This has a passable body to run out on turn two, and it has the upside of also being a very good late game draw.
He needs a little time to get going, but he can quickly build an insane advantage. Because it's a combat trigger, you're likely to get at least those first two counters the turn he comes down, and things get crazy from there.
She has passable stats and a useful creature type. Her enters trigger and evasion make her work nicely with Sneak.
This is a super efficient way to deal with pretty much any creature.
The baseline is pretty mediocre, and while sometimes it'll turn into Serra Angel, you also have to account for the times where it's just a 2/4.
This isn't remotely worth it unless you're going reall hard on Sneak, in which case it becomes a very good enabler that generates extra value.
This will often just cost two, and the fail-case of being 5-mana removal isn't terrible. It does get worse in more aggressive decks, though.
This is an okay combat trick that can be used somewhat reliably to win combat and stop damage-based removal, but it won't do it often enough to be anything special.
The baseline is okay, but the ability is really expensive. Still, can break up late game board stalls.
Casting this is actually a pretty nice rate -- you get a 3/3 and a 2/2 for 5 -- and the Plainscycling upside is a nice thing to have.
The stats aren't great, but this has a nice "enters" trigger that can almost always be somewhat useful since it can go after any other target creature. You can get the trigger a lot with Sneak, and in the late game it turns into straight up removal.
This'll feel fine when you cast it for 4, and if you can Sneak this into play while getting some kind of value by having that creature leave or enter again, it'll feel pretty nice.
Just the first level on this would be a playable card, as getting a token every turn is no joke. While Level 2 is kind of underwhelming, level 3 makes each of your spells absurd. If this can't win you the game early, it'll probably win you the game late.
Hard casting this is far from ideal, but paying the Sneak cost is pretty sweet. It's cheap enough that it will be easy to recast whatever you bring back to your hand, while Leonardo probably slams in for a pretty good hit.
There's not really enough life gain in this set -- especially in White -- for him to really go off, even with Lifelink.
This is a nice one drop, and in the late game it turns into a great mass buff spell.
The baseline is fine, and the ability to cast stuff from your graveyard is great -- although he's restricted enough on what he can get back that you won't always be able to do it.
The White reanimation spell that gets a couple of small things back is rarely very good in Limited -- and at 4 mana this would be pretty close to a 0.0. Sneak does make it more likely you can get your mana's worth, though.
If you run her out on turn two and just curve out from there, she's going to take over the game, and if you get her later she still has abilities that can help you find a way to win the game.
This set has enough targets for this that it's maindeck material, but there will be some opponents who don't have enough targets.
This is 4-mana for a 2/1, a 2/2, and a +1/+1 counter. That card would already be a 4.0, but because it's alliance can trigger even more, this is a legitimate bomb at Uncommon.
This will often be tough to block, and it's ability to bounce stuff to your hand can be useful sometimes. It's a good enabler for Sneak.
The baseline on this is kind of alright, but what really makes it shine is the free equips you get when you Sneak a Ninja in.
This is 5-mana for a 2/4 and a 2/2 that become a 3/5 and a 3/3 on the next turn -- and that's the baseline. You're going to get 2+ tokens with this way more often. She basically always doubles your board when she enters, and then buffs them all next turn which is ridiculous combination.
If you pay 1 for X, you pay 4 mana for a 2/2 flyer and a 2/2, and on the next turn they can both swing in the air for 6, and thi scales as the game goes on. There are other dinosaurs in the set, too!
Even without Sneak this would be an excellent Banisher Priest variant. With it, she gains the ability to always remove things permanently, and if you can Sneak her back to your hand, things get even sillier.
This is 4 mana for something that doesn't impact the board, and even in this format it'll be tough grabbing 4 worthwhile legendaries to make up for that.
This has a Pacifism baseline, and in the late game it turns into a removal spell that adds to the board.
The turn you cast her, you'll draw at least one card at your end step, and the more you draw with her the more likely you are to have more spells that will draw you more cards. She gets particularly good with cards with two types -- like Artifact creatures.
That Gray Ogre baseline is really terrible. The idea here is to put counters on her with Mutagen tokens, and then she can really threaten to draw you a lot of cards, but most of the time she just won't be able to attack or block effectively.
The actual equipment isn't very efficient, but adding a bounce enters trigger makes up for that in a massive way.
It's nice that this replaces itself, but the 1/1 body won't always be worth a card so that's not as exciting as it sounds. Still, the artifact typing probably helps this overperform.
Mutagen tokens are just good -- they provide nice value in a vacuum and then they also help with artifact synergies, dissappear, and counter payoffs -- all of which matter in this format. So even a two mana 0/3 that makes one is a quality card.
If you've gone really hard on artifacts this can be pretty insane -- and it's not that hard to do in the format. The first mode is a nice way to draw cards and load the graveyard, level 2 gives you back two cards, and level 3 is going to buff something and/or animate something every turn.
Most blue decks have enougha artifacts that he'll have stuff to combo -- even if it's just food or mutagen tokens.
This has solid stats, and you'll have enough stuff to buff and/or animate for that activated ability to be pretty good.
It almost doesn't matter which blue deck you're in, you're likely to draw a card when he enters.
This has some serious potential and can take over games in the right situation, but it also has a really inefficient and vulnerable starting point.
Divination is a passable baseline, and sometimes this'll be two-thirds of Ancestral Recall.
This is a nice creature to run out early, and in lots of Blue decks it'll frequently be unblockable, helping it stay relevant all game long -- which it can also do thanks to its ability to protect your stuff.
Most of the time, you'll be able to use this trigger to make an awesome exchange, and the fact you make that exchange makes it far more likely she can attack on the next turn, at which point things will get even better for you.
There's not really a legitimate mill strategy in the format, so this mostly does nothing.
If you're really heavy into artifacts -- like in Blue/Red -- this will feel like an absolute bomb since you'll get a big body and a bunch of cards. But even if your deck is just sort of into artifacts, it can perform reasonably well.
Even without the activated ability this would be excellent, and with it it can often contribute 5 damage to an attack immediately, while threatening to do way, way more.
When this works it generates a pretty sweet 2-for-1, and this set has enough artifacts to animate that it'll work reasonably well.
Getting in with this won't be that easy since it's just a 2/3. It can protect itself to be sure, but it's not like it has the most meaningful board presence in the first place.
This is almost passable in your main deck, as it usually is, but it's better in your sideboard.
Getting Cancel + a Mutagen token is a solid deal for the cost.
Even without it's activated ability you'd always play this card, and with it, you can get even more value out of +1/+1 counters.
This has a really high ceiling, but there are also tons of turns where it either bounces nothing or not enough stuff to make it worthwhile.
Even with Flash, this is a little bit too expensive for a card that doesn't remove a creature entirely -- especially in a set with lots of +1/+1 counters.
We see this kind of card be one of Blue's best Commons in most sets, and getting a Mutagen token stapled to it is quite the upgrade.
This is often underwhelming when you first cast it, but if you artifact synergies -- including ways to bounce this to your hand or sacrifice it -- it gets a lot better.
This is a solid body and a good enters trigger for the cost, so it's great you can cash it in for a land early.
This obviously has a very powerful effect, but it's one that's really only going to be good when you're behind, and even then it may not fix anything since it's just a reset button. Like, there's a good chance your opponent still has more mana and life than you do.
It's hard for any artifact creature that has an okay baseline to be bad in this set.
It's not quite Bake into a Pie, but it's in the neighborhood. Being able to remove something and then sacrifice this to set up disappear is really great.
This is definitely expensive, but it's an 8-mana play that'll typically just win you the game by generating at least a 4-for-1. Still, being 8 mana is a pretty big hurdle and keeps it from being completely absurd, as it'll get stuck in your hand sometimes.
I don't love the baseline here. Once you're spending 5 you kind of need an enters trigger or more efficient stats than this.
This is 6 mana to get 3 copies of the best creature in your graveyard, and that's almost always going to be worth way more than 6 mana.
This is nice, efficient, instant-speed removal.
Even in a set without Sneak, this would be a quality one drop because it's enters trigger does such nice little things and a one mana 1/1 flyer is passable. With Sneak all over the place, it gets way better.
The baseline here isn't very good, and you won't be able to get that 1/1 token often enough to completely offset that.
It's been awhile since we've had a worthwhile 3-mana 2/2 flyer without a meaningful enters trigger.
A 4-mana 3/2 flyer is not usually where you want to be, but as long as you get one 1/1 flyer out of this it'll be well worth it, and it has value engine potential.
She can trade for anything if nothing else, and her ability to buff creatures and draw cards is great -- until it isn't.
This does work well with Sneak, since your creatures will leave the battlefield and Menace makes it easier to get in with them. That last chapter letting you sneak out of the graveyard is pretty sweet too. But it does start pretty slow and asks for a board presence to really do anything.
If you can draw a card with this you're going to be in business, and Sneak makes that pretty easy.
These effects shine when they only cost one mana since they're so easy to leave mana up for. Paying twice the mana makes it harder to have the mana at the right time -- it does get sweet with "enters" and "leaves" triggers, though.
In a set with a more meaningful graveyard theme this would be really good, but this set doesn't have much of one, so it's mostly just a two mana 2/2 that gives you some okay card selection.
This is a really good Disappear trigger, but the baseline is really bad and Disappear is far from automatic.
Because this is a combat trigger, he's basically a 5-mana 5/5 trampler that draws you a card and loses you a life. That's excellent, and it can kind of snowball from there. You only lose life equal to counters too, so you can stay out of danger long enough to use those cards to win.
Even without Sneak this card would be really scary since it's difficult to attack or block into and it's combat damage trigger is absurd. With sneak, you can get that trigger even more reliably.
Neither mode on this is all that exciting on a 5-mana 6/4. It's just too inefficient, and death touch is too situational.
The idea here is for this to be a Disappear enabler, but the card itself is so underwhelming that even in a deck with lots of Disappear, you're only going to run it if you didn't get other cards that are much better on their own -- y'know, like any card that makes a food token.
These two modes are each like...1.5-level cards most of the time. I think giving you an option upgrades it a little, but it probably still doesn't always make the cut.
Casting this for 3 would be a good card, and getting to cast it for one black while presumably also getting some value by bouncing something to your hand is absurd.
This is a solid body that will end up gaining you some life while pressuring your opponent.
This is pretty cheap for a Ninja lord, especially when you Ninjutsu -- and his Menace makes him good at enabling Sneak.
In your typical Limited format, even Demonic Tutor is kind of mediocre, and this is only Demonic Tutor when you can Sneak it. It's horrendous when you can't. Basically, ask yourself whether the best card in your deck is still good when you pay 2 or 4 more mana extra to cast it.
One mana 1/1s with death touch can trade for anything and stay relevant all game long, while never being gamebreaking.
The baseline here is passable, and Black will have plenty of things to sacrifice to kick this -- while also perhaps enabling Disappear.
He can grow from so many different things happening that it's kind of inevitable that he gets huge if he's left in play for a couple of turns. That's a big if, though, for a card that starts as a 1/1.
Returning directly to the board is a pretty big upgrade on the similar cards we've seen lately.
This can kill most stuff, but it also trades down a significant chunk of the time.
If you run into the UR artifact deck, this is a worthwhile sideboard card. If you don't, it's unplayable.
This is going to wiff some even in the artifact deck, since some of the "artifacts" you're going to play are non-artifacts that make mutagen tokens.
If this format had a more meaningful graveyard or discard theme, this would be interesting. As it is, he's really only going to feel good when you go use the cards he draws you right away, which mostly makes hime worthwhile in the late game.
There is discard in this format to be sure, but not so much you can go crazy with this. Mostly you're relying on level 1 to get level 2 going, and the "Gamble" final level isn't very good in Limit.
In Blue/Red you're going to be able to sacrifice an artifact token for this or something else expendable. It's doable in other decks, but harder.
Double Strike is nice and all, but oftentimes you need a creature to already be fairly good for it to matter.
This is going to offer +1/+0 at a minimum, and often more than that -- and in the late game making copies of this can really get you there.
This returning a creature to your hand means that when you Sneak it, you can save a small creature -- but it's still pretty awkward on the whole, as these sorts of mass damage effects are hard to make hurt your opponent more than hurt you.
This is nice removal with some solid card selection mixed in.
You're not getting a great deal with either mode here.
This is passable in a lot of decks, but it gets really good in U/R where you can really use a card that singlehandedly makes 3 artifacts.
The baseline here is kind of acceptable, even the Alliance trigger is a little underwhelming.
This has a solid attack trigger and it's hard to block. That makes for a good combination.
Getting a free token every turn is pretty sweet, especially if you have the extra mana to make it indestructible -- at which point it won't get destroyed at end of turn.
This upside is pretty legit in this set as there are lots of Artifacts in Red. Also works nicely with Mutagen tokens and the like.
The alliance + attack trigger here is quite strong as it can net you a card, and Raphael's Menace makes it more likely you can find a way to take advantage of them.
It's pretty tough to consistently have something to spend Raphael's Enrage mana on in Limited, so that's only some minor upside on a 4-mana 4/4 that has to be blocked.
If you can't Sneak him, just casting him normally can often offer a big immediate upgrade, and when you can sneak him, double strike coming out of nowhere and even giving it to himself is really good.
This Alliance trigger can quickly add up, especially if you run him out on turn 2. A pretty underwhelming top-deck later in the game, though.
Wheel effects are rarely very good in Limited -- most of the time your opponent will take advantage of all those new cards first since you're the one who had to cast this.
Even getting one token out of this is great, and you're going to be able to really go off with this in Blue/Red, where it'll spit out tons of tokens and take over any game where it's left unchecked.
The format has a decent number of targets for this, but they'll often be tokens, which isn't exactly amazing. The stat line is also super underwhelming, but at least it's an Artifact.
I do wish you got the token immediately, but as long as he gets to attack once you'll come out way ahead, and if your opponent can't take him down at that point the game is pretty much over.
A removal spell that also has a useful type is really great in this format.
I don't love the baseline here, but the Alliance trigger is going to be pretty good at enabling an attack with this, and buffing yoru whole board is exactly what you want to do in Alliance decks.
The "enters" trigger is the kind of thing you can't always take advantage of -- you sort of need to have a good board state to actually make it matter -- and the stats aren't great either.
This set has tons of great Food to tutor up, and in the event you don't have one, this is still a quality card since it'll give you a token.
This'll hit something most of the time, especially in UG, but it's still just a card selection spell and that's not always worth a slot.
This is a great way to fix and ramp mana and death touch makes it relevant even once you don't need mana.
These guys are hug for the cost, but you can't always find a way to use the mana multiplying effect in Limited -- in fact, most of the time you just won't by the time you have 6 mana.
This is a decent combat trick with really useful typing in a format that cares about Artifacts and cards leaving the battlefield.
This is a really scary creature on most boards thanks to Hexproof, and if she can get in for a hit -- which won't be that hard -- her ability to blow up Artifacts and Enchantments is very relevant here. She's a great place to put Mutagen +1/+1 counters.
This has an okay baseline and will get a counter on a decent number of turns.
This kind of effect always underwhelms in Limited because you rarely have a plethora of extra permanents where it's worth putting them into play from your hand. However, the interaction with Sneak here is sweet, since you will at least have the creature you returned to put on the battlefield.
I would be ecstatic about this card even if he just gave me a Mutagen when he enters, but he can keep spitting them out from there, and his own tokens make it more likely he has a good attack to make more Mutagen.
Most of the time you'll be able to hit two creatures with this. The question is just how often it's 5+ mana worth of creatures -- or 4+ if you Sneak this -- but most of the time this'll generate a solid or better 2-for-1.
A two mana 1/1 that makes a Mutagen is pretty sweet -- but he's way better than that since that Mutagen can put two +1/+1 counters on something for only one mana, and he gets even more insane when you have other +1/+1 counter stuff -- and you're going to.
The stats are pretty bad, but ramping and fixing is often welcome, especially since putting +1/+1 counters on her makes her much more potent.
So all the Mutagen tokens he makes will be able to be sacrificed for free, and he also makes all of your Food significantly better too.
I think this format has enough targets for this for it to be a solid maindeck card. That Mutagen token is going to make it feel like way more than a card of value.
Taking a turn off to ramp is rarely a good idea in most formats -- and even if you do get a discount when you Sneak it -- you actively subtract from your board when you do that.
This is a great removal spell that also augments a creature significantly, and leaves behind value even when that creature goes down.
I don't really want to give my opponent Food, even if Level 2 does mean that I can get some value when they sacrifice it. Furthermore, the Level 3 effect tends to be pretty weak in Limited where you rarely have a ton of cards in hand by the mid to late game.
This is a nice body for slowing your opponent's roll. It's size and life gain will often help you stablize.
It's a little bit expensive perhaps, but the Raptor generates a 2-for-1 in a big way -- getting bad Food that is also a removal spell is pretty potent.
This is a big body that will almost always only be able to be chumpblocked.
Paying two for this is actually pretty reasonable, as it's potent both as a card to win combat and blank a removal spell, so the fact you can cast it for one mana a significant chunk of the time is great.
This is always a quality removal spell when you see it. It gets particularly spicy with deathtouchers.
The ramp here is pretty real, but a 3-mana 0/4 Flyer isn't a very good top deck.
This set does have more Turtles than most, but it's going to be tough to really make this worthwhile. There just aren't enough other incentives for building a Turtle deck.
She's not really going to grow all that often, but punishing chump blockers is nice. Her ability to draw you cards is what makes her really good.
It's expensive, but this sets up it's own disappear while getting rid of permanents you don't really need, which can be really good when you're at 7 mana. It's a threat and a value engine, so it's a 7-drop worth the effort.
Making a Mutagen token when something enters is way better, since you can use that token to put a counter on the creature, but this still generates some solid value.
When he buffs his robot friend, it'll almost always have a worthwhile attack, and sometimes you'll have way better stuff to buff.
They're huge and all, but by the time you have enough expendable stuff to give up, their 7/5 body won't be nearly as scary, and sacrificing or discarding in the early game is rarely a good idea.
A 6-mana Sorcery is a little clunky, but this delivers -- removing something and reanimating an artifact -- while will be a creature no matter what, is really, really good.
This won't be that easy to get in with when you don't sneak it, but luckily you can Sneak it, and even the "five or more ninjas" clause is on the table in this format, since Sneaking it will give you 2 of them.
A 5-mana 4/6 with Vigilance is kind of acceptable, and this end step trigger can be quite strong in many decks.
A three mana 2/4 with Menace isn't too bad, but you won't consistently take advantage of Affinity for Artifacts -- after all, you need a noncreature spell and a bunch of artifacts in play to get there.
This creature is a liability at first, but it can grow quickly.
This attack trigger is decent, and can help make sure a creature gets through for Sneak, but much of the time it will be meaningless.
Not the most exciting creature to Sneak into play as it's just a big body that gains you some life, and casting it for 6 is brutal.
I would be on board here even if this only ever made one Mutagen token, so the fact that it is going to spit out several more in most cases is amazing.
This can help you trigger Alliance and/or rebuy "enters" triggers while also being a quality removal spell.
This Food is a good way to enable Disappear, and it can do it more than once.
Even without Sneak I'd play this card, and with it, it will sometimes be able to swing the game wildly in your favor.
Casting this for three is already pretty good -- buffing your board and killing something your opponent controls is going to make for a great turn, but the Sneak mode gives you a discount and lets you make the decision what to do with it when you have more information about combat.
There are enough ways to get Disappear going in this format that Krang & Shredder are going to give you access to free spells often enough to be a very powerful card.
This is a baord sweeper that makes sure you come out ahead in the aftermath, and that's going to win you the game a huge percentage of the time.
This is an efficient way to draw cards and ramp your mana, but you can't always take a turn off to do it.
A two mana 1/1 that makes a 1/1 is playable in basically any format, but this is great with Alliance and Artifact payoffs, too.
I don't love the base stats, but they let you cast or play so many things that they are going to let you rip through your deck in a big way if they are left alone.
This format has enough counters for this to be a legitimate value engine.
Even with the artifact typing, a two mana 2/3 with downside isn't going to be something you're super eager for.
This is a pretty wacky attack trigger -- it can give creatures pseudo-haste while also triggering Alliance, and it can also rebuy "enters" triggers.
You do get the Scry no matter what here, and there are plenty of artifacts in the format -- even at lower rarities -- that give you extra value when you bounce them.
A 5-mana 5/5 Flyer that draws you a card is great, and most of the time having a choice of any card in your sideboard is better than a random card from your deck.
He's a little bit clunky for how much he costs, but he does make sure you get a Food no matter what, and if he's left unchecked he can end up buffing lots of creatures and/or animating artifacts.
They're kind of hard to kill -- your opponent will often have to overspend to do it -- but this isn't particularly exciting beyond that. It's an adequate place to put +1/+1 counters.
We've seen lots of 4-mana 3/3s that grow when X happens, and they are almost never anything special because of their fail case.
This can make for some devasting early game attacks, and even if Raph & Leo don't survive, if you have other creatures around you may be able to take advantage of the extra combat phase.
Most of the time, this is going to generate a 2-for-1 right away, while also smashing in for tons of damage. That's definitely worth 7 mana.
This is a solid card on rate alone, so the fact it goes great in both UG and UR makes it even better.
This gets particularly good with Sneak creatures, who often have abilities to trigger -- and he makes it easier to get Sneak going too with his activated ability.
The baseline here is Putrefy, and unlike that card this pays you off in situations where you aren't using your removal spell on a huge target.
This'll mostly just be a two mana 3/2 with Menace. Keep in mind the ability is symmetrical, though.
This set has plenty of artifact creatures for this to buff, and copying Artifacts in the late game gives it some amazing utility.
This fixes your mana reasonably well, while also giving you good sacrifice fodder. If you find a way to use the ability, you're also probably going to win.
Only hitting tapped creatures is a pretty big downgrade from a Banisher Priest type effect, but this does still add something to the board while removing something, which is great.
This is obviously very strong, but 9 mana is usually very difficult to attain in Limited.
This is fine in the Disappear deck since it can help you trigger that, and fine in the Artifact deck because of it's type, but it's pretty underwhelming on the whole.
As long as this has stuff to exile, it's going to turn into an amazing value engine, and cards inevitability end up the graveyard.
The tap trigger is nice, but when we've seen similar cards without the tap trigger they haven't really been worth a card, and I'm not sure that does enough for this to cross that threshold.
This basically doesn't exist on the board until it gets big enough, and you're not always going to have Artifacts that are worth giving up. It does generate lots of value between those counters and cards though, and can turn into a pretty real threat.
This gives you two permanents, and the Mutant it makes can crew it. Being an artifact alone has real value in the set, and it's not terrible with Sneak either.
A 3-mana 4/4 vehicle with Crew 1 is kind of okay, and this can grow the creatures that crew it, making it even more worthwile to attack with it.
Most 3-mana mana rocks that can tap for mana of any color are duds in Limited because they don't add to the board. However, this can also accumulate charge counters that make it far more relevant than most mana rocks. It's still pretty slow and clunky, though.
This whole cycle provides solid fixing, and the life gain is a nice little bonus.
This is good fixing, and it has the added utility of helping you get in for damage once you don't need the mana -- and that can help set up Sneak, too.
This whole cycle provides solid fixing, and the life gain is a nice little bonus.
This whole cycle provides solid fixing, and the life gain is a nice little bonus.
This whole cycle provides solid fixing, and the life gain is a nice little bonus.
This isn't very good for your mana, and while the ability has some utility, it's slow and highly situational, so I don't really think it's worth it most of the time.
This whole cycle provides solid fixing, and the life gain is a nice little bonus.
Only making mana of any color for Ninjas and Turtles is a pretty big restriction, so this isn't always good for your mana. However, the ability to make stuff unblockable late helps make up for that.
| Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
|---|---|---|---|---|---|---|
|
ss-common text-light|White|Creature — Human Citizen
|
2.5 | 0.8 | 12.67 | 3 | 9.62 | 28 |
|
ss-rare|White|Legendary Creature — Human Soldier
|
4.5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-common text-light|White|Legendary Creature — Human Ninja
|
2.5 | 3.8 | 4.50 | 2 | 4.62 | 22 |
|
ss-uncommon|White|Enchantment — Aura
|
4 | -0 | 15.00 | 0 | 5.33 | 3 |
|
ss-common text-light|White|Creature — Bird Spirit Avatar
|
2 | 1.8 | 10.00 | 1 | 9.12 | 33 |
|
ss-uncommon|White|Creature — Bird Mutant
|
0 // 3.0 | -0 | 15.00 | 0 | 6.20 | 13 |
|
ss-common text-light|White|Instant
|
3 | 2.8 | 7.25 | 4 | 7.38 | 27 |
|
ss-common text-light|White|Instant
|
2 | 2.1 | 9.25 | 4 | 8.75 | 37 |
|
ss-common text-light|White|Creature — Bird Mutant
|
2.5 | 1.4 | 11.00 | 3 | 9.14 | 24 |
|
ss-common text-light|White|Legendary Creature — Mutant Ninja Turtle
|
3 | 1.4 | 11.00 | 2 | 8.57 | 27 |
|
ss-uncommon|White|Legendary Creature — Mutant Ninja Bird
|
3.5 | 4.3 | 3.00 | 3 | 4.80 | 7 |
|
ss-uncommon|White|Instant
|
2.5 | -0 | 15.00 | 0 | 2.75 | 4 |
|
ss-rare|White|Enchantment — Class
|
4.5 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-common text-light|White|Legendary Creature — Mutant Ninja Turtle
|
2.5 | 3.1 | 6.32 | 28 | 6.47 | 167 |
|
ss-rare|White|Legendary Creature — Mutant Ninja Turtle
|
2 | -0 | 15.00 | 0 | 2.00 | 3 |
|
ss-uncommon|White|Legendary Creature — Mutant Ninja Turtle
|
3.5 | 4.3 | 3.00 | 1 | 3.40 | 7 |
|
ss-mythic|White|Legendary Creature — Mutant Ninja Turtle Samurai
|
3.5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-rare|White|Sorcery
|
1.5 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-uncommon|White|Legendary Creature — Mutant Ninja Turtle
|
3.5 | -0 | 15.00 | 0 | 1.00 | 2 |
|
ss-common text-light|White|Instant
|
2 | 1.5 | 10.67 | 3 | 7.75 | 28 |
|
ss-uncommon|White|Creature — Mutant Rebel
|
4.5 | -0 | 15.00 | 0 | 1.50 | 2 |
|
ss-rare|White|Creature — Dinosaur Ninja
|
2.5 | -0 | 15.00 | 0 | 2.50 | 2 |
|
ss-uncommon|White|Artifact — Equipment
|
2.5 | 2.7 | 7.35 | 17 | 5.21 | 66 |
|
ss-rare|White|Legendary Creature — Cat Mutant Rebel
|
5 | 4.5 | 2.50 | 2 | 2.50 | 2 |
|
ss-mythic|White|Creature — Dinosaur Soldier
|
5 | 4.7 | 1.78 | 9 | 1.93 | 15 |
|
ss-rare|White|Creature — Mutant Ninja Fox
|
5 | 4.7 | 1.80 | 5 | 2.00 | 8 |
|
ss-rare|White|Instant
|
0 | 4.3 | 3.00 | 1 | 3.00 | 3 |
|
ss-common text-light|White|Enchantment — Aura
|
2.5 | -0 | 15.00 | 0 | 5.29 | 23 |
|
ss-rare|Blue|Legendary Creature — Human Scientist
|
4 | -0 | 15.00 | 0 | 1.00 | 3 |
|
ss-uncommon|Blue|Legendary Creature — Human Detective
|
1.5 | 1.8 | 9.83 | 6 | 6.61 | 88 |
|
ss-uncommon|Blue|Artifact — Equipment
|
3.5 | 3.9 | 4.11 | 9 | 4.61 | 66 |
|
ss-common text-light|Blue|Artifact Creature — Robot Insect
|
2.5 | 3.8 | 4.33 | 3 | 8.38 | 30 |
|
ss-common text-light|Blue|Creature — Crab Mutant Soldier
|
2.5 | 1.8 | 9.88 | 24 | 9.88 | 260 |
|
ss-rare|Blue|Enchantment — Class
|
2.0 // 4.5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-rare|Blue|Legendary Creature — Mutant Ninja Turtle
|
3 | 4.4 | 2.67 | 3 | 2.22 | 9 |
|
ss-mythic|Blue|Legendary Creature — Mutant Ninja Turtle
|
3.5 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-common text-light|Blue|Legendary Creature — Mutant Ninja Turtle
|
3.5 | 3.9 | 4.00 | 2 | 7.00 | 21 |
|
ss-uncommon|Blue|Legendary Creature — Mutant Ninja Turtle
|
2.5 | -0 | 15.00 | 0 | 1.50 | 4 |
|
ss-uncommon|Blue|Sorcery
|
2.5 | -0 | 15.00 | 0 | 3.80 | 6 |
|
ss-uncommon|Blue|Artifact Creature — Robot Scientist
|
3 | -0 | 15.00 | 0 | 5.50 | 8 |
|
ss-rare|Blue|Legendary Creature — Fox Warlock Avatar
|
4.5 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-rare|Blue|Instant
|
0 | -0 | 15.00 | 0 | 3.25 | 4 |
|
ss-rare|Blue|Legendary Artifact Creature — Utrom Warrior
|
2.5 // 4.5 | 5 | 1.00 | 1 | 2.80 | 5 |
|
ss-uncommon|Blue|Legendary Artifact Creature — Robot Turtle
|
4 | 4.6 | 2.00 | 1 | 4.67 | 4 |
|
ss-common text-light|Blue|Instant
|
2.5 | 1.7 | 10.33 | 3 | 7.88 | 28 |
|
ss-mythic|Blue|Legendary Creature — Lizard Mutant
|
2.5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-common text-light|Blue|Instant
|
1.5 | 0.7 | 13.00 | 1 | 8.75 | 25 |
|
ss-uncommon|Blue|Instant
|
2.5 | 1.9 | 9.67 | 6 | 6.77 | 69 |
|
ss-uncommon|Blue|Legendary Creature — Fish Mutant
|
3.5 | 3.3 | 5.67 | 3 | 4.60 | 11 |
|
ss-rare|Blue|Legendary Creature — Human Wizard
|
3.5 | 3.6 | 5.00 | 1 | 3.50 | 2 |
|
ss-common text-light|Blue|Enchantment — Aura
|
2 | 1.4 | 11.00 | 1 | 8.14 | 28 |
|
ss-common text-light|Blue|Instant
|
3.5 | 2.9 | 6.86 | 7 | 7.75 | 34 |
|
ss-common text-light|Blue|Artifact
|
2.5 | 2 | 9.33 | 6 | 10.00 | 37 |
|
ss-common text-light|Blue|Legendary Creature — Insect Mutant Scientist
|
3 | 1.1 | 12.00 | 1 | 8.50 | 29 |
|
ss-mythic|Blue|Sorcery
|
1 | -0 | 15.00 | 0 | 4.20 | 7 |
|
ss-common text-light|Blue|Artifact Creature — Utrom Robot Scientist
|
2.5 | 2.2 | 8.80 | 5 | 8.50 | 29 |
|
ss-common text-light|Black|Artifact — Food
|
3.5 | 3.6 | 4.94 | 35 | 4.75 | 120 |
|
ss-rare|Black|Legendary Creature — Shark Horror Mutant
|
4.5 | 5 | 1.00 | 1 | 1.00 | 2 |
|
ss-common text-light|Black|Legendary Creature — Boar Mutant Warrior
|
2 | 1.4 | 11.14 | 7 | 11.62 | 45 |
|
ss-mythic|Black|Enchantment — Saga
|
5 | 4.3 | 3.00 | 1 | 3.00 | 1 |
|
ss-uncommon|Black|Instant
|
3.5 | 4.1 | 3.50 | 2 | 5.00 | 6 |
|
ss-uncommon|Black|Creature — Beaver Nightmare
|
3.5 | 1.8 | 10.00 | 1 | 3.60 | 7 |
|
ss-common text-light|Black|Creature — Human Ninja Warlock
|
2 | 1.4 | 11.00 | 5 | 10.12 | 29 |
|
ss-common text-light|Black|Creature — Insect Mutant
|
1.5 | 2 | 9.33 | 3 | 9.57 | 37 |
|
ss-uncommon|Black|Legendary Creature — Insect Warrior
|
3 | 3.2 | 6.00 | 2 | 4.00 | 5 |
|
ss-rare|Black|Legendary Creature — Demon Advisor
|
3.5 | 4.6 | 2.00 | 3 | 1.88 | 8 |
|
ss-rare|Black|Enchantment — Class
|
3 | 4.6 | 2.00 | 1 | 2.00 | 1 |
|
ss-common text-light|Black|Legendary Creature — Human Ninja
|
2.5 | 3.1 | 6.33 | 6 | 6.50 | 27 |
|
ss-common text-light|Black|Instant
|
2 | 1.4 | 11.00 | 1 | 9.71 | 29 |
|
ss-uncommon|Black|Creature — Zombie Worm
|
2.5 | 3.2 | 5.92 | 12 | 6.30 | 88 |
|
ss-rare|Black|Legendary Creature — Rat Avatar
|
3 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-rare|Black|Legendary Creature — Demon Wizard
|
5 | 4.9 | 1.20 | 5 | 1.20 | 5 |
|
ss-rare|Black|Legendary Creature — Shark Octopus Ninja
|
5 | 4.7 | 1.80 | 5 | 1.71 | 7 |
|
ss-uncommon|Black|Legendary Creature — Human Ninja
|
2 | 3.6 | 5.00 | 1 | 6.33 | 6 |
|
ss-uncommon|Black|Artifact — Equipment
|
1.5 | 2.3 | 8.70 | 10 | 7.57 | 108 |
|
ss-common text-light|Black|Sorcery
|
2 | 2.5 | 8.00 | 3 | 7.43 | 27 |
|
ss-uncommon|Black|Sorcery
|
4 | -0 | 15.00 | 0 | 4.00 | 1 |
|
ss-rare|Black|Creature — Snake Spirit Avatar
|
3 | 5 | 1.00 | 2 | 1.00 | 2 |
|
ss-uncommon|Black|Legendary Creature — Mutant Ninja Rat
|
3.5 | 3.5 | 5.25 | 4 | 5.67 | 4 |
|
ss-rare|Black|Sorcery
|
0 | -0 | 15.00 | 0 | 4.50 | 2 |
|
ss-common text-light|Black|Creature — Squirrel Mutant
|
2.5 | 2.5 | 7.95 | 43 | 7.63 | 225 |
|
ss-common text-light|Black|Instant
|
3 | 3.4 | 5.60 | 35 | 5.09 | 134 |
|
ss-mythic|Black|Legendary Creature — Mutant Ninja Human
|
4 | 4.8 | 1.50 | 2 | 1.50 | 2 |
|
ss-common text-light|Black|Creature — Rat
|
2.5 | 1.1 | 12.00 | 5 | 9.25 | 33 |
|
ss-common text-light|Red|Sorcery
|
2.5 | 2.6 | 7.67 | 3 | 7.25 | 25 |
|
ss-mythic|Red|Sorcery
|
0.5 | -0 | 15.00 | 0 | 5.33 | 5 |
|
ss-uncommon|Red|Legendary Creature — Human Berserker
|
2.5 | 3.5 | 5.27 | 11 | 3.62 | 65 |
|
ss-rare|Red|Legendary Creature — Human Berserker
|
2 | -0 | 15.00 | 0 | 6.00 | 1 |
|
ss-rare|Red|Enchantment — Class
|
2 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|Red|Legendary Artifact Creature — Elemental Soldier
|
2.0 // 3.5 | 2.9 | 7.00 | 1 | 4.75 | 6 |
|
ss-uncommon|Red|Artifact — Equipment
|
1.5 | 2.6 | 7.75 | 4 | 6.00 | 82 |
|
ss-rare|Red|Artifact — Equipment
|
3 | 5 | 1.00 | 2 | 1.00 | 2 |
|
ss-uncommon|Red|Instant
|
2 | 1.3 | 11.33 | 6 | 7.05 | 96 |
|
ss-common text-light|Red|Instant
|
3 | 3.1 | 6.42 | 36 | 5.52 | 151 |
|
ss-common text-light|Red|Instant
|
1.5 | -0 | 15.00 | 0 | 11.25 | 32 |
|
ss-common text-light|Red|Artifact
|
2.0 // 3.0 | -0 | 15.00 | 0 | 6.62 | 25 |
|
ss-common text-light|Red|Creature — Mutant Bard Performer
|
2.5 | 1.2 | 11.50 | 4 | 11.12 | 48 |
|
ss-common text-light|Red|Creature — Mutant Mercenary
|
2.5 | 1.6 | 10.60 | 5 | 10.88 | 43 |
|
ss-uncommon|Red|Legendary Creature — Cat Mutant Rebel
|
3.5 | -0 | 15.00 | 0 | 5.50 | 7 |
|
ss-common text-light|Red|Creature — Human Rogue
|
2.5 | 2.4 | 8.40 | 5 | 9.75 | 39 |
|
ss-uncommon|Red|Legendary Creature — Mutant Ninja Turtle
|
3 | 3.4 | 5.62 | 13 | 4.82 | 65 |
|
ss-mythic|Red|Legendary Creature — Mutant Ninja Turtle
|
3 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-rare|Red|Legendary Creature — Mutant Ninja Turtle
|
4 | 5 | 1.00 | 1 | 2.00 | 2 |
|
ss-common text-light|Red|Legendary Creature — Mutant Ninja Turtle
|
2.5 | 3 | 6.57 | 23 | 7.39 | 207 |
|
ss-rare|Red|Instant
|
0 | -0 | 15.00 | 0 | 3.50 | 2 |
|
ss-rare|Red|Artifact Creature — Robot
|
3.0 / 5.0 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-common text-light|Red|Artifact Creature — Elemental Soldier
|
2 | 0.7 | 13.00 | 1 | 9.33 | 24 |
|
ss-rare|Red|Legendary Creature — Mutant Berserker Turtle
|
4 | 4.6 | 2.20 | 5 | 1.88 | 9 |
|
ss-uncommon|Red|Artifact — Food
|
3.5 | 3.4 | 5.45 | 22 | 4.61 | 66 |
|
ss-uncommon|Red|Legendary Creature — Bat Mutant
|
3 | 2.7 | 7.33 | 6 | 5.41 | 64 |
|
ss-common text-light|Red|Legendary Creature — Dinosaur Soldier
|
2 | 1.7 | 10.25 | 4 | 9.38 | 36 |
|
ss-uncommon|Green|Creature — Human Citizen
|
4 | 4.6 | 2.00 | 2 | 3.33 | 4 |
|
ss-common text-light|Green|Sorcery
|
2 | 1.1 | 12.00 | 4 | 9.29 | 28 |
|
ss-common text-light|Green|Creature — Frog Spirit
|
3 | 3.4 | 5.38 | 21 | 5.56 | 136 |
|
ss-rare|Green|Legendary Creature — Ox Mole Mutant
|
4 | 2.9 | 7.00 | 1 | 4.00 | 2 |
|
ss-common text-light|Green|Artifact — Food
|
2.5 | 1.4 | 11.12 | 8 | 10.50 | 39 |
|
ss-rare|Green|Legendary Creature — Crocodile Mutant Rogue
|
4.5 | 4.6 | 2.00 | 1 | 3.00 | 2 |
|
ss-common text-light|Green|Legendary Creature — Mutant Ninja Turtle
|
2.5 | 3.8 | 4.50 | 4 | 6.50 | 25 |
|
ss-mythic|Green|Legendary Creature — Mutant Ninja Turtle
|
3.5 | 4.6 | 2.00 | 4 | 2.29 | 7 |
|
ss-uncommon|Green|Legendary Creature — Mutant Ninja Turtle
|
4 | 5 | 1.00 | 1 | 1.40 | 5 |
|
ss-rare|Green|Legendary Creature — Mutant Ninja Turtle
|
3.5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-rare|Green|Sorcery
|
4.5 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-uncommon|Green|Legendary Creature — Lizard Mutant
|
2.5 | 3.6 | 5.00 | 1 | 5.75 | 9 |
|
ss-rare|Green|Legendary Creature — Ooze Mutant
|
4 | 4.8 | 1.67 | 3 | 1.67 | 6 |
|
ss-common text-light|Green|Sorcery
|
2.5 | 2.9 | 7.00 | 2 | 10.14 | 31 |
|
ss-uncommon|Green|Sorcery
|
1 | 2 | 9.33 | 3 | 6.30 | 82 |
|
ss-uncommon|Green|Artifact — Equipment
|
4 | 3.8 | 4.25 | 4 | 4.75 | 7 |
|
ss-rare|Green|Enchantment — Class
|
1.5 | -0 | 15.00 | 0 | 6.00 | 1 |
|
ss-common text-light|Green|Creature — Elephant Avatar
|
3 | 1.3 | 11.33 | 3 | 7.88 | 24 |
|
ss-common text-light|Green|Creature — Dinosaur
|
3.5 | 1.9 | 9.60 | 5 | 8.62 | 29 |
|
ss-common text-light|Green|Legendary Creature — Rhino Mutant
|
2.5 | 2 | 9.29 | 7 | 9.62 | 43 |
|
ss-uncommon|Green|Instant
|
3 | 3.3 | 5.75 | 12 | 5.59 | 66 |
|
ss-common text-light|Green|Instant
|
3 | 3.2 | 6.03 | 29 | 6.71 | 168 |
|
ss-rare|Green|Creature — Ox Avatar
|
3 | 4.5 | 2.50 | 2 | 2.57 | 7 |
|
ss-rare|Green|Enchantment
|
1 | -0 | 15.00 | 0 | 5.50 | 3 |
|
ss-uncommon|Green|Legendary Creature — Mutant Frog Turtle
|
3.5 | 4.3 | 3.00 | 2 | 4.57 | 10 |
|
ss-uncommon|Green|Creature — Cat Spirit Avatar
|
3.5 | 3.2 | 6.06 | 16 | 5.00 | 70 |
|
ss-common text-light|Green|Creature — Boar Rhino
|
2.5 | 1.4 | 11.00 | 4 | 9.86 | 41 |
|
ss-uncommon|Blue|Red|Legendary Creature — Human Scientist
|
3 | 4.3 | 3.00 | 1 | 1.67 | 4 |
|
ss-rare|Black|Green|Legendary Creature — Boar Rhino Mutant
|
2 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|Blue|Red|Sorcery
|
4 | -0 | 15.00 | 0 | 4.50 | 5 |
|
ss-mythic|White|Black|Legendary Creature — Mutant Ninja Turtle Human
|
3.5 | -0 | 15.00 | 0 | 3.00 | 2 |
|
ss-rare|White|Blue|Legendary Creature — Mutant Ninja Turtle
|
3.5 | 4.6 | 2.00 | 6 | 2.00 | 6 |
|
ss-rare|Blue|Red|Legendary Creature — Mutant Ninja Turtle
|
3 | -0 | 15.00 | 0 | 3.50 | 2 |
|
ss-common text-light|White|Red|Creature — Human Soldier
|
2.5 | 2.7 | 7.50 | 4 | 9.50 | 28 |
|
ss-common text-light|White|Black|Creature — Human Ninja
|
2 | 2.1 | 9.00 | 1 | 7.00 | 22 |
|
ss-common text-light|White|Black|Creature — Human Ninja
|
2 | 1.8 | 10.00 | 5 | 8.50 | 37 |
|
ss-uncommon|Blue|Green|Legendary Creature — Frog Mutant Rogue
|
4 | 4.1 | 3.50 | 2 | 4.00 | 3 |
|
ss-uncommon|White|Red|Sorcery
|
3.5 | 2.9 | 6.87 | 15 | 5.24 | 77 |
|
ss-common text-light|Black|Green|Artifact Creature — Food Cat Mutant
|
2.5 | 2.3 | 8.67 | 3 | 9.50 | 32 |
|
ss-uncommon|White|Black|Legendary Creature — Human Ninja
|
3.5 | 3.6 | 5.00 | 4 | 4.25 | 7 |
|
ss-uncommon|White|Black|Sorcery
|
4 | 3.3 | 5.67 | 3 | 3.75 | 6 |
|
ss-rare|Blue|Black|Legendary Creature — Utrom Human Ninja
|
5 | 4.9 | 1.25 | 4 | 1.14 | 7 |
|
ss-mythic|Black|Green|Enchantment — Saga
|
5 | 5 | 1.00 | 1 | 1.00 | 2 |
|
ss-uncommon|Blue|Green|Sorcery
|
3 | 3.8 | 4.33 | 6 | 4.50 | 73 |
|
ss-common text-light|White|Red|Artifact Creature — Robot Ninja
|
3.5 | 3.3 | 5.75 | 4 | 6.12 | 23 |
|
ss-rare|Blue|Green|Legendary Creature — Mutant Ninja Turtle
|
4.5 | 5 | 1.00 | 1 | 1.50 | 2 |
|
ss-rare|White|Green|Legendary Creature — Mutant Ninja Turtle
|
4 | -0 | 15.00 | 0 | 4.00 | 1 |
|
ss-common text-light|Blue|Red|Artifact Creature — Robot
|
2 | 1.5 | 10.75 | 4 | 10.38 | 33 |
|
ss-uncommon|White|Red|Legendary Creature — Elf Rebel
|
3.5 | -0 | 15.00 | 0 | 1.67 | 3 |
|
ss-common text-light|Blue|Red|Artifact Creature — Human Hero
|
2.5 | 2.6 | 7.67 | 3 | 9.25 | 40 |
|
ss-mythic|Blue|Red|Creature — Dragon Spirit Avatar
|
5 | 5 | 1.00 | 2 | 1.25 | 4 |
|
ss-uncommon|Black|Green|Legendary Artifact Creature — Food Mutant
|
3 | 4.6 | 2.00 | 1 | 2.67 | 6 |
|
ss-common text-light|Blue|Green|Creature — Frog Mutant Rebel
|
2 | 1 | 12.25 | 4 | 11.12 | 28 |
|
ss-common text-light|Black|Green|Creature — Human Ooze Mutant
|
2 | 2.3 | 8.67 | 3 | 9.25 | 33 |
|
ss-rare|White|Red|Legendary Creature — Mutant Ninja Turtle
|
3 | 5 | 1.00 | 1 | 1.00 | 2 |
|
ss-rare|Red|Green|Legendary Creature — Mutant Ninja Turtle
|
5 | 4.6 | 2.00 | 1 | 2.00 | 1 |
|
ss-common text-light|Blue|Green|Creature — Fish Mutant
|
3 | 2.3 | 8.60 | 5 | 8.57 | 30 |
|
ss-rare|White|Black|Legendary Creature — Mutant Ninja Rat
|
3 | 4.3 | 3.00 | 2 | 2.33 | 3 |
|
ss-uncommon|Black|Green|Instant
|
4 | 4.6 | 2.00 | 1 | 3.20 | 7 |
|
ss-rare|Black|Red|Legendary Creature — Turtle Wolf Mutant
|
2.5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-rare||Artifact Creature — Robot Ninja
|
3.5 | 4.6 | 2.00 | 5 | 2.29 | 7 |
|
ss-uncommon||Artifact — Food
|
2.5 | 2.2 | 8.71 | 7 | 7.09 | 75 |
|
ss-uncommon||Artifact Creature — Robot
|
3.5 | 4.1 | 3.50 | 2 | 4.83 | 9 |
|
ss-mythic||Legendary Artifact Creature — Utrom Robot
|
1.5 | 4.3 | 3.00 | 1 | 3.00 | 2 |
|
ss-common text-light||Artifact — Food
|
2 | 2.8 | 7.29 | 7 | 8.62 | 34 |
|
ss-rare||Legendary Artifact
|
4 | 4.6 | 2.00 | 1 | 1.75 | 4 |
|
ss-uncommon||Artifact — Equipment
|
1.5 | 2.1 | 9.10 | 10 | 6.56 | 83 |
|
ss-mythic||Artifact Creature — Construct
|
3 | -0 | 15.00 | 0 | 3.50 | 2 |
|
ss-uncommon||Artifact — Vehicle
|
2.5 | 2 | 9.42 | 12 | 6.58 | 69 |
|
ss-rare||Artifact — Vehicle
|
3 | 4.6 | 2.00 | 2 | 1.75 | 4 |
|
ss-rare||Artifact
|
2.5 | -0 | 15.00 | 0 | 3.00 | 1 |
|
ss-common text-light||Land
|
2.5 | 2.2 | 8.86 | 21 | 8.11 | 167 |
|
ss-common text-light||Land
|
2.5 | 2.1 | 9.18 | 17 | 6.56 | 137 |
|
ss-common text-light||Land
|
2.5 | 2.4 | 8.18 | 22 | 7.53 | 150 |
|
ss-common text-light||Land
|
2.5 | 2.2 | 8.71 | 14 | 6.68 | 135 |
|
ss-common text-light||Land
|
2.5 | 1.2 | 11.67 | 12 | 8.69 | 169 |
|
ss-rare||Land
|
1 | 3.2 | 6.00 | 1 | 2.60 | 11 |
|
ss-common text-light||Land
|
2.5 | 2.2 | 8.90 | 10 | 7.94 | 171 |
|
ss-uncommon||Land
|
2.5 | 2.5 | 7.90 | 10 | 6.16 | 68 |
|
ss-common text-light||Basic Land — Plains
|
-0 | 15.00 | 0 | 9.88 | 29 | |
|
ss-common text-light||Basic Land — Island
|
0.4 | 14.00 | 3 | 11.12 | 27 | |
|
ss-common text-light||Basic Land — Swamp
|
0.4 | 14.00 | 2 | 11.86 | 27 | |
|
ss-common text-light||Basic Land — Mountain
|
0.4 | 14.00 | 2 | 11.00 | 28 | |
|
ss-common text-light||Basic Land — Forest
|
0.4 | 14.00 | 3 | 12.38 | 31 |
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: