Draft Trainer

War of the Spark Limited Quiz

Answered: 0/20
Accuracy: 0
Unlikely Aid
Average Picked At: 11.16
Total Times Picked: 56
Average Last Seen At: 9.11
Total Times Seen 789
Pro Rating: 2.0
Pro Comment: This is a solid trick. The stats boost and indestructibility is going to be enough for your creature to win most combats, and you can even use it in response to (most) removal to save your creature. Now, it IS still a trick, which is something only aggro decks are really interested in, and it is a bit risky since your opponent interacting in response to it is really bad.
Jace's Triumph
Average Picked At: 5.24
Total Times Picked: 29
Average Last Seen At: 4.48
Total Times Seen 121
Pro Rating: 2.0
Pro Comment: This is mostly just Divination. Having a Jace is possible, but not super likely. Divination is always a pretty decent card, and that’s what this is.
God-Eternal Oketra
Average Picked At: 1.67
Total Times Picked: 9
Average Last Seen At: 1.64
Total Times Seen 11
Pro Rating: 5.0
Pro Comment: A 6-mana 3/6 with double strike is a card you always play, so that’s the baseline here. Then Oketra just churns out 4/4 zombies every time you play a creature spell – which by the way the typical limited deck usually has at least 15 of, so this isn’t really a build around. And then of course there is the “god” clause for this cycle that means even if your opponent kills it, its coming back in a few turns. This is pretty tough to beat.
Massacre Girl
Average Picked At: 1.50
Total Times Picked: 20
Average Last Seen At: 1.48
Total Times Seen 27
Pro Rating: 5.0
Pro Comment: Up front, worth saying a 5-mana 4/4 menace on its own is usually at least a C, maybe a C+ in some formats. But she does wayyy more than that. As her name implies, she comes down and massacres stuff. How much stuff? Well, it depends. Basically, if there is the right distribution of toughness on the table, she can wipe the entire board, as she just keeps triggering her “Whenever a creature dies this turn” effect every time one thing dies, so if a 1/1 dies, it happens again, and now all X/2s die, and then it happens again, and so forth. Also worth noting, that the things don’t have to be killed by her ETB ability, if you have the mana to also play a removal spell, and you were just short of being able to wipe all your opponent’s creatures, you can still make it happen. In general, I think she is amazing – she isn’t THAT far from being a 5-mana 4/4 with Menace that wipes the whole board. I think in plenty of situations she will take down a couple of small creatures, but even if that’s all, you’re looking at a really strong card. The solid stats attached to that ability are what really sells me on her.
Primordial Wurm
Average Picked At: 10.52
Total Times Picked: 63
Average Last Seen At: 8.48
Total Times Seen 737
Pro Rating: 1.5
Pro Comment: A 6-mana 7/6 is some pretty decent vanilla stats. I still would rather have Colossal Dreadmaw because Trample.
Trusted Pegasus
Average Picked At: 6.61
Total Times Picked: 92
Average Last Seen At: 6.26
Total Times Seen 517
Pro Rating: 3.5
Pro Comment: This is a nice aggressive card. It has good base stats, and then can bring another creature to the sky with it, which can really lead to you doing a ton of damage.
Samut's Sprint
Average Picked At: 11.30
Total Times Picked: 64
Average Last Seen At: 9.55
Total Times Seen 803
Pro Rating: 1.5
Pro Comment: This is just red’s obligatory solid combat trick that will be nice in aggro decks. +2/+1 is enough of a boost for a creature to win a lot of combats, and the additional Haste upside doesn’t hurt. Still, it IS a combat trick and it comes with all the inherent risks that combat tricks have they are inherently situational and come with the risk of a 2-for-1 that blows you out.
Thunder Drake
Average Picked At: 5.04
Total Times Picked: 93
Average Last Seen At: 4.96
Total Times Seen 348
Pro Rating: 2.5
Pro Comment: You generally want to be able to consistently get this up to ¾ for it to be worth it, and that’s fairly doable. Sometimes you will get the Drake late and be in top deck mode and that’s not so good, but it seems solid enough to me.
Pledge of Unity
Average Picked At: 5.96
Total Times Picked: 26
Average Last Seen At: 5.12
Total Times Seen 164
Pro Rating: 3.5
Pro Comment: So, this is a nice signpost uncommon for GW, where you want to be both going wide and making +1/+1 counters, and obviously this helps on both fronts! This, plus Proliferate is pretty crazy!
Bloom Hulk
Average Picked At: 5.36
Total Times Picked: 73
Average Last Seen At: 4.71
Total Times Seen 363
Pro Rating: 3.5
Pro Comment: This has good stats and it proliferates. You’ll usually feel like you’re getting more than 4 mana’s worth of value out of this. This is one of Green’s best commons.
Kiora's Dambreaker
Average Picked At: 7.83
Total Times Picked: 76
Average Last Seen At: 6.83
Total Times Seen 578
Pro Rating: 2.0
Pro Comment: A 6-mana 5/6 isn’t great, but it is passable stats, especially in Blue. Add Proliferate to that and it certainly gets better – especially in a set whose cup runneth over with various types of counters.
Charity Extractor
Average Picked At: 11.27
Total Times Picked: 55
Average Last Seen At: 8.91
Total Times Seen 750
Pro Rating: 1.5
Pro Comment: This is a pretty good defensive card, and not a bad place to counters thanks to lifelink. But you’ll cut it a lot. It just doesn’t do enough.
Arlinn, Voice of the Pack
Average Picked At: 2.97
Total Times Picked: 33
Average Last Seen At: 2.66
Total Times Seen 80
Pro Rating: 3.5
Pro Comment: For 6-mana, she gives immediately makes a 2/2 wolf token – with a counter, so basically a 3/3. That definitely protects her a bit, and may even make it so that she can make 3 of these 3/3s. But in general, I feel like if you manage to make 2 with her, you’re probably feeling alright about your situation, and she of course also has some synergy with other wolves – you know, like the one we just talked about – and she also has some synergy with proliferate because of the +1/+1 counters.
Heartwarming Redemption
Average Picked At: 11.42
Total Times Picked: 36
Average Last Seen At: 8.80
Total Times Seen 347
Pro Rating: 1.0
Pro Comment: Sometimes an effect like this can be a nice way to reload your hand, but it is also super awkward. Any time I look at a card and see that it is completely useless if you’re in top deck mode, it makes me really uninterested in playing it, especially because even in an ideal situation where you’re flooding and you use this to get out of that flood, it still isn’t going to feel like it is doing something that impressive.
Gateway Plaza
Average Picked At: 7.07
Total Times Picked: 86
Average Last Seen At: 6.11
Total Times Seen 563
Pro Rating: 2.0
Pro Comment: This is pretty good fixing, even if it does make you basically pay a mana for it.
Nissa, Who Shakes the World
Average Picked At: 1.07
Total Times Picked: 14
Average Last Seen At: 1.33
Total Times Seen 18
Pro Rating: 4.5
Pro Comment: She is definitely going to be shaking the world when she come down. Her static ability giving you a bunch of extra mana might not always matter by the time you play her, but I feel like there are enough activated abilities and big fatties around that it could. But she is powerful because she can really effectively protect herself by animating your lands – even giving them Vigilance means they can play both offense and defense. Her ultimate making all your animated lands indestructible – and all your other lands too I guess, but the ones who are creatures are who really matters at that point – seems pretty great. She’s the kind of walker who can protect herself, and then snowball advantage for you as more and more creatures – or larger and larger ones, join your side of the table and she ticks up in loyalty.
Banehound
Average Picked At: 11.23
Total Times Picked: 57
Average Last Seen At: 8.74
Total Times Seen 734
Pro Rating: 1.0
Pro Comment: This is the kind of card new players will overrate because on the surface it seems like a pretty great deal. I mean, a one mana 1/1 with two keyword abilities is somewhat tempting, right? Well, not really. That’s because these two particular keyword abilities, lifelink and haste, aren’t particularly useful on a 1/1. For both of those to be at their best, you want a bit more power, so the returns on having those two keyword abilities really doesn’t make this all that much better than having a vanilla 1-mana 1/1.
Krenko, Tin Street Kingpin
Average Picked At: 1.82
Total Times Picked: 11
Average Last Seen At: 2.64
Total Times Seen 15
Pro Rating: 4.0
Pro Comment: A 3-mana 1/2 is pretty bad, but as soon as this attacks the first time it becomes a 2/3, and spawns TWO goblin tokens. If your opponent can't kill Krenko on that first swing, they are going to be in a world of trouble, because he's going to keep attacking and keep making more tokens. If you end up with Krenko, combat tricks are going to be your best friend, since keeping him alive for any extra turns is going to be backbreaking for your opponent. He obviously also has a bit of synergy with +1/+1 counter synergies in the format.
Emergence Zone
Average Picked At: 10.92
Total Times Picked: 24
Average Last Seen At: 8.85
Total Times Seen 311
Pro Rating: 0.0
Pro Comment: Don’t play this. It damages your mana base and it doesn’t have an ability that makes that worthwhile.
Challenger Troll
Average Picked At: 3.84
Total Times Picked: 31
Average Last Seen At: 3.15
Total Times Seen 105
Pro Rating: 4.0
Pro Comment: On its own it is a 5-mana 6/5 that can’t be blocked by more than one creature. That’s already a very good card, because it is not easy to take down a 6/5 in combat if you can’t double block him. But adding this effect to all your big boys? I’m in for that.
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