This is a nice trigger, especially when you can get it the turn she comes down, but when you can't do that she can become a liability with a stat-line this vulnerable.
This is great to run out on turn one in any aggressive deck, and later in the game she can become a legitimate value engine.
This is a serviceable two-drop both Prowess and Hero decks, but it's also not exactly the two-drop you're hoping to get.
This has a solid baseline and in most White decks he'll have other Heroes to put counters on. That ability is pretty strong even if you only use it once.
This is a pretty weak buff since it only triggers when a creature attacks alone, but the stat-line is passable.
Most White decks will have enough Heroes for this to be quite strong, and there will be some decks dense enough with Heroes for this to be a bomb.
This is passable without basic landcycling, so adding it gives you some nice flexibility.
A 2-mana 2/1 lifelinker isn't really good enough these days, but the fact it can grow later and/or just be a 5-mana 4/3 with lifelink gives it some flexibility.
He's very difficult to interact with as First strike makes it very difficult to get rid of his shield counter, so he's likely to give hexproof to your other stuff too.
This would be a pretty good card without the attack trigger. With it, it can make your board very scary.
She can flash in and ambush block stuff even when you just spend 5 mana, and then she becomes a threat that can put the game out of reach thanks to lifelink. Being able to make her larger and indestructible later in the game will sometimes make her unbeatable.
This stat-line isn't too bad with those keywords, and it'll frequently give your spells Flash on your opponents turn, which is pretty sweet.
She's a decent two-drop who can exceed expectations if you have a few combat tricks.
I don't love how narrow this buff is, but we've seen a similar more powerful version of this card be amazing in the past (Traveling Minister), so I'm somewhat optimistic this will overperform.
This is a solid removal spell, but too narrow to be one you're taking highly.
Even if this could never gain you life it'd be great, with that added bonus this is the kind of card that you'll jam as many copies of as possible into your deck. Getting a 2-for-1 and digging deeper in your deck is a big game.
She worries me a bit since she's so specific about what you have to do to get her Walls. You have to have a way to make a counter, and you need another Hero around, and in the meantime she's a pretty underwhelming creature.
She's going to feel good on turn two, and she has the upside of turning into a bomb later in the game. She-Hulk's ability triggers really easily and puts your opponent in a terrible spot.
This can certainly grow, but starting out with 1 toughness is pretty brutal on a three drop.
It's a little annoying he has to be the creature to attack for his trigger, unlike most other "lone attacker" payoffs in the set. Still, he's difficult to contend with as an attacker.
This is a nice mana rock at only two mana, and in the late game you can often find a way to Harness it and take advantage of blinking one of your nonland permanents every turn.
This has a high ceiling but a miserable floor -- one where it dies to one mana removal. Still, if you can get it going, it can do tons of damage in the air.
The Monica Rambeau side is an amazingly efficient creature, and if she transforms or you cast her as Photon, the game's probably over since you have a hexproof creature wtih an absurd noncreature spell trigger.
This won't often have two targets. Most of the time it's a solid removal spell for White decks, although the times where you can turn this into a 2-for-1 will feel great.
In most Limited games, he's just a Savannah Lions, and while that's pretty solid on turn one it does have diminishing returns. If you can get your mana going, obviously his pwoer up ability is amazing, but I wouldn't count on that happening very often.
Cards that can only do something in a very narrow window -- like on the turn you had a permanent go to the graveyard -- always end up underperforming. They feel great when they work, but they often don't. She does have a decent baseline that makes her more appealing than most, though.
She's incredibly efficient, and particularly nasty with the 3/2 Hero tokens in the set.
This gives you a lot of value for the cost. Playing it on turn two will often be especailly good, as it's very likely to give you a pretty explosive turn 3. It does get worse later in the game, but at least it can just straight up draw you a card with Chapter II when you want it to.
This isn't a buff that really helps your creature win combat, instead it's mostly here as a way to send a creature to the air and get a bit of additional value, but I'm not sure that's worth a slot in your deck.
He's doing a pretty bad Mother of Runes impression, but that still makes for a quality card. If you have mana up and he's untapped, he's a real headache for your opponent, forcing them to kill him before they can go after anything else.
This takes a while to get going, but it can trigger fairly easily and gives you very good value once the Plan is complete. It can deliver absurd value for one mana.
This trigger isn't always useful, but when it is, you can often get a blocker out of the way for a good attack.
Tapping some stuff for only a single mana is a pretty great rate, so it's acceptable that it'll often cost 2.
I think this is probably better than the black version of this effect that lets you kill something that has taken damage, and that's because your opponent attacking with a creature pretty much always results in it doing damage. You do have to let a creature through to make that happen, but I think getting this body + a kill spell is quite good.
The flavor here is pretty great, but I don't love the idea of giving my opponent such a good token. Now, The Sentry is better than the token and can block it all day while still attacking thanks to Vigilance, but the times where your opponent uses exile removal on The Sentry are going to be absolutely backbreaking.
I don't really think this does enough to be worth a card. There's not a full-blown Equipment deck in this format, and the attacks alone trigger is pretty shrugworthy.
This can only hit tapped creatures, but it does it at instant speed and super efficiently.
While this offers a great buff for the cost, it doesn't really do anything to give you a full card of value even in the fail case and the fail case is bad and pretty common -- the creature you put this on gets removed.
This has been an excellent trick in the past thanks to it's versatility. It's great in combat and against removal, and it leaves behind a permanent buff and often gains you life too.
4-mana 3/3s are just brutal these days. It's not efficient enough for that to be really worth playing on it's own, and while the Scry trigger is something, it's not enough for this to make the cut with regularity.
This can deal with any nonland permanent, and while it's not insanely efficient, it makes up for that with it's flexibility.
The counter mode will almost always feel pretty good, and when you get back an artifact or enchantment she'll generate a nice 2-for-1.
This is a one-drop that can use it's ability to stay relevant late, and being a cheap artifact has a lot of value in the set too.
This is a serviceable card to run out for 4 mana, as Connive delivers some solid base value on a 3/3, so it's great it fixes your mana too.
I like that it can grow, but I hate that it starts out as a 2-toughness creature that costs 3 mana.
If you get both modes with this it's going to feel pretty good -- but getting to 7 mana and having something on board to Teamwork this is far from automatic.
This does count itself with it's attack trigger, but this set doesn't have enough Merfolk for this to consistently be more than a 4-mana 3/4 with a bit of upside.
This won't feel like the best thing ever on turn two, but it can block okay for awhile before growing and generating a 3-for-1.
Just the Bruce Banner side is a pretty good card in longer games, and just The Incredible Hulk side is pretty great on just about any board.
This has a solid floor, and sometimes it'll generate a 2-for-1.
This is a pretty cheap way to copy activated or triggered abilities, but you still have to have those line up with her in play untapped, with 1 mana up, while you have one of those abilities happen at the same time, and I'm skeptical she'll do that often enough.
Getting two very relevant bodies for 5 mana is a great deal.
Immediately equipping to something will be nice, and will usually allow this card to really give you a better attack immediately. It's a bit clunky to equip thereafter, but still offers a buff that can make many creatures threatening.
3 mana is a little more than I normally want to pay for this, but only by a tiny amount -- this does almost fully remove creatures unlike a lot of blue removal auras.
This reminds me of Cryogen Relic, and while it's substantially worse than that incredible Common, I think it'll overperform thanks to the cards it generates and the synergy it has in both artifact and Connive decks.
The stats are subpar and it's surprisingly difficult to find a meaningful way to use this kind of enters trigger, even with Flash on board.
Two-mana 2/3 defenders don't typically perform all that well, and while this can help you make mana in an artifact deck and is an artifact itself, I can't imagine it's the two-drop you really want in those decks.
We've seen this kind of trick be solid in the past. It's not that hard to generate a 2-for-1 with it. Animating noncreature artifacts is particularly spicy.
Man, I really love that this can draw you cards, but I really hate it's very weak stat-line and the fact you can't draw a card with it until your next turn.
Getting her down early is pretty doable, but I wouldn't count on her ability to give other stuff improvise coming up a whole lot, although it will be exciting when it does.
A flying Man-O'-War is pretty sweet, and this has some upside beyond that since bouncing your own stuff can make it a more formidable flyer, and it keys off other bounce effects too.
A 4-mana 4/5 flyer can just win games sometimes, and this one has a late-game mode/effect that will often just win you the game on the spot.
This is really cheap, and it's effects will work quite nicely in both UG and UB. It won't be hard to get more than a mana worth of value out of this.
This card is absurd. It'll give you a Connive trigger before your opponent can do anything about it most of the time, at which point you're already up a card -- and if left unchecked he's going to generate game-breaking value.
I don't love the stats here, but this will give you an extra card any time you Connive, and that's very doable in the set.
This set has a decent number of ways to make tokens in Blue at lower rarities, and that's even more true when you pair this with colors like White, Black, or Green. Most of the time he'll be kind of subpar, but if you have 5+ ways to make tokens, he's pretty good.
Blue isn't exactly a color famous for targeting it's own creatures with stuff, although there are a few ways to do it in the format, she probably needs to be viewed as a buildaround, because there will be blue decks that have 0 ways to trigger her.
This feels a little bit win-more since you do need to have a decent board for it to do 7 mana's worth of stuff, although sometimes the game is at parity and this is exactly what you need, it won't be nearly as useful when you're behind or ahead.
This set does not have a whole lot in the way of Merfolk, but Namor comes with the ability to generate them himself, although he is fairly particular about what can make them -- it has to be a blue noncreature spell. Still, that seems doable enough for him to be a very real threat on most boards.
This will pretty much always let one of your creatures get in without any risk, while also replacing itself.
Creatures becoming tapped is just part of every game of Magic, and with Teamwork it's extra doable in this format. This doesn't add to the board right away, but I think completing it's requirement is doable -- especially since it helps you filter cards.
This is great removal that is reminiscent of Sheltered by Ghosts. It will take something down while also making your creature significantly better. There is some inherent risk, but it's worth it.
This is a great rate for two bodies, especially when one of them is a flying artifact.
If you can use this to blink a creature out of the way of removal and/or rebuy an enters trigger and/or ambush block something, you're going to feel pretty good about it. Problem is, it won't always line up that way.
Making artifacts cheaper is the real deal. Being able to consistently do something with her activated ability might be a challenge, though there are certainly times where she'll go off.
She can basically be a small unblockable creature for as long as you want, and you can even sneak her past blockers and then use her Power-Up ability, which will be a serious problem.
I love a one mana card that draws me an extra card every turn, but I also don't love getting 2-for-1'd, and because this doesn't draw you that first card until your next upkeep, that's a very real risk you're running.
Even with the free equip this is a relatively weak effect that won't always be relevant in combat.
Not adding to the board is rough, but in an artifact deck this can be reasonably efficient.
The front side is bound to draw you a card almost every time you use his ability. The reverse side, meanwhile is less likely to actually do smoething meaningful with this trigger -- but sometimes you just need a big ol' flyer.
We usually get this kind of removal spell at instant speed, but replacing that with Connive is an acceptable trade off.
Two mana counterspells have performed reasonably well of late, and Teamwork keeps this one relevant a bit longer.
The trigger is string, but you usually have to wait a turn for it, and a 5-mana 4/4 flyer isn't what it used to be.
She gives you an efficient little flyer that can also really weaken an opposing creature, but keep in mind it'll still have it's stats and still untap -- it just won't have it's abilities.
A two mana 1/1 is bad, but this is really great fodder thanks to the token it dies into.
Once you get this ability online this card becomes pretty strong, but not all decks will be able to do it consistently enough.
He can be hard to cast and take advantage of in a typical two-color Limited deck, although you're still likely to be able to Connive with him a fair bit. He definitely gets better if you can have like 12 or 13 swamps in your deck to make your deck almost mono-black.
He has terrible stats, but if you can trigger his Connive ability even once you're going to feel fine about things, and sometimes he'll be a full-on value engine.
If you play her on turn two and your opponent has no removal, she is going to be an absolute nightmare since she'll get in a couple of times in most cases -- and if she grows, she's likely to keep getting in while giving you this powerful trigger. She's much less impressive from the mid-game on, though.
Not adding to the board upfront is rough, but this won't be that hard to trigger thanks to the prevelance of Connive in the set, and while you're unlikey to ever complete this plan, adding a 2/1 token with menace to every connive trigger is a huge deal.
The base stats are rough, but at least he can trade for anything and triggering him isn't too difficult.
This is not a very good removal spell without Teamwork, and it's a nice one with it.
This is incredibly efficient removal that will almost always trade up and it has blowout potential.
You really need a good mix of Heroes and Villains and you need to be good at loading the graveyard for this to be worthwhile, and not all decks will check those boxes.
This gives you a 3-for-1 when you're just talking about the three bodies, but it's also going to draw you cards -- and stopping that is tough for your opponent since Doctor Doom will be indestructible as long as one Doombot is still standing.
This doesn't add to the board, but life drain is a pretty good way to offset that. Most Black decks will have plenty of villains, and there are even multiple ways for one card to trigger this more than once. If you complete this plan, you're just going to win most of the time.
Even without Sneak she's going to generate a great 2-for-1, and with it she can do it even more efficiently.
It is surprisingly hard to get a card like this going. It's stats make it hard for it to attack consistently, and you're just not going to have 4 mana and something worth reanimating often enough for this to be worth playing consistently.
It's a little bit expensive to be sure, but it can deal with almost anything, and Surveiling after you kill something is pretty nice.
I like that this makes the opponent discard up front, but not adding to the board is a liability at times. However, getting to drain a life here and there helps make up for the lack of board presence.
This is going to be a very important payoff for BG decks, as if you can consistently get two creatures in your graveyard this delivers insane value -- and even when you don't have the cards in your graveyard, it can help you get there.
The stats aren't great and the activated abiliy is overcosted.
This'll always make your opponent discard, and you get way more control over what they dsicard the more well-stocked your graveyard is. Basically, it's a very good 2-for-1.
At a minimu, this'll be a 5-mana 3/2 that makes a 2/1 menace and Connives, and that's a great return on your investment. If you Connive again with her in play, you'll have really done it.
It's expensive, but Villain-dense decks are going to get an immediate boost on a whole lot of boards when this comes down. The ability to tutor for a plan won't come up a ton, but it's sometimes worth doing.
These stats are ugly, but the static -1/-1 is often going to have a huge impact on the board right away, and his ability to connive for free is great. Paying life isn't something you can do a million times, but because he has lifelink it'll be more doable than you think.
She'll be decent in any Black deck, because you're likely to have some Connive no matter what, but if you really get there on Connive she becomes an amazing source of value -- and she has solid stats too.
A 3-mana 2/2 death touch is not good at all, but this can become a 3/3 later and make your opponent discard, at which point you get a 2-for-1, but I think you have to spend way too much mana to get there.
This kind of creature can thrive in a format with lots of sacrifice, but we're not really there. It is kind of sweet with Connive becuase you can discard it and get it back, but I'm still not all that impressed.
This is a simple card, but it's really good. Don't underestimate Connive, as it does a whole lot and is almost worth an entire card -- meaning this can often be a 2-for-1 or close to it.
You need a high creature density and lots of self-mill/sacrifice to get this going, but I do think that's doable in this format, and this is one of the better ways to get paid off for doing it, especially in Black/Green.
This set doesn't have a big enough Equipment theme for this to work out very well, but at least it has an okay baseline, and ever now and then you'll have it in play with an Equipment at the same time.
It's nice this can put the counter anywhere. It's a little inefficient, but can definitely give you back enough value for you to feel okay with it, and the mana fixing doesn't hurt either.
This can blank removal and work reasonably well in combat too, although sometimes you just won't find a way to use it effectively.
Don't go out of your way to try and play 5 colors for this guy, because just having access to one of these abilities is way better and won't make your mana nearly as bad. Needing triple black to cast him makes it even harder to realistically get to 5 colors, but you'll be happy with this card anyway, especially if BR, BW, and BU.
This set doesn't have enough equipment for this to go off consistently.
This not doing anything on it's own is a big liability, but I imagine there will be decks in this format with enough Villains who can find ways to flash this in after a triple block and get all their creatures back -- you just also have to account for the times where this isn't worth casting.
It's been awhile since a black reanimation spell at lower rarity has been very good in Limited, and I'm skeptical about this one, even if it is easier to get back a good return on your investment when you're only spending 3 mana and doing the teamwork thing.
Neither mode with this is efficient, but this is kind of okay to play as a 4-mana 3/2 flyer, and in the late game having a big creature that puts something back in your hand is going to feel pretty good.
I think this'll cost 2 mana enough to be quite good in most Black decks.
This is mostly just a one mana 2/2 with a useful creature type that enters tapped. That feels pretty good on turn one, but not especially good thereafter. Every now and then it'll drain a life, but that's not enough to be excited about this card.
These modes individually really aren't very good for the cost -- in fact the deathtouch mode will typically just 2-for-1 you. However, if you can do both modes consistently it's obviously substantially better -- as you can kill something small and something else with your death toucher. Still, that's only a 2-for-2.
This is going to get in a lot of hits as a 2/2 with lifelink, and that's the kind of thing that can really have a big impact on the game.
This kind of card has a high ceiling, where it just destroys your opponent's board and doesn't hurt you too much, but there are too many board states where it hurts you more than it hurts your opponent for it to be truly great.
This is a nice trick with genuine 2-for-1 potential.
It doesn't have the sturdiest body, but it gives you back a card and then can attack reasonably well when you have mana up. It's also an artifact in a format where that matters.
This plan's treasure can help you cast more noncreature spells, and then it turns into a 2-for-1 in most cases. It's a little slow and sometimes it won't line up right, but there will be plenty of games it turns on it's head.
Stealing the creature for an additional turn in a Villain deck is pretty sweet, but you still need to have some sacrifice in your deck to really make this work for you.
The stats are excellent and this'll trigger more than you'd think since the format has artifact creatures. Being able to point a removal spell at one and get a copy of it is going to be absurd.
He has great stats to start with, which will allow him to attack a lot in the early game, and his Trick Arrows can wreak all kinds of havoc, too.
The stats are middling, and while Red decks will have a couple cards she can augment, it doesn't feel like it'll be enough for her to be great.
This offers a meager buff and the tap payoff doesn't do enough to overcome that.
This card is cool in theory, but it's pretty tough to make sure you have cards in hand at the right time, and that you'll be able to do anything more than just rummage in an interesting way when you cast this.
This is kind of cool as a creature token generator and a mass buff effect, but it's not all that good at either of them.
This will mostly just be a removal spell, but every now and then you'll have a noncreature artifact to target and you'll get a nice 2-for-1.
This is a very weak stat-line, and he needs two things to be true just to ping the opponent. Power-up does help him stay relevant late, but by that point he's probably dead.
Keying off of both artifacts and villains is great, as is also having both of those types.
Being able to tap and do 2 damage to any target is pretty sweet, but the set up for it isn't.
She seems way too slow in Limited. Drawing two extra cards every two turns is kind of nice I guess, but the fact she only lets you play them until end of turn makes it harder for her to feel that way.
This will feel like a nice trigger when you have something expendable or you're desperate, and that's not really enough to make me exicted about a 2-mana 2/2.
This comes with two useful types, can fix your mana, and has somewhat passable stats.
This is great removal that will often trade up, and sometimes it can finish off the opponent.
The stats aren't especially good, and it's ability to copy spells is pretty narrow too, especially before it powers up.
When's the last time a 3-mana 2/2 that grows when "X thing" happens was actually good in Limited? It feels like it's been an eternity. It just starts too inefficient and doesn't feel close to passable until the second counter.
She has okay stats for an aggro deck, and she has an interesting rummage ability that will sometimes be better than just discarding a car dand drawing a card.
This has a baseline of being a nice removal spell, and you can even discard it to use it as a sweeper which is pretty good sometimes. You won't always be able to easily equip it to something, but it's going to be fairly doable in a RW deck especially.
It's a little clunky to be sure, but being able to spread out damage like this makes up for that, and means that getting rid of multiple creatures with it is pretty doable.
Raging Goblin isn't great in Limited, and that's what he is unless he's in your opening hand. Power-up does mean he can be a little scarier than Raging Goblin later in the game, though.
He's huge and a challenge to interact with in combat -- or remove with damage-based removal. Also combos with Photon Blast Barrage.
Being a Sorcery is a bummer for a 4-mana deal 5, but it can still kill lots of things and even do some extra damage sometimes.
The stats really aren't good, but even if you just have 3 or 4 spells with a mana value of 4 or greater -- and lots of Red decks will -- her discount effect is pretty nice.
This is pretty underwhelming. A two mana 2/2 with Haste isn't terrible, but making him unblockable takes mana and the right kind of spell, and that seems like a lot of work for something so mediocre.
This is a pretty expensive way to generate treasure, and her body quickly becomes irrelevant.
This kind of has two-modes -- one where you flash it in as a combat trick, and another where you give something you just played haste -- it'll still get First Strike that turn, making that creature really difficult to block. It doesn't do much against removal, but I think it does enough for aggro decks to play it.
This can pretty easily turn into Temur Battle Rage, and that's a devastating combat trick that almost always wins combat while also doing lots of damage.
He's got great stats, will gives you back a card worth of value, and then can do tons of additional damage to anything. He's an absurd bomb.
There aren't enough vehicles in this format for this to consistently cost 2, but it's still pretty good.
This is better when you can sacrifice something expendable, but the discard mode isn't bad either.
These are just bad stats for the cost and it's never going to feel efficient.
Neither mode on this will feel especially efficient. Being able to Power-Up more than once can come up, but it's not always easy to take advantage of in a meaningful way.
I'd be pretty happy witht his Common if it only gave me one of these choices, being able to make a choice based on the situation makes it amazing.
One often wants one recursive card like this, but it's not going to be that easy to have the right mix of card types to actually get a worthwhile 2-for-1.
This is a little too slow, and the payoff isn't always going to be worth it.
He's pretty expensive for a creature that doesn't give you a decent fail case, but if you're allowed to untap with him, you can have some big turns.
This would be pretty bad without Teamwork. With it, you can get 6 mana worth of value or more most of the time when you cast it.
This is a great removal spell that will often set up a great attack too.
If you're in the market for a trick, this can do the job. The buff is even big enough to dodge some removal.
Just the fight mode is a kind of decent card, so if you can also get the counter you can get some great tempo here.
This ultimately just feels like a very replaceable two-drop.
Not dying is pretty cool, and can mean she gives you a 2-for-1. The double green does make it hard to consistently cast her on turn two though.
He'll feel pretty solid no matter how you cast him.
This comes with a built-in way to gain life -- and it will sometimes feel like a 5-mana Enchantment that gains you 3 life and puts a counter on three of your creatures. That's not bad at all, and that's the floor. In some sets this would likely be a bomb, but this one doesn't have a massive life gain theme. You can do it, you just can't go crazy with it.
This has mediocre starting stats, and this kind of "evolve" ability isn't always easy to trigger, and you need it to be easy to make this card worth the downside.
This is an uncommon bomb. The baseline is a 2-for-1, and both bodies you get are a threat in their own right -- and work even better together.
The stats are bad and you need a couple of triggers before this feels like a worthwhile investment most of the time.
It's tough to get behind a 3-mana 2/2 that doesn't give you some kind of effect the turn you play him, but his ability to grow and cash in counters for cards helps salvage that a little bit.
You really need to trigger this the turn you play him to make up for his woeful stats, but that's not too hard since even if there's a land in your graveyard he can help you play it. This can turn into a real value engine despite starting pretty slow.
This has solid base stats and it's Power-up ability does add significantly to the board a few turns later -- like if this was always a 7-mana 5/5 that makes a 3/2 token, it'd be reasonably playable, and it's far more flexible than that.
Only activating at Sorcery speed is pretty brutal, as you have to fully tap this down, and that's not always going to be worth a +1/+1 counter -- which is typically all he's going to give you. Decent stats keep it from having too terrible of a floor, though.
This will let most creatures kill any other creature, and it'll often cost an amazing one mana.
You really need to have high permanent density in your deck or this has a very real chance of wiffing. The good news is, BG decks want lots of creatures for other purposes, so I imagine this is going to be a nice enabler in that deck, and pretty mediocre in most other ones.
Having to sink mana into this every turn to make him stay relevant does not appeal to me a whole lot. He is a cheap Hero though, and there's some value in that.
They went pretty hard on this to make sure it does more than just ramp/fix your mana. The counter means this can actually add to the board to an extent, and the life gain helps offset the fact that this still doesn't add much to the board.
He has a largely irrelevant body, but his activated ability does seem like a useful ability in both GW and BG. In the former, it can find you more Heroes, and in the latter it can help load the graveyard.
This gives you a pretty sizable body, but that's basically all it is. Fixing is nice, but Green isn't as desperate for it as other colors.
A one mana 1/1 with death touch is never bad because it can trade for anything, and this one can stay even more relevant than most in the late game.
Shang-Chi does count himself -- meaning he can tap for two mana the turn he comes down -- but it's not particularly easy to consistently have a creature activated ability on board. He's going to feel like a 2-mana 2/2 most of the time and not much else.
She's got good stats and keywords for the cost, and this format has enough artifacts -- including lots of artifact creatures -- that She-Hulk can be a legitimate 2-for-1 later in the game.
This is a great way to get 2-for-1'd. Ward 1 definitely doesn't do enough to offset the massive risk this card comes with. Basically all it does is buff raw stats too, so a creature usually needs something else going on to be truly threatening -- and any time you get 2-for-1'd after sinking 5 mana into this, your chances of winning go way down.
He's got a lot of size, and even if he's alone there's a good chance he can grow himself. And sometimes he'll grow the turn he comes down.
She'd be great in a format where life gain was a bigger emphasis, as is she's just a nice two drop that will grow a little bit sometimes.
This doesn't add much to the board the turn you play it, but it does do something, and getting that buff during combat is pretty sweet -- though you do need several counters before the investment of 4 feels worth it.
You get a pretty good return on your investment the turn she comes down, and thereafter she can make a lot more squirrels by attacking and/or using her ability, which will really snowball on your opponent. The three green mana holds her back some in Limited for sure, but she's still excellent.
This is a nice way to ramp and fix your mana, and unlike most manadorks it will actually end up with a relevant body by the mid-game.
It's not going to be that hard to get two counters out of this, and in a pinch it can at least put one counter on itself, giving it a reasonable floor.
If this was always a 6-mana 3/3 that makes a 4/4 token, you'd play that card every time -- and she's significantly more flexible than that.
It's not always easy to get Chapter I on this to actually do something -- like, it's not a very good late-game top-deck for instance. But Chapter II does augment your board in a big way, and Chapter III can find lethal a decent chunk of the time, especially after buffing something.
He has good base stats and his fight ability means that he can generate 2-for-1s.
A 3-mana 4/4 Vigilance is already playable, and this one can do all kinds of stuff -- like even help you with mana by becoming a land creature.
The turn you play this it's not going to feel great most of the time, as you probably just send an Alien to it's death. However, over time the ability does get stronger, and getting a free body out of this every turn can definitely snowball.
This is a great payoff for putting counters on things, and he can even get himself going. That's enough to overcome the sub-par base stats.
This ability is online as long as he's in play, so you'll often have good attacks because he came down -- and he also counts himself -- meaning he's hard to deal with entirely.
Chapter I is where most of the value is here -- it has the potential to draw tons of cards in this format, especially in this color pair. While giving your opponent a card too isn't ideal, if you're drawing 3+ it's acceptable. Drawing all those cards might mean you can take advantage of Chapter II more effectively too, and it increases the chances that Chapter III does a ton of damage.
In true Ant-Man fashion, he starts small -- but he can grow quickly and even built an insect army if that's advantageous for you.
This gives you good value up front, and chapter II is likely to hurt your opponent more than you. Getting mana with Chapter III won't always matter, but in a format with Power-Up there's a chance you can use it on something.
Those Hill Giant stats are rough, but if you can get in him with once you're going to feel fine about it.
This is a very strong trigger, and it's modality is great since they are good in different situations. Arleady have enough bodies? Buff your whole board and swing. Need to go wide so that future triggers are better? Make token.
She's frightening when she attacks alone, and she can offer that buff to something else the turn she comes down. Still, her stats are underwhelming and attacking alone isn't always optimal in Limited, even with payoffs.
You don't always have something expendable for this trigger and activated ability, but when you do, cashing them in for 2 damage feels pretty good.
The stats are good and he gives your whole board pseudo-vigilance while also helping them do more with Teamwork.
This is going to generate great value whether you snipe a card from their hand or a creature on the battlefield.
Getting a good removal spell up front is awesome, and Chapter II and III do a great job of pressuring your opponent ahead of the frightening token coming into play. It's going to be tough to beat this card.
His attack trigger is pretty sweet -- though do keep in mind unlike some similar cards we've seen of late, you can only play the card the turn of that attack. So you won't always be able to use it, but you'll know whether you can or not thanks to Daredevil's ability to show you the top card of your library. He can grow himself and generate real value.
Being unblockable is cool and all, but being a 3-mana 2/2 without having anything else meaningful going on isn't. The idea is to buff this thing so you don't get blown out by cheap removal, but it's going to be tough to do that consistently.
He's got great size, and this color pair has lots of Power-Up. Sometimes his ability to discount those abilities will produce blowouts.
I kind of wish he gave you some value up front, but I feel okay with settling for a large flyer that'll also draw me a card a huge chunk of the time.
This is a nice "draw two" payoff and he can get it going himself with his attack trigger.
Expendable bodies will make this enters trigger incredible, and he'll often be a 5/5 -- especially because sacrificing a creature can get you halfway there on it's own.
The King T'Challa side is kind of underwhelming unless you flash him at the exact right time, but the Black Panther side is pretty awesome. He can't be taken down in combat, and even blanks some removal in the format, and blocking him is no picnic either. That said, there is lots of cheap common and uncommon removal that can still take him down.
He can basically attack as a 5/5 if you're willing to pay some life, but that becomes easier to do thanks to Extort. He gets better with other high toughness creatures around.
I like this trigger a lot, but that stat-line is absolutely brutal. There are lots of cheap creatures she can't block effectively and she dies to cheap removal. Left unchecked she's great, but she's pretty easy to check.
This set doesn't have enough Equipment for her to go completely insane, but her attack trigger is excellent anyway. Keep in mind it can hit your stuff or your opponents, so she can get blockers out of the way in addition to rebuying "enters" triggers and the like.
She's kind of interesting, as she keys off of stuff that UR and UB like to do -- not really what UG is doing. Still, if you have artifacts in your deck she's going to draw lots of extra cards and be a 6/6 a reasonable chunk of the time. She's definitely worth a splash in UR decks and will be good in UG and UB too.
So, a 6-mana 6/6 that gave you all 4 of these triggers would be a really good card, and this is better than that since you can run it out earlier -- or later.
This has an okay baseline and this set has enough artifacts with activated or triggered abilities that this'll be able to do it's thing every now and then.
This is mostly just a 3-mana 3/4 with death touch in Limited, but I'm all for that -- and sometimes it'll actually threaten to poison your opponent out.
I hate these stats -- but he overcomes some of the problem with them, and that's because he's immune to removal. More than immune, he'll grow and let you redirect the removal spell. This works with your spells too! He's still kind of underwhelming in combat outside of ideal situations, though.
He can give indestructibility to something at instant speed, which can often blank removal or alter combat in a big way. But when he can't do that he's a pretty sub-par creature.
She is pseudo-removal that adds a body to the board, and she can even do it all at instant speed.
Her first ability makes her almost entirely unblockable (watch out for Reach!) and she can make your other creatures almost-unblockable too. Combine that with her good stats, and she looks pretty imposing.
This is nuts. Chapter I alters combat in a big way for two turns, Chapter II will take advantage of the fact you stole 1-2 creatures of your opponents, and Chapter III can potentially let you kill two of your opponents creatures by making them fight eachother. Yeah, this is a game-warping bomb.
He takes a turn to get going, but once he does, he's basically always going to be the best card in play or in the graveyard, which will either let you be at parity with your opponent or take over the game.
He's hard to cast but obviously has good stats and keywords. His Power-Up ability is going to be tough to get going, but obviously it is very strong.
He's a very threatning creature thanks to Prowess. Dealing with him in combat is going to be especially nightmarish.
She can help you load the graveyard while giving you a pretty sweet body, and casting her for 5 isn't a disaster.
He's basically a 4-mana 4/4, and one that leaves behind some useful Equipment if he ever goes down.
Tutoring up your best artifact creature and putting a bunch of counters on it can be pretty sweet, and it'll never feel super inefficient thanks to the counters. Like, even searching up a one-mana 1/1 witht his for three isn't a disaster. You're pretty much always going to have creatures worth grabbing in UR too.
This seems kind of underwhelming. Giving +1/+0 to a creature every combat isn't the most relevant thing, and neither is his inefficient body. If you buff his power things get a little more interesting, but it just feels like you're overpaying here.
This set doesn't have enough Equipment for him to be super amazing, but he's still a 2/2 with Vigilance and Menace that has to die twice.
He's going to come down and kill an X/3 while adding a nice body to the board -- and he'll often have an attack after the fight too since your opponent will have to have a way to do 5 damage at once, otherwise he's not going down.
This is pretty impossible to set up effectively in Limited. You can't know whether it will hurt you or your opponent more.
This is a surprisingly useful little two drop. Being an artifact and a villain is sweet in two different decks, and that Surveil trigger means it's relevant no matter when you draw it.
UR can definitely improvise this into play, but you often can't do anything with this extra mana, and it doesn't add to the board up front.
Paying two mana to cast this and two mana to equip it for +0/+8 and Vigilance isn't that impressive -- like, your creature needs to already be pretty good to take real advantage. The tap trigger is nice though -- between that and Vigilance this card can make you much better at attacking and blocking each combat.
This will trigger the turn you play it, and while you don't always have an attack to take -- there's a pretty good chance you do, especially when you know you're very likely going to get a card back from the Cube's trigger. If not dealt with, it will really snowball since it's likely to find you more creatures to help trigger it.
A 3-mana 3/3 vehicle with Flying and Crew 4 is pretty terrible -- they did salvage it a bit by making it tap for mana of any color, but that's not really enough to make me want to run this. I'm looking for some better fixing.
I like this little guy. He generates a 2-for-1, might ramp your mana, and can even do some work in the air. He will be especially good in artifact decks.
This offers a great buff right away -- one that almost any creature can take advantage of, and unlike most equipment this can become a creature if you ever run out of creatures -- or if you're in UR and can make this card into a huge flyer.
Even with the two bodies up front, you're overpaying in a big way for this Vehicle.
This set has lots of legendaries, but I'm still pretty skeptical you'll consistently set this up to have high power and lots of keywords.
Note that this is NOT a "may" trigger, so this can very quickly deck you in Limited. There's a chance you can win with the fist full of cards it gives you, but it's probably too risky.
You don't always have the mana up to copy artifacts, but keep in mind he even works with food and treasure -- and when those get generated there's a better chance you have the mana up. Sometimes he'll make copies of truly absurd cards, too.
The base stats are bad, but in the late game he can be a 6-mana 4/5 that makes a 2/2, which isn't terrible -- and this has more flexibility than that since you can also just run it out early.
This buff isn't worth 1 mana to cast and 3 to equip.
A 4-mana 2/5 with Flying and Vigilance is pretty solid, and lots of decks in this format are going to be capable of triggering him consistently. Drawing a card is often the best thing to do, but the other two modes have their place.
Drawing a card with her sounds nice, but she's not going to be that easy to do that with until the late game, and she's kind of a liability until then.
These offer great fixing and the life gain helps offset the fact that they enter tapped.
These offer great fixing and the life gain helps offset the fact that they enter tapped.
These offer great fixing and the life gain helps offset the fact that they enter tapped.
This hurts your mana a little bit -- but it can actually also help you splash Heroes, and the activated ability is the kind of late-game mana sink that can help you outcard your opponent.
This is kind of clunky as far as fixing goes, but it can eventually get there. Drawing cards with a land is pretty sweet too.
These offer great fixing and the life gain helps offset the fact that they enter tapped.
This won't hurt your mana too much in a good artifact deck, and the activated ability is very useful.
These offer excellent fixing. In Limited they're almost always going to be able to tap for both colors, and they never enter tapped.
These offer great fixing and the life gain helps offset the fact that they enter tapped.
These offer excellent fixing. In Limited they're almost always going to be able to tap for both colors, and they never enter tapped.
These offer excellent fixing. In Limited they're almost always going to be able to tap for both colors, and they never enter tapped.
These offer great fixing and the life gain helps offset the fact that they enter tapped.
These offer excellent fixing. In Limited they're almost always going to be able to tap for both colors, and they never enter tapped.
These offer great fixing and the life gain helps offset the fact that they enter tapped.
These offer great fixing and the life gain helps offset the fact that they enter tapped.
These offer great fixing and the life gain helps offset the fact that they enter tapped.
These offer excellent fixing. In Limited they're almost always going to be able to tap for both colors, and they never enter tapped.
Filtering your mana can be clunky, but the Surveil trigger helps offset that problem by improving your draws -- it even means it's not a disaster to draw it late.
These offer excellent fixing. In Limited they're almost always going to be able to tap for both colors, and they never enter tapped.
This will produce the mana you want in Villain decks, and the connive activated ability is pretty sweet.
| Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
|---|---|---|---|---|---|---|
|
ss-uncommon|White|Legendary Creature — Human Spy Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Legendary Creature — Human Spy Hero
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Creature — Human Spy Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Legendary Creature — Human Spy Hero
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Creature — Human Spy Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|White|Enchantment
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Sorcery
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Creature — Human Warrior Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|White|Legendary Creature — Human Soldier Hero
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Legendary Creature — Human Soldier Hero
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|White|Legendary Creature — Human Kree Hero
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Legendary Creature — Kree Soldier Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Legendary Creature — Human Samurai Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Creature — Human Citizen
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
Helicarrier Strike
2.5 This is a solid removal spell, but too narrow to be one you're taking highly.
ss-common text-light|White|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Creature — Human Hero
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Legendary Creature — Human Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|White|Legendary Creature — Human Advisor Hero
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Creature — Kree Soldier Villain
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Legendary Creature — Human Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|White|Legendary Artifact — Infinity Stone
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Legendary Creature — Human Spy Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|White|Legendary Creature — Human Hero
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Sorcery
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Legendary Creature — Human Spy Hero
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Legendary Creature — Human Doctor Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Legendary Creature — Human Warrior Hero
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Enchantment — Saga
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Instant
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Legendary Creature — Human Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Enchantment — Plan
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Legendary Creature — Inhuman Spy Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Legendary Creature — Human Soldier Villain
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Legendary Creature — Human Hero
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Artifact — Equipment
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Enchantment
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Enchantment — Aura
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Instant
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Artifact Creature — Robot
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Enchantment
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Legendary Creature — Human Hero Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Artifact Creature — Robot Villain
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Creature — Human Scientist Villain
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Creature — Merfolk Soldier
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Sorcery
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Legendary Creature — Merfolk Warrior Villain
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Creature — Human Scientist
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Blue|Legendary Creature — Human Scientist Hero
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Legendary Creature — Human Hero
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Legendary Creature — Human Hero
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Artifact — Equipment
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Enchantment — Aura
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Artifact
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Creature — Insect
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Artifact Creature — Robot
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Legendary Artifact Creature — Human Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Legendary Artifact Creature — Human Hero
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Legendary Creature — Mutant Hero
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Blue|Legendary Creature — Human Villain
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Legendary Creature — God Hero Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Legendary Creature — Gamma Scientist Villain
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Legendary Creature — God Sorcerer Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Legendary Creature — Human Scientist Hero
|
2.0 // 3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Legendary Creature — Mutant Inhuman Hero
|
2.0 // 3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Blue|Sorcery
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Blue|Legendary Creature — Mutant Merfolk Villain
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Sorcery
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Enchantment — Plan
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Enchantment — Aura
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Artifact Creature — Robot
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Artifact — Vehicle
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Legendary Creature — Human Artificer Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Legendary Creature — Human Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Enchantment — Aura
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Artifact — Equipment
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Instant
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Blue|Legendary Creature — Human Artificer Hero
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Sorcery
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Instant — Arcane
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Legendary Creature — Mutant Warlock Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Legendary Creature — Human Hero
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Creature — Human Spy Villain
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Legendary Artifact Creature — Scientist Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Legendary Creature — Human Noble Villain
|
2.5 // 4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Legendary Creature — Human Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Black|Legendary Creature — Human Spy Hero
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Enchantment — Plan
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Legendary Creature — Human Mercenary Villain
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Sorcery
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Instant
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Instant
|
1.0 // 2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Black|Legendary Creature — Human Scientist Villain
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Enchantment — Plan
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Legendary Creature — Human Ninja Villain
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Legendary Creature — Human Villain
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Instant
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Enchantment
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Creature — Human Soldier Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Creature — Human Villain
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Legendary Creature — Human Rogue Villain
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Legendary Creature — Human Villain
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Legendary Creature — Human Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Black|Legendary Artifact Creature — Villain
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Legendary Creature — Human Doctor Villain
|
2.0 // 3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Creature — Human Ninja Villain
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Artifact Creature — Zombie Soldier
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Creature — Human Spy Villain
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Enchantment — Plan
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Legendary Creature — Human Rogue Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Creature — Human Berserker Villain
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Artifact — Equipment
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Legendary Creature — Skrull Shapeshifter Villain
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
Swordsman, Sharp Scoundrel
2 This set doesn't have enough equipment for this to go off consistently.
ss-uncommon|Black|Legendary Creature — Human Hero Villain
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Enchantment
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Sorcery
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Creature — Vampire Villain
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Instant
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Legendary Creature — Human Artificer Villain
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Instant
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Legendary Creature — Human Rogue Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Red|Sorcery
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Artifact Creature — Human Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Enchantment — Plan
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Sorcery
|
1.5 / 3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Red|Legendary Creature — Alien Dragon Villain
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Red|Legendary Creature — Human Archer Hero
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Legendary Creature — Human Archer Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Artifact — Equipment
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Sorcery — Arcane
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Instant
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Instant
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Legendary Creature — Human Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Artifact Creature — Robot Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Legendary Creature — Human Warrior Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Legendary Creature — Human Detective Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Creature — Human Warrior Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Artifact Creature — Kree Robot Villain
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Instant
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Legendary Creature — God Sorcerer Villain
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Artifact Creature — Robot Villain
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Legendary Creature — Human Detective Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Red|Legendary Artifact — Equipment
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Sorcery
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Red|Legendary Creature — Mutant Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Legendary Creature — Gamma Berserker Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Sorcery
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Red|Legendary Creature — Mutant Warlock Hero
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Legendary Creature — Mutant Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Creature — Human Advisor
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Enchantment — Aura
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Instant
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Red|Legendary Creature — God Warrior Hero
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Instant
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Instant
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Creature — Elemental Villain
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Legendary Creature — Human Performer Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Insect
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Sorcery
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Enchantment — Plan
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Legendary Creature — Gamma Doctor Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Green|Sorcery
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Green|Sorcery
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Instant
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Sorcery
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Ape Soldier Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Legendary Creature — Human Hero
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Legendary Creature — Demigod Warrior Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Green|Enchantment
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Legendary Creature — Kree Skrull Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Legendary Creature — Human Barbarian Hero
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Cat Knight Villain
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Legendary Creature — Human Villain
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Green|Legendary Creature — Human Villain
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Dragon Cat Dog Bird Frog Hero
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Human Villain
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Instant
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Instant
|
1.5 // 3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Legendary Creature — Human Hero
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Sorcery
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Legendary Creature — Human Advisor
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Dinosaur
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Human Snake Villain
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Green|Legendary Creature — Human Warrior Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Legendary Creature — Gamma Hero
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Enchantment — Aura
|
1 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Legendary Creature — Human Hero
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Legendary Creature — Cat Human Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Enchantment
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Green|Legendary Creature — Squirrel Human Hero
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Skrull Shapeshifter Villain
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Human Soldier Hero
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Legendary Creature — Human Hero
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Green|Enchantment — Saga
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Green|Legendary Creature — Gamma Villain
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Green|Legendary Creature — Human Villain
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Red|Green|Enchantment
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Green|Legendary Creature — Human Rogue Hero
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Red|Legendary Creature — God Warrior Villain
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Red|Enchantment — Saga
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Green|Legendary Creature — Human Scientist Hero
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Red|Enchantment — Saga
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Green|Legendary Creature — Mutant Scientist Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Green|Legendary Creature — Human Warrior Hero
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Black|Legendary Creature — Human Hero Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Red|Legendary Creature — Human Assassin Villain
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Blue|Legendary Creature — Human Soldier Hero
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Black|Legendary Creature — Human Hero
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Black|Green|Enchantment — Saga
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Red|Legendary Creature — Human Hero
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Black|Legendary Creature — Human Rogue Villain
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Green|Legendary Creature — Gamma Berserker Hero
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Red|Legendary Artifact Creature — Human Hero
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Black|Legendary Creature — Human Villain
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Green|Legendary Creature — Human Mercenary Villain
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|White|Blue|Legendary Creature — Human Noble Hero
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Black|Legendary Creature — Human Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Red|Legendary Creature — Human Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Blue|Legendary Creature — Human God Hero
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Green|Legendary Creature — Human Dinosaur Hero
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Red|Legendary Creature — Human Villain
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Black|Legendary Creature — Human Scientist Villain
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Green|Legendary Creature — Human Snake Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Red|Legendary Creature — Human Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Green|Legendary Creature — Spider Human Hero
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Blue|Legendary Creature — Spider Human Spy Hero
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Green|Legendary Creature — Mutant Hero
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Red|Enchantment — Saga
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Black|Legendary Creature — Human Mercenary Villain
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|White|Black|Red|Legendary Creature — Eternal Villain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Red|Legendary Creature — God Warrior Hero
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Green|Legendary Creature — Human Villain
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Black|Legendary Creature — Human Soldier Hero
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Red|Sorcery
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Red|Legendary Artifact Creature — Human Hero
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Black|Legendary Creature — Human Assassin Villain
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Red|Green|Legendary Creature — Mutant Berserker Hero
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Green|Sorcery
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Artifact Creature — Robot Villain
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Artifact
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Legendary Artifact — Equipment
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic||Artifact
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Artifact — Vehicle
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Artifact Creature — Robot Scout
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic||Artifact — Equipment
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon||Artifact — Vehicle
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Legendary Artifact Creature — Robot Villain
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic||Legendary Artifact
|
1 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic||Legendary Artifact Creature — Robot Villain
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Artifact Creature — Robot Villain
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Artifact — Equipment
|
1 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Legendary Artifact Creature — Robot Hero
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon||Legendary Artifact Creature — Robot Hero
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Land
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Land
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Land
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon||Land
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon||Land
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Land
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Land
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Land
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Land
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Land
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Land
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Land
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Land
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Land
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Land
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Land
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Land
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Land
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Land
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon||Land
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
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: