devil
|
2.5 | 1.2 | 10.02 | 131 | 8.27 | 1693 |
ss-rare|Red|Sorcery
|
4.5 | 4.7 | 1.79 | 24 | 1.98 | 51 |
ss-common text-light|Red|Instant
|
2.5 | 2.6 | 6.64 | 169 | 6.05 | 1121 |
ss-uncommon|Red|Instant
|
4.0 | 4 | 3.56 | 63 | 3.32 | 220 |
ss-rare|Red|Enchantment — Aura Curse
|
0.5 | 2.2 | 7.73 | 11 | 4.83 | 127 |
ss-common text-light|Red|Instant
|
1.5 | 0.6 | 11.24 | 138 | 9.15 | 1831 |
ss-common text-light|Red|Creature — Vampire
|
2.5 | 1.5 | 9.36 | 146 | 8.11 | 1583 |
ss-rare|Red|Creature — Vampire Warrior
|
3.0 | 3.5 | 4.57 | 23 | 4.04 | 99 |
ss-common text-light|Red|Creature — Vampire
|
3.0 | 1.6 | 9.06 | 179 | 8.29 | 1637 |
ss-uncommon|Red|Creature — Human Werewolf
|
4.0 | 3.5 | 4.60 | 62 | 3.84 | 247 |
ss-common text-light|Red|Creature — Devil
|
0.5 // 2.5 | 1.4 | 9.51 | 121 | 7.98 | 1478 |
ss-uncommon|Red|Creature — Human Wizard
|
2.5 | 2.7 | 6.53 | 43 | 5.14 | 348 |
ss-rare|Red|Artifact
|
1.0 // 3.0 | 4 | 3.36 | 14 | 3.35 | 80 |
ss-common text-light|Red|Creature — Human Werewolf
|
2.5 | 1.6 | 9.05 | 134 | 7.93 | 1517 |
ss-common text-light|Red|Enchantment — Aura
|
2.5 | 1.3 | 9.71 | 144 | 8.32 | 1715 |
ss-common text-light|Red|Creature — Wolf
|
2.0 | 1.2 | 9.93 | 163 | 8.78 | 1668 |
ss-rare|Red|Sorcery
|
4.0 | 4.6 | 2.04 | 23 | 2.06 | 52 |
ss-uncommon|Red|Instant
|
2.5 | 3.3 | 5.08 | 78 | 4.41 | 353 |
ss-common text-light|Red|Instant
|
4.0 | 3.6 | 4.46 | 195 | 4.39 | 795 |
ss-mythic|Red|Creature — Dragon
|
4.5 | 4.9 | 1.49 | 95 | 1.65 | 111 |
ss-common text-light|Red|Creature — Vampire Knight
|
2.0 | 0.9 | 10.71 | 139 | 8.92 | 1765 |
ss-common text-light|Red|Instant
|
2.5 | 1.2 | 9.98 | 161 | 8.68 | 1786 |
ss-uncommon|Red|Creature — Human Wizard
|
2.5 | 2.5 | 6.89 | 47 | 5.13 | 413 |
ss-common text-light|Red|Sorcery
|
1.0 | 0.5 | 11.67 | 123 | 9.48 | 1950 |
ss-uncommon|Red|Instant
|
4.0 | 3.7 | 4.27 | 63 | 3.41 | 251 |
ss-uncommon|Red|Creature — Dragon
|
3.5 | 3.6 | 4.29 | 41 | 4.09 | 287 |
ss-common text-light|Red|Instant
|
1.5 | 0.5 | 11.67 | 118 | 9.71 | 1966 |
ss-rare|Red|Creature — Human Werewolf
|
4.0 | 4.7 | 1.77 | 22 | 1.90 | 42 |
ss-uncommon|Red|Sorcery
|
2.5 | 2 | 7.98 | 63 | 5.69 | 422 |
ss-rare|Red|Creature — Dragon Egg
|
3.5 | 4.4 | 2.48 | 29 | 2.30 | 67 |
ss-uncommon|Red|Creature — Human Shaman Werewolf
|
3.5 | 3.1 | 5.64 | 56 | 4.55 | 339 |
ss-common text-light|Red|Instant
|
1.5 | 0.7 | 11.17 | 117 | 8.83 | 1643 |
ss-mythic|Red|Creature — Phoenix
|
5.0 | 4.7 | 1.80 | 89 | 1.85 | 128 |
ss-common text-light|Red|Creature — Human Warrior Werewolf
|
3.0 | 1.2 | 9.98 | 146 | 8.60 | 1757 |
ss-uncommon|Red|Creature — Human Shaman
|
3.5 | 3.5 | 4.62 | 66 | 4.09 | 299 |
ss-uncommon|Red|Creature — Human Werewolf
|
2.5 | 1.9 | 8.24 | 37 | 5.46 | 389 |
ss-uncommon|Red|Creature — Vampire Archer
|
2.5 | 2.2 | 7.60 | 67 | 5.80 | 443 |
ss-common text-light|Red|Creature — Vampire Warrior
|
2.0 | 1.3 | 9.61 | 152 | 8.32 | 1680 |
ss-rare|Green|Creature — Human Druid
|
4.0 | 4.7 | 1.93 | 30 | 2.22 | 48 |
ss-common text-light|Green|Creature — Human Archer Werewolf
|
2.5 | 1.8 | 8.52 | 150 | 7.25 | 1415 |
ss-common text-light|Green|Creature — Wolf
|
2.0 | 0.9 | 10.57 | 117 | 8.58 | 1612 |
ss-common text-light|Green|Artifact — Equipment
|
2.5 | 0 | 12.65 | 122 | 10.10 | 1991 |
ss-rare|Green|Creature — Human Scout
|
4.0 | 4.6 | 2.11 | 28 | 2.20 | 49 |
ss-uncommon|Green|Creature — Spider
|
2.5 | 2.2 | 7.66 | 64 | 5.35 | 412 |
ss-uncommon|Green|Creature — Human Werewolf
|
3.0 | 3.3 | 5.14 | 70 | 4.38 | 289 |
ss-common text-light|Green|Creature — Human Knight
|
2.5 | 0.9 | 10.70 | 156 | 9.10 | 1869 |
ss-uncommon|Green|Instant
|
4.0 | 3.9 | 3.62 | 80 | 3.19 | 271 |
ss-mythic|Green|Creature — Ooze
|
4.0 | 4.9 | 1.36 | 89 | 1.71 | 124 |
ss-uncommon|Green|Creature — Human
|
3.5 | 3.8 | 3.94 | 68 | 3.22 | 251 |
ss-uncommon|Green|Creature — Human Warlock
|
3.0 | 3.6 | 4.44 | 81 | 3.85 | 290 |
ss-common text-light|Green|Creature — Human Warlock
|
3.0 | 1.5 | 9.36 | 169 | 8.05 | 1627 |
ss-uncommon|Green|Creature — Fungus
|
2.5 | 3.2 | 5.35 | 65 | 4.35 | 265 |
ss-uncommon|Green|Instant
|
2.0 | 2.3 | 7.34 | 59 | 5.41 | 422 |
ss-uncommon|Green|Sorcery
|
1.0 | 1.9 | 8.28 | 53 | 6.27 | 527 |
ss-common text-light|Green|Instant
|
2.5 | 2.3 | 7.30 | 179 | 6.25 | 1244 |
ss-common text-light|Green|Creature — Human Peasant
|
1.5 | 2.7 | 6.49 | 211 | 6.37 | 1298 |
ss-common text-light|Green|Creature — Human Warrior
|
2.5 | 1.9 | 8.26 | 191 | 7.53 | 1503 |
ss-uncommon|Green|Creature — Human Werewolf
|
4.0 | 4.1 | 3.19 | 74 | 2.87 | 224 |
ss-common text-light|Green|Enchantment — Aura
|
2.5 | 0.5 | 11.52 | 151 | 9.28 | 1898 |
ss-common text-light|Green|Instant
|
2.0 | 0.8 | 10.80 | 148 | 9.17 | 1942 |
ss-uncommon|Green|Creature — Human Werewolf
|
3.0 | 3.4 | 4.95 | 66 | 4.10 | 290 |
ss-common text-light|Green|Sorcery
|
2.0 | 0.6 | 11.25 | 133 | 9.02 | 1841 |
ss-common text-light|Green|Creature — Wolf
|
2.5 | 1.5 | 9.30 | 152 | 8.12 | 1552 |
ss-common text-light|Green|Instant
|
0.5 | 0.4 | 11.78 | 154 | 9.79 | 1991 |
ss-mythic|Green|Creature — Wolf
|
5.0 | 4.9 | 1.37 | 81 | 1.52 | 109 |
ss-common text-light|Green|Instant
|
0.5 | 0.2 | 12.29 | 130 | 9.92 | 1955 |
ss-uncommon|Green|Sorcery
|
3.0 | 3.6 | 4.41 | 82 | 3.85 | 272 |
ss-rare|Green|Legendary Creature — Human Warlock
|
4.0 | 4.5 | 2.27 | 22 | 1.83 | 48 |
ss-common text-light|Green|Sorcery
|
3.0 | 2.8 | 6.19 | 233 | 5.70 | 1154 |
ss-common text-light|Green|Creature — Wolf
|
2.0 | 0.8 | 10.89 | 130 | 8.90 | 1774 |
ss-rare|Green|Sorcery
|
3.0 | 4 | 3.45 | 31 | 3.32 | 86 |
ss-common text-light|Green|Sorcery
|
2.5 | 0.3 | 12.00 | 153 | 9.93 | 2010 |
ss-common text-light|Green|Creature — Human Scout
|
3.0 | 1.3 | 9.64 | 152 | 8.18 | 1646 |
ss-common text-light|Green|Creature — Human Werewolf
|
3.0 | 1.5 | 9.27 | 163 | 7.96 | 1569 |
ss-rare|Green|Creature — Human Werewolf
|
5.0 | 5 | 1.17 | 23 | 1.56 | 36 |
ss-uncommon|Green|Instant
|
0.5 | 0.5 | 11.56 | 45 | 7.74 | 636 |
ss-rare|Green|Enchantment
|
3.0 | 4.1 | 3.14 | 21 | 3.05 | 67 |
ss-rare|Green|Creature — Treefolk Spirit
|
2.0 | 4 | 3.53 | 17 | 3.53 | 78 |
ss-mythic|Green|Legendary Planeswalker — Wrenn
|
5.0 | 5 | 1.16 | 101 | 1.28 | 114 |
ss-rare|White|Red|Sorcery
|
3.5 | 4.2 | 2.91 | 34 | 3.00 | 72 |
ss-uncommon|Blue|Red|Instant
|
2.0 | 0.9 | 10.71 | 55 | 7.63 | 633 |
ss-mythic|Red|Green|Legendary Planeswalker — Arlinn
|
5.0 | 5 | 1.21 | 68 | 1.34 | 97 |
ss-uncommon|Blue|Black|Creature — Zombie Soldier
|
3.0 | 3.6 | 4.29 | 90 | 4.19 | 312 |
ss-rare|White|Black|Sorcery
|
2.5 | 3.1 | 5.47 | 17 | 3.95 | 95 |
ss-uncommon|Blue|Black|Instant
|
2.0 | 2.2 | 7.70 | 61 | 6.15 | 503 |
ss-rare|Blue|Green|Sorcery
|
2.5 | 2.1 | 7.76 | 21 | 5.29 | 159 |
ss-uncommon|White|Green|Creature — Human Warlock
|
3.0 | 2.7 | 6.56 | 80 | 5.53 | 410 |
ss-rare|White|Blue|Legendary Creature — Human Soldier
|
4.0 | 4.3 | 2.69 | 32 | 2.63 | 68 |
ss-uncommon|White|Blue|Creature — Human Pesant
|
4.0 | 3.4 | 4.78 | 83 | 4.70 | 359 |
ss-rare|Red|Green|Sorcery
|
0.5 | 1.6 | 9.06 | 16 | 5.15 | 166 |
ss-uncommon|Black|Green|Sorcery
|
3.0 | 2.1 | 7.82 | 65 | 6.06 | 448 |
ss-uncommon|White|Blue|Instant
|
3.0 | 1.7 | 8.78 | 73 | 6.84 | 551 |
ss-uncommon|White|Black|Creature — Human Assassin
|
4.0 | 3 | 5.76 | 85 | 4.94 | 376 |
ss-rare|Black|Red|Legendary Creature — Vampire Noble
|
4.0 | 4.4 | 2.62 | 21 | 2.70 | 54 |
ss-rare|Blue|Red|Instant
|
3.0 | 2.8 | 6.28 | 18 | 4.85 | 137 |
ss-rare|Black|Green|Sorcery
|
3.0 | 2.5 | 6.94 | 18 | 4.76 | 132 |
ss-uncommon|Black|Green|Creature — Zombie Bear
|
3.0 | 1.9 | 8.32 | 50 | 6.00 | 504 |
ss-rare|White|Blue|Sorcery
|
1.0 | 2.1 | 7.94 | 16 | 5.10 | 141 |
ss-uncommon|Black|Red|Sorcery
|
2.5 | 1.8 | 8.65 | 46 | 6.57 | 551 |
ss-uncommon|White|Green|Sorcery
|
3.0 | 1.4 | 9.47 | 53 | 6.48 | 509 |
ss-rare|White|Green|Legendary Creature — Human Warlock
|
4.0 | 4.2 | 2.90 | 30 | 2.55 | 56 |
ss-uncommon|Red|Green|Creature — Human Werewolf
|
3.5 | 2.6 | 6.69 | 51 | 5.36 | 380 |
ss-rare|White|Black|Legendary Creature — Angel
|
5.0 | 4.9 | 1.37 | 43 | 1.69 | 55 |
ss-rare|Blue|Black|Legendary Creature — Human Wizard
|
3.5 | 4.4 | 2.45 | 22 | 2.67 | 58 |
ss-rare|Black|Green|Legendary Creature — Horror
|
2.5 | 3.5 | 4.63 | 19 | 4.17 | 105 |
ss-rare|White|Red|Legendary Creature — Human Knight
|
3.5 | 4.2 | 3.00 | 15 | 2.63 | 68 |
ss-rare|White|Green|Instant
|
2.5 | 2.2 | 7.64 | 25 | 5.52 | 171 |
ss-uncommon|White|Black|Sorcery
|
3.0 | 3.3 | 5.19 | 74 | 4.60 | 313 |
ss-uncommon|Blue|Green|Creature — Plant Horror
|
4.0 | 2.6 | 6.75 | 57 | 5.42 | 397 |
ss-uncommon|White|Red|Instant
|
3.5 | 2.5 | 6.92 | 63 | 5.54 | 465 |
ss-mythic|White|Green|Legendary Creature — Angel
|
5.0 | 5 | 1.21 | 14 | 1.33 | 21 |
ss-rare|Blue|Black|Instant
|
2.5 | 3.6 | 4.35 | 23 | 3.39 | 100 |
ss-rare|Blue|Green|Legendary Creature — Ooze
|
3.0 | 3.5 | 4.59 | 17 | 3.32 | 81 |
ss-uncommon|Blue|Red|Creature — Drake Horror
|
3.0 | 1.5 | 9.26 | 62 | 6.82 | 560 |
ss-uncommon|White|Red|Creature — Human Knight
|
4.0 | 2.7 | 6.45 | 51 | 4.96 | 370 |
ss-mythic|White|Blue|Legendary Planeswalker — Teferi
|
3.5 | 4.9 | 1.33 | 84 | 1.49 | 120 |
ss-rare|Red|Green|Legendary Creature — Human Werewolf
|
4.5 | 4.4 | 2.59 | 29 | 2.40 | 58 |
ss-uncommon|Red|Green|Sorcery
|
2.0 | 1.3 | 9.77 | 57 | 6.85 | 573 |
ss-rare|Blue|Red|Legendary Creature — Human Wizard
|
3.5 | 3.8 | 3.92 | 12 | 4.11 | 76 |
ss-uncommon|Black|Red|Creature — Vampire Noble
|
4.0 | 3.1 | 5.56 | 68 | 4.99 | 374 |
ss-rare|Black|Red|Sorcery
|
3.0 | 2.1 | 7.83 | 18 | 4.77 | 112 |
ss-uncommon|Blue|Green|Sorcery
|
2.5 | 1.9 | 8.31 | 61 | 6.33 | 478 |
ss-rare||Legendary Artifact
|
3.5 | 4.5 | 2.33 | 27 | 2.14 | 57 |
ss-common text-light||Artifact Creature — Scarecrow
|
1.0 | 0.5 | 11.64 | 164 | 9.63 | 2008 |
ss-common text-light||Artifact
|
1.5 | 0.9 | 10.74 | 184 | 9.23 | 2003 |
ss-uncommon||Artifact
|
2.5 | 0.6 | 11.24 | 59 | 8.16 | 730 |
ss-uncommon||Artifact
|
2.5 | 1.3 | 9.70 | 44 | 6.54 | 549 |
ss-rare||Artifact
|
0.0 | 2 | 8.20 | 20 | 5.51 | 185 |
ss-common text-light||Artifact
|
1.5 | 2.5 | 7.02 | 221 | 6.31 | 1356 |
ss-common text-light||Artifact
|
1.0 | -0 | 12.73 | 120 | 10.05 | 2056 |
ss-rare||Land
|
3.0 | 3.4 | 4.80 | 25 | 3.65 | 110 |
ss-common text-light||Land
|
3.0 | 2.7 | 6.57 | 209 | 5.83 | 1093 |
ss-uncommon||Land
|
0.0 | 0.5 | 11.52 | 58 | 8.47 | 711 |
ss-rare||Land
|
3.0 | 3.2 | 5.32 | 19 | 3.96 | 105 |
ss-mythic||Land
|
2.5 | 4.5 | 2.25 | 8 | 2.32 | 29 |
ss-rare||Land
|
3.0 | 3.1 | 5.52 | 27 | 4.13 | 117 |
ss-rare||Land
|
3.0 | 2.5 | 6.87 | 15 | 4.29 | 108 |
ss-rare||Land
|
3.0 | 3.3 | 5.00 | 29 | 3.78 | 118 |
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: