Draft Trainer

Dominaria United Limited Quiz

Answered: 0/20
Accuracy: 0
Elvish Hydromancer
Average Picked At: 6.20
Total Times Picked: 50
Average Last Seen At: 5.43
Total Times Seen 340
Pro Rating: 3.5
Pro Comment: This is pretty mediocre when you don’t kick it, but the Kicker upside makes it well worth running in any deck that makes both Green and Blue mana. Copying a creature late is sweet, and in a pinch it can even copy itself – in which case you’re paying 7 mana for two 3/2s – which isn’t great, but that’s kind of the floor of this thing. Ramp is definitely around in the format, but this might still be a little too slow to be amazing.
Strength of the Coalition
Average Picked At: 6.29
Total Times Picked: 62
Average Last Seen At: 5.62
Total Times Seen 377
Pro Rating: 2.5
Pro Comment: This is a nice trick, the base level of the card is a trick that Green aggro decks play one of most of the time. +2/+2 for one mana is great, because it gives enough of a boost to win most combat, while also being cheap enough that using it doesn’t hamper your board development.
Radha's Firebrand
Average Picked At: 1.59
Total Times Picked: 34
Average Last Seen At: 2.41
Total Times Seen 49
Pro Rating: 4.0
Pro Comment: This is a pretty spicy two drop! In the early game it will be capable of shutting down the ability of most creatures to block, and even in the later part of the game that attack trigger is no joke! That’s especially true because the activated ability can buff it in the later part of the game, making it tougher to block and better at making it so things can’t block.
Sacred Peaks
Average Picked At: 6.67
Total Times Picked: 163
Average Last Seen At: 5.88
Total Times Seen 946
Pro Rating: 3.0
Pro Comment: The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Joint Exploration
Average Picked At: 8.86
Total Times Picked: 44
Average Last Seen At: 6.51
Total Times Seen 395
Pro Rating: 3.0
Pro Comment: The base card is pretty solid. Two mana to get a look at up to three cards is a reasonable deal, and if you can kick it the ramp is pretty real! I like that you get to Scry two before your draw, because that means you can increase your chances of hitting a land you need to get the ramp effect to matter. It doesn’t always add to the board, even when you kick it, but it is cheap enough and Instant speed, so that makes that less of a problem.
Leaf-Crowned Visionary
Average Picked At: 6.46
Total Times Picked: 13
Average Last Seen At: 5.27
Total Times Seen 117
Pro Rating: 1.5 // 3.5
Pro Comment: There are a good number of Elves in this format, and obviously enough, if you can pair this with some of them, this is super powerful, between buffing them and letting you draw extra cards. I think there are enough Elves that your typical Green deck in the format will probably have 2 or 3 of them. Unfortunately, the baseline here is awful as a two mana 1/1. So, I think it is doable to make this card work, but it won’t just happen organically either.
Silver Scrutiny
Average Picked At: 2.71
Total Times Picked: 21
Average Last Seen At: 2.28
Total Times Seen 58
Pro Rating: 3.5
Pro Comment: This is a neat design. So, if you pay 5 or less mana total, you get to do it at instant speed, and 5 mana draw three at instant speed tends to be pretty nice. It doesn’t add to the board of course, but the fact its an Instant keeps that from feeling too clunky. I think most of the time you will prefer to play this at Instant speed for that reason, although the upside of it being able to draw way more cards is good. You don’t want to jam too many spells into your deck that don’t actually do something on the board, but this is certainly worth one of those few slots.
Elfhame Wurm
Average Picked At: 9.98
Total Times Picked: 131
Average Last Seen At: 8.36
Total Times Seen 1229
Pro Rating: 2.5
Pro Comment: This is a solid French Vanilla creature. It will be a pretty beefy presence on most board states. One of these probably makes the cut in a lot of Green decks, but there are certainly better things you could be doing with 5 mana.
Hero's Heirloom
Average Picked At: 11.03
Total Times Picked: 35
Average Last Seen At: 7.71
Total Times Seen 469
Pro Rating: 2.5
Pro Comment: This is a decentish piece of Equipment even without the Legendary upside. 2 to play and 2 to equip for this boost is probably a C- at worst So, the legendary upside is pretty nice! You won’t end up with a ton of legendaries, it should be noted, but there are a decent number of Uncommon, so you’ll end up with more than you would in most formats. Your typical deck will probably have like 2 legendaries, but when you do play them and equip this, they are going to be scary!
Timely Interference
Average Picked At: 9.15
Total Times Picked: 144
Average Last Seen At: 7.77
Total Times Seen 1197
Pro Rating: 2.5
Pro Comment: These sorts of effect aren’t always useful, but the fact that this replaces itself is pretty important. It seems to me that you’ll find enough situations where the -1/-0 and/or the “must block” part of the card that this is going to be pretty solid. When you can trade it for a full card, you get a 2-for-1! Cycling it will probably be more common, but the upside is pretty real.
Essence Scatter
Average Picked At: 5.62
Total Times Picked: 160
Average Last Seen At: 5.44
Total Times Seen 806
Pro Rating: 2.5
Pro Comment: This reprint is actually a counterspell I will play! It can only counter creature spells, but it does it at two mana, and you only need one Blue! Most decks will have 15+ creatures, and that’s plenty of targets for the first of these to be a solid inclusion in your Blue decks. One thing to keep in mind, don’t fall into the trap of thinking of counter magic as straight up removal. It is substantially worse in most ways, especially in Limited! The problem is – it is like removal that only works if you have the mana up at the right time, and that’s what keeps this from receiving a grade that is remotely close to a “premium removal” grade.
The Cruelty of Gix
Average Picked At: 1.69
Total Times Picked: 26
Average Last Seen At: 1.66
Total Times Seen 35
Pro Rating: 4.0
Pro Comment: This looks pretty sweet. Chapter I gives you some nice disruption – but it is great that you can skip it if when you play this making your opponent discard doesn’t accomplish much. Chapter II’s tutor effect is very real too – though one thing to keep in mind is that Chapter II isn’t a may effect, so if you’re at 3 – you lose! But that downside is certainly worth it. Then finally Chapter III lets you straight up reanimate something! If you made your opponent discard a great card with Chapter I, this can be particularly awesome. I think you will pretty frequently start this at Chapter II, so you can more quickly get to the two more powerful chapters, and there will also be times where you just start it on Chapter III – like in situations where you really need another body on the board right away, otherwise you’re dead. So yeah, this can actually give you a three-for-one if you manage to get full value out of all three chapters, and that’s pretty powerful – and I love the option to start it on chapter II and Chapter III when necessary.
Ghitu Amplifier
Average Picked At: 8.60
Total Times Picked: 164
Average Last Seen At: 7.90
Total Times Seen 1170
Pro Rating: 3.0
Pro Comment: This is pretty neat. So, if you don’t kick it, the card is a slightly weaker Kiln Fiend – which means that it can really thrive off of cheap spells and hit hard in the early game. Then, in the late game, you can kick this thing and bounce a creature, which you know is an effect I always love – adding to the board and subtracting from your opponent’s is quite good! I really want to give this a 3.5 but I think I’m letting my own affinity for this type of card push me in that direction – it is probably more like a 3.0.
Sheoldred's Restoration
Average Picked At: 9.47
Total Times Picked: 34
Average Last Seen At: 6.83
Total Times Seen 401
Pro Rating: 2.5
Pro Comment: This is a pretty nice reanimation spell. They usually cost 5 these days, so spending one mana less for the effect is nice, even if you lose life – and when you kick it you even gain life, which is pretty nice! Now, it still has the problem these always have – it isn’t always easy having something worth reanimating, but graveyard decks in this format look fairly legit, and this card does too.
Tolarian Terror
Average Picked At: 4.73
Total Times Picked: 153
Average Last Seen At: 4.62
Total Times Seen 641
Pro Rating: 3.0
Pro Comment: Seems like a solid enough spell payoff. If you can pay 5 for this, you’ll be happy, and that seems like a pretty reasonable occurrence in a Blue-Red deck. Ward 2 means that it won’t be easy for your opponent to kill this without significantly overpaying, and that definitely matters.
Walking Bulwark
Average Picked At: 7.25
Total Times Picked: 65
Average Last Seen At: 6.00
Total Times Seen 389
Pro Rating: 1.5 // 3.5
Pro Comment: This is pretty interesting! On its own, it is sort of like a one mana 0/3 that loses defender and gets +3/+0 and Haste if you pay 2 mana. That’s not completely terrible, and obviously it gets better the more Defenders you have, and there is a Defender deck in this format. Seems like a decent enough one drop for a variety of decks that will also have a more synergistic home in the format.
Meria, Scholar of Antiquity
Average Picked At: 8.00
Total Times Picked: 18
Average Last Seen At: 6.26
Total Times Seen 173
Pro Rating: 2.5
Pro Comment: There is definitely an artifact sub-theme in this format, and if you can get enough of them Meria will be pretty darn strong, between producing mana and effectively drawing you extra cards. But I think it is hard enough to get her going in this format that she’s just a solid card.
Temporal Firestorm
Average Picked At: 2.82
Total Times Picked: 22
Average Last Seen At: 2.42
Total Times Seen 40
Pro Rating: 5.0
Pro Comment: Well, this is pretty insane. In most situations, if you pay 7 mana for this, you’re going to get destroy the entire board except for your creature that you phase out. Basically, it will feel like dune blast. Obviously, for this to be at its best you do need to be able to pay one of the kickers, and if you can pay both it gets even better – although 9 mana is asking a lot! Even if you don’t kick it, this is a powerful sweeper for a lot of decks. A Wrath that keeps your best creature alive is just nuts.
Colossal Growth
Average Picked At: 10.71
Total Times Picked: 118
Average Last Seen At: 9.01
Total Times Seen 1348
Pro Rating: 2.5
Pro Comment: This looks like a very good trick to me. Two for +3/+3 is a great boost that wins most combats, and the kicker makes this absolutely devastating in many situations. It IS still a trick, with all the problems they have, but one that is of this high of quality is going to be something you basically never cut the first copy of in aggressive decks.
Academy Loremaster
Average Picked At: 8.00
Total Times Picked: 11
Average Last Seen At: 5.17
Total Times Seen 112
Pro Rating: 2.5
Pro Comment: In the later stages of the game, you’re going to be especially interested in drawing extra cards – and so is your opponent. Because at that point you have enough mana to not worry about the extra cost, but you really need gas. The fact that this is symmetrical makes it sort of weird to evaluate – but overall, I think it ends up being kind of a wash. You and your opponent can both benefit from it, and you get a 2/3 out of the deal. Bad news is, your opponent can take advantage of the effect first, since their draw step is imminent – and if they draw removal after drawing their extra and kill the Loremaster, you’re going to feel pretty awful!
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