This has an incredibly high ceiling, where you kill everything but your smallest creature. But it doesn't always line up that way. There are plenty of times where your opponent has more tiny creatures than you do, for example.
This is solid removal, but not much more.
Exiling a creature for two mana is pretty insane, even if your opponent can potentially get it back later.
This will usually cost 4, which is a pretty solid rate. It will virtually never cost less than three.
This basically does nothing in Limited. You can use it as an akward removal spell or a bad fog effect. Neither are things you want.
The rate here is really good of course, but it's also not a removal spell you can use early, as the value you get is seriously diminished when you ramp and fix your opponent's mana.
13 cards is a lot in Limited, but this still basically does nothing, except when your opponent actually runs out of cards. You'll cast if for 0 on occasion, but it still isn't worth it.
This is pretty hard to cast, but each of the modes is pretty good for the cost.
This is too situational and expensive. Casting it for free isn't super easy or worth it in Limited, either.
When it lines up, this feels pretty good.
Counterspell is a great card, and this is a better one! The extra mana it gives you will often be meaningless by the late game, but in the early to mid game, there's a good chance it lets you power something out ahead of schedule.
This is basically an inefficient counterspell. People rarely put enough stuff on the stack in Limited for this to be more than a bad one-for-one.
Drawing and bouncing for three mana at instant speed is a very good rate. You end up with tempo and you break even on cards, but it has blowout potential too.
Mind Rot isn't a good card. This is Mind Rot with minor upside.
It's super situational, but redirecting a removal spell is pretty juicy.
This isn't the premium removal it once was, but it's still pretty solid.
The ceiling here is nuts, as it's a one-sided wrath that draws you a ton of cards. So, casting it means game over. However, 8 mana is a colossal amount.
One mana to reanimate is insane, especially when it gives you access to both graveyards. You're always going to get your mana's worth, and losing some life is well worth the efficiency. Sometimes it will let you do something truly insane.
Commiting a crime for free is a thing, but going down a card to do it generally isn't worth it, especially with a card that has an almost entirely meaningless effect.
This is really good disruption. One mana to take your opponent's best card is awesome, and while it does have diminishing returns, the early-to-midgame upside is well worth it.
You'll usually cast this as 4 mana to do 4 to a creature and 3 to your opponent, but you can obviously mix and match, giving it way more upside.
This was a bomb in Strixhaven, but that was a ramp-heavy format, so I think it falls short here. Still, the baseline is a 5-mana deal 5, and if you can make it an 8 mana spell that does 10 to two creatures, you're going to win.
The burn effect isn't very efficient, and you'd be surprised how infrequently you can actually cast a spell off of this.
It's very hard to make Fling work in Limited. Maybe in a format with a bunch of mercenaries it will fair better?
This is great in 60-card formats, but unplayable in Limited.
This is fine if you pay three for it, and paying one is awesome and very attainable.
Burn that only hits players is pretty bad in Limited, as it has no impact on the board. It just isn't worth going down a card for 4 damage and nothing else.
This is great removal that can sometimes create a 2-for-1.
There aren't enough Artifacts and Enchantments in this format for this to be main deck material.
This makes the tokens regardless of whether you have targets for it. It's a fairly efficient token generator that feels completely absurd when you actually have targets.
This is just too clunky to be worthwhile in most decks. The only way you can imapct the board is with the second mode, but only hitting noncreature permanents is a pretty big problem.
This is a great fight spell that scales all game long, and often allows for a way better attack after clearing out a blocker.
Even with a cycling mode, Plummet just isn't worth it in the main deck.
This can hit all sorts of cheap permanents, and uncounterability actually comes up with all the Ward we see these days.
Hitting any nonland for three is a great deal.
The ceiling here is incredibly high. You reanimate something at instant speed, use it to ambush block, and then have it fight something else. If the creature is big enough, it can survive all of that! But setting that up and getting the stats to line up correctly is pretty tough.
Can be a little hard to cast, but it's flexible and efficient enough to be worth taking highly.
Ramping and fixing your mana while removing a nonland permanent is incredible.
If you cast this, you probably win. But the mana cost is pretty tricky.
You have to start this in your sideboard, because you just won't have targets for all four modes often enough.
Neither mode here absolutely blows you away, but being able to fight or counter stuff is pretty nice.
Hitting any nonland for three is awesome, and sometimes you'll be able to hit multiples or sweep away a bunch of tokens.
This is a little tricky to cast, but is incredibly flexible when you can.
This is basically a 5-mana Mind Control, except it can hit any nonland permanent and in most other ways it is better too.
This feels good when you can cast it, but it is a little too narrow to be good.
