Draft Trainer

Core Set 2019 Limited Quiz

Answered: 0/20
Accuracy: 0
Infernal Scarring
Average Picked At: 11.00
Total Times Picked: 5
Average Last Seen At: 8.13
Total Times Seen 107
Pro Rating: 1.5
Pro Comment: No toughness boost means it is kind of difficult for you to make the creature into a better attacker. Sure, unlike a lot of Auras at least this one replaces itself, but it isn’t really worth it.
Walking Corpse
Average Picked At: 10.75
Total Times Picked: 8
Average Last Seen At: 8.36
Total Times Seen 103
Pro Rating: 1.0
Pro Comment: This is a Black Grizzly Bear and nothing more. The Zombie type has some small upside in this format, but not enough to make this worth putting in your deck most of the time.
Knightly Valor
Average Picked At: 3.00
Total Times Picked: 5
Average Last Seen At: 3.53
Total Times Seen 17
Pro Rating: 3.0
Pro Comment: I always complain about the 2-for-1 risk that Auras can bring you, but Knightly Valor is the type of Aura that gets around that problem. It does this by creating a 2/2 creature token. This means that even if your opponent untaps and kills the thing that you put the Valor on, you’re going to still have that token. Basically you pay 5 mana here to add 4/4 of Vigilance to the board, and 2/2 of that can attack right away. That turns out to be a good deal, especially in a format with both token payoffs and Aura payoffs.
Skyrider Patrol
Average Picked At: 1.73
Total Times Picked: 11
Average Last Seen At: 1.83
Total Times Seen 18
Pro Rating: 4.0
Pro Comment: A 4-mana 2/3 with flying is almost reasonable on the vanilla test, but what makes this super strong is the fact that it not only gives creatures +1/+1 tokens, it gives whatever creature it puts the token on that turn FLYING too. Sure, there’s a mana investment there, but that effect will take over games, making this come pretty close to being a full-blown bomb.
Bristling Boar
Average Picked At: 8.47
Total Times Picked: 15
Average Last Seen At: 6.22
Total Times Seen 87
Pro Rating: 2.5
Pro Comment: Bristling Boar has anti-menace, and doesn’t like it when creatures team up to block it. That isn’t irrelevant text – it means your opponent HAS to have a 3-power or more creature to kill it in combat, and if they don’t? Well, you have what basically amount to free attacks. IT also does a solid job on the vanilla test as a 4-mana 4/3.
Child of Night
Average Picked At: 9.00
Total Times Picked: 3
Average Last Seen At: 5.98
Total Times Seen 94
Pro Rating: 2.0
Pro Comment: A two-mana 2/1 with Lifelink is nothing special, even in a set where lifegain is an archetype (the BW one in particular). I don’t think this is the kind of card you feel bad about having as a two-drop, but I think you can do a whole lot better.
Aviation Pioneer
Average Picked At: 5.09
Total Times Picked: 11
Average Last Seen At: 4.59
Total Times Seen 55
Pro Rating: 3.0
Pro Comment: Paying 3-mana for 2/3 worth of stats, and the 1/1 has flying is a pretty nice deal. It is also one of the better enablers for the UW artifact deck, since it gives you an evasive artifact creature so cheaply.
Diregraf Ghoul
Average Picked At: 7.50
Total Times Picked: 2
Average Last Seen At: 4.53
Total Times Seen 16
Pro Rating: 1.5
Pro Comment: One mana 2/2s already aren’t great in Limited because they can get outclassed so quickly. They are pretty good in constructed because you can have a critical mass of cards that allows your deck to consistently curve out, but that doesn’t happen in MOST limited formats. This one-mana 2/2 also comes with a downside – and it is actually a significant one. If you get him late and he has to come into play tapped it could really cost you. Obviously coming down as a one-mana 2/2 on turn one it won’t really matter that he’s tapped, but at all other stages it definitely does.
Two-Headed Zombie
Average Picked At: 11.17
Total Times Picked: 12
Average Last Seen At: 7.68
Total Times Seen 116
Pro Rating: 2.5
Pro Comment: A 4-mana 4/2 menace is some pretty aggressive stats. A lot of the time he will at least get you a 2-for-1, thanks to that Menace. Menace creatures are always super amazing with combat tricks too, since you KNOW your opponent has to set themselves up for a 2-for-1 if they want to kill it. So this will be a nice pick up for aggressive black decks, but it’s nothing special.
Ajani's Welcome
Average Picked At: 12.00
Total Times Picked: 1
Average Last Seen At: 5.18
Total Times Seen 16
Pro Rating: 0.0
Pro Comment: This effect just isn’t worth it in your average Limited deck. It will gain you a fairly negligible amount of life, something like 5-7 a game on average. Even with a life gain archetype, this isn’t worth it.
Stitcher's Supplier
Average Picked At: 10.40
Total Times Picked: 5
Average Last Seen At: 7.06
Total Times Seen 45
Pro Rating: 0.0
Pro Comment: This is an inherently powerful card, since it loads the graveyard so very well. Unfortunately, there isn’t much of a graveyard deck in this format. There are certainly decks where it would shine in most formats, but they will be few and far between here. If you manage to get some Reassembling Skeletons, Macabre Waltzes, and a graveyard reliant rare like Graveyard Marshal or Isareth, MAYBE you can consider it, but even then I’m not so sure.
Island
Average Picked At: 15.00
Total Times Picked: 4
Average Last Seen At: 11.67
Total Times Seen 45
Spit Flame
Average Picked At: 1.33
Total Times Picked: 3
Average Last Seen At: 1.50
Total Times Seen 4
Pro Rating: 4.0
Pro Comment: The floor on this is absolutely premium removal. The ceiling is that you can just keep on bringing it back if you have some Dragons. Even if you have like, 2-3 dragons in your deck this gets way better. This thing having a fail case of being a premium removal spell, and a ceiling of being a recurring one – and that’s pretty great.
Star-Crowned Stag
Average Picked At: 5.82
Total Times Picked: 17
Average Last Seen At: 5.34
Total Times Seen 84
Pro Rating: 3.5
Pro Comment: There are frequently board states where turning off one of your opponent’s blockers means you can just attack with everything, and this is the kind of common that really forces your opponent to play less aggressively or end up in a world of hurt, and that’s not too hard to punish. This is an ideal card for the top-curve of aggro decks in this format.
Meteor Golem
Average Picked At: 3.75
Total Times Picked: 8
Average Last Seen At: 2.85
Total Times Seen 15
Pro Rating: 3.5
Pro Comment: A 7-mana 3/3 that just destroys a permanent is something you’ll play all day. I really love the flexibility it has too – I mean usually you’re going to want to kill a creature, but sometimes blowing up an enchantment or artifact will be better, and that’s nice. This DOES cost 7 mana, but it feels like 7 mana worth of card to me.
Waterknot
Pro Rating: 3.0
Pro Comment: This is another pretty solid removal spell for Blue, and it was last time we saw it, since it locks down a creature. It has the problem of a lot of Blue removal spells: activated abilities and static abilities might still be a problem, but it does a pretty good job for 3 mana.
Omniscience
Average Picked At: 3.00
Total Times Picked: 1
Average Last Seen At: 3.00
Total Times Seen 3
Pro Rating: 0.0
Pro Comment: You won’t be able to cast this in Limited, don’t play it.
Invoke the Divine
Average Picked At: 11.25
Total Times Picked: 4
Average Last Seen At: 8.21
Total Times Seen 96
Pro Rating: 1.5 // 3.0
Pro Comment: You can main deck this in this format if you’re really in need of playables, as there are enough good Artifacts and Enchantments running around, but it is still going to be more well-suited to your sideboard, where it will feel pretty good to bring in against some opponents.
Rustwing Falcon
Average Picked At: 6.90
Total Times Picked: 10
Average Last Seen At: 6.08
Total Times Seen 76
Pro Rating: 1.5
Pro Comment: There’s always sort of a card like this where talking about the Vanilla test/French Vanilla test is important – this card isn’t good. I mean yeah, it’s a one mana ½ with flying, maybe that’s more than you expect to get for one mana, and hey at least it is relevant in the late game because evasion. But the problem is that a ½ quickly gets outmatched. Sure, if your opponent has like no flyers or something maybe it remains relevant – but in most cases it will quickly get outclassed by like turn 3, at which point it is useless. In the most aggressive decks around, you can play this, but everyone else should avoid it.
Satyr Enchanter
Average Picked At: 7.00
Total Times Picked: 3
Average Last Seen At: 4.90
Total Times Seen 25
Pro Rating: 3.0
Pro Comment: I’m kind of disappointed in this as a signpost uncommon – I feel like they should have at least made it a 3/3, that would have helped this a lot, or maybe given it First Strike or something. As it stands, you could end up in a GW deck where you don’t actually want to play this thing because it doesn’t have good stats, and that’s never a good sign for a signpost uncommon. Still, he is going to be pretty powerful when you build around him, basically doing an Enchantress impression is pretty strong in the right deck.
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