This is a reasonable discard spell, as it will usually hit something and add a little to your board.
You can just draw two with this if you want, but turning one of those cards into a deal 4 is pretty good.
This is Cancel with a little upside.
This rating comment was turned into an Elk.
You have to wait a turn for it to get going, but once you get there it starts adding some very real bodies to the board, and it can quickly snowball.
This is pretty nice in all-out aggressive Red-White decks, but too situational for anything else.
This usually punches through a blocker and lets your creature(s) attack far more effectively.
This isn't as exciting as it looks. It's basically Anticipate with the upside of doing it twice, and the downside of not looking at your own deck which is usually better.
The base mode of this card is pretty mediocre, but if you have a few ways to discard it -- and this format has them -- it gets a lot better.
Neither mode is incredible for the cost, but if you can't kill a small creature with it, at least you can bounce it.
This can hit almost every permanent in the format for only two mana.
You have to pump a lot into X for this to be worthwhile, and while that might work as a win condition in some of the slower decks, we'll see if this format even allows for such a thing.
A little hard to cast, but hitting any nonland is a big deal.
This is basically just cancel in limited. Countering activated or triggered abilities is rarely worth a card.
This impacts the board immediately in a big way, and it quickly wittles away anything that survived the ETB.
Even if this is a repeatable way to commit crimes, it isn't worth the mana investment.
It's a little slow, but if you get to activate it, it's pretty hard for you to lose. You send all of your opponent's creature in for some terrible attacks, point their own removal at their creatures, and so on.
This can get pretty big, but this format isn't into the graveyard enough for it to be a powerhouse.
This hurts your mana base for an effect that is almost entirely irrelevant.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-rare|White|Sorcery
|
3 | 4.5 | 2.50 | 2 | 3.00 | 3 |
ss-uncommon|White|Instant
|
2.5 | 3.9 | 4.00 | 9 | 4.03 | 36 |
ss-uncommon|White|Enchantment
|
4 | 4.1 | 3.59 | 83 | 2.99 | 187 |
ss-mythic|White|Enchantment
|
3 | 4.3 | 3.00 | 1 | 3.00 | 1 |
ss-rare|White|Enchantment — Aura
|
0 | 2.6 | 7.69 | 13 | 5.40 | 116 |
ss-rare|White|Instant
|
3.5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-rare|Blue|Instant — Trap
|
0 | 2.7 | 7.50 | 10 | 4.91 | 61 |
Archmage's Charm
2.5 This is pretty hard to cast, but each of the modes is pretty good for the cost.
ss-rare|Blue|Instant
|
2.5 | 2.9 | 6.92 | 13 | 5.14 | 109 |
ss-rare|Blue|Instant
|
0 | 2.3 | 8.43 | 14 | 5.83 | 139 |
ss-uncommon|Blue|Instant
|
2.5 | 3.1 | 6.25 | 4 | 5.37 | 45 |
ss-mythic|Blue|Instant
|
4.5 | 3.2 | 6.00 | 1 | 3.33 | 3 |
ss-mythic|Blue|Instant — Trap
|
0 | -0 | 15.00 | 0 | 3.33 | 3 |
ss-uncommon|Blue|Instant
|
3 | 3.8 | 4.25 | 4 | 4.14 | 24 |
ss-uncommon|Black|Sorcery
|
1.5 | 2 | 9.33 | 3 | 6.47 | 46 |
ss-rare|Black|Instant
|
2 | 3.1 | 6.31 | 13 | 5.08 | 113 |
ss-uncommon|Black|Instant
|
2.5 | 3.9 | 4.22 | 41 | 3.22 | 235 |
ss-mythic|Black|Sorcery
|
2 | 4.6 | 2.17 | 12 | 2.29 | 28 |
ss-rare|Black|Sorcery
|
4 | 4.3 | 3.00 | 1 | 3.00 | 4 |
ss-rare|Black|Instant
|
0 | 2.1 | 9.25 | 12 | 5.66 | 123 |
ss-mythic|Black|Sorcery
|
3.5 | -0 | 15.00 | 0 | 4.50 | 2 |
ss-rare|Red|Sorcery
|
3.5 | 4.5 | 2.50 | 2 | 1.88 | 8 |
ss-mythic|Red|Sorcery
|
4 | 5 | 1.00 | 1 | 2.00 | 5 |
ss-rare|Red|Instant
|
2.5 | 3.5 | 5.07 | 14 | 3.52 | 65 |
ss-uncommon|Red|Instant
|
1 | 0.9 | 12.50 | 2 | 7.38 | 50 |
ss-mythic|Red|Sorcery
|
0 | 1.8 | 9.83 | 6 | 5.87 | 64 |
ss-uncommon|Red|Sorcery
|
3.5 | 3.3 | 5.67 | 6 | 4.65 | 28 |
ss-rare|Red|Instant
|
1 | 2.5 | 7.94 | 16 | 5.17 | 122 |
ss-uncommon|Green|Instant
|
3.5 | 4.2 | 3.37 | 67 | 3.10 | 190 |
ss-mythic|Green|Instant
|
0.5 | 2.2 | 8.88 | 8 | 5.96 | 69 |
ss-rare|Green|Sorcery
|
4 | -0 | 15.00 | 0 | 2.00 | 3 |
ss-rare|Green|Sorcery
|
1.5 | 4.3 | 3.00 | 3 | 2.11 | 10 |
ss-rare|Green|Sorcery
|
4 | -0 | 15.00 | 0 | 1.50 | 2 |
ss-uncommon|Green|Instant
|
0.5 | 1.9 | 9.67 | 3 | 7.09 | 52 |
ss-rare|Black|Green|Instant
|
3.5 | 3.9 | 4.00 | 7 | 3.44 | 61 |
ss-mythic|White|Black|Instant
|
3.5 | -0 | 15.00 | 0 | 3.60 | 5 |
ss-uncommon|Black|Green|Instant
|
2.5 | 3.1 | 6.38 | 8 | 4.35 | 30 |
ss-rare|Black|Red|Instant
|
3.5 | 3.5 | 5.19 | 16 | 4.65 | 80 |
ss-uncommon|White|Green|Enchantment — Aura
|
4 | 3.6 | 4.80 | 5 | 3.36 | 25 |
ss-mythic||Sorcery
|
-0 | 15.00 | 0 | 7.00 | 2 | |
ss-rare|Blue|Black|Red|Sorcery
|
2.5 | 2.5 | 8.06 | 17 | 5.09 | 98 |
ss-rare|Red|Green|Sorcery
|
0.5 | 2.5 | 8.11 | 9 | 6.52 | 112 |
ss-uncommon|Blue|Green|Instant
|
3 | 3 | 6.67 | 6 | 5.97 | 46 |
ss-rare|White|Blue|Enchantment
|
4 | 3.6 | 5.00 | 12 | 4.12 | 75 |
ss-rare|White|Blue|Green|Instant
|
3.5 | 2.3 | 8.52 | 21 | 6.07 | 128 |
ss-mythic|White|Blue|Sorcery
|
5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-uncommon|White|Blue|Instant
|
2 | 1.4 | 11.17 | 6 | 8.12 | 72 |
ss-uncommon|White|Black|Sorcery
|
2 | 2.8 | 7.29 | 7 | 6.86 | 54 |
ss-uncommon|Blue|Red|Instant
|
3 | 2.9 | 7.00 | 4 | 5.78 | 44 |
ss-rare|Blue|Red|Instant
|
2 | 3 | 6.71 | 14 | 5.25 | 121 |
ss-mythic|Blue|Green|Legendary Planeswalker — Oko
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-rare|White|Red|Enchantment
|
4.5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-uncommon|White|Red|Instant
|
2.5 | 2.9 | 7.00 | 7 | 6.35 | 49 |
ss-uncommon|Red|Green|Sorcery
|
3.5 | 2.8 | 7.20 | 5 | 5.65 | 38 |
ss-rare|Blue|Black|Instant
|
2 | 2.6 | 7.60 | 5 | 4.88 | 106 |
ss-uncommon|Black|Red|Sorcery
|
2.5 | 1.8 | 10.00 | 1 | 5.27 | 41 |
ss-uncommon|Blue|Black|Instant
|
3 | 1.2 | 11.50 | 4 | 5.28 | 43 |
ss-rare|White|Black|Instant
|
4 | 3.5 | 5.09 | 11 | 4.45 | 78 |
ss-rare|Blue|Black|Green|Sorcery
|
2 | 4.3 | 3.00 | 1 | 3.33 | 7 |
ss-rare|White|Blue|Black|Instant
|
3 | 2.3 | 8.46 | 13 | 6.14 | 151 |
ss-rare|Blue|Green|Instant
|
1.5 | 2.1 | 9.07 | 14 | 5.65 | 135 |
ss-mythic||Artifact
|
4 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-mythic||Artifact
|
0 | -0 | 15.00 | 0 | 4.25 | 4 |
ss-mythic||Legendary Artifact
|
4 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-rare||Artifact — Vehicle
|
2.5 | 3.9 | 4.00 | 13 | 2.69 | 67 |
ss-rare||Land
|
0 | 2.4 | 8.35 | 17 | 6.40 | 151 |
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: