Draft Trainer

Wilds of Eldraine Limited Quiz

Answered: 0/20
Accuracy: 0
Frostbridge Guard
Average Picked At: 10.39
Total Times Picked: 23
Average Last Seen At: 8.45
Total Times Seen 358
Pro Rating: 1.5
Pro Comment: This has somewhat passable stats, and it has an ability that is useful, albeit expensive. Tapping things does bring some extra value in this format, but three for the effect is kind of brutal. I miss the days of Master Decoy
Tattered Ratter
Average Picked At: 7.30
Total Times Picked: 20
Average Last Seen At: 6.22
Total Times Seen 130
Pro Rating: 2.5
Pro Comment: Rats can often just be chump blocked, but Tattered Ratter makes sure that that’s going to be a lot harder. It will make your opponent just have to take damage from attacking rats pretty often, as a 3-power rat can take down a whole lot of blockers. Still, there are so many board states where this is just going to be a two mana 2/2, even if you have rats, because there are often situations where your opponent isn’t interested in blocking them anyway
Unassuming Sage
Average Picked At: 9.65
Total Times Picked: 34
Average Last Seen At: 8.42
Total Times Seen 359
Pro Rating: 2.0
Pro Comment: Neither of these modes is a model of efficiency, but the second mode does at least get synergy going for Celebration and Aura decks
Ruby, Daring Tracker
Average Picked At: 6.64
Total Times Picked: 11
Average Last Seen At: 5.71
Total Times Seen 110
Pro Rating: 3.5
Pro Comment: It can ramp your mana quite effectively, and that makes it more likely that you can get a creature with power 4 or great into play quickly, at which point Ruby herself becomes a significantly better attacker. There will also be times in the mid to late game when you draw her and can already trigger her ability, in which case she becomes a two mana ¾ with Haste, which is going to feel pretty good
Syr Armont, the Redeemer
Average Picked At: 5.17
Total Times Picked: 12
Average Last Seen At: 5.18
Total Times Seen 66
Pro Rating: 4.0
Pro Comment: It can’t put the Role on itself, but provided you have something else around Syr Armont is a 5-mana 4/4 that gives something else +2/+2 and trample and uh…that’s kind of crazy, and will usually mean that whatever you just put that Role on is suddenly a way more effective attacker than it was before. Sometimes it will turn something that couldn’t attack into an attacker, and I haven’t even mentioned how good this effect is when you have other Roles and Auras around on your board. I think this is an amazing signpost Uncommon
Flick a Coin
Average Picked At: 7.22
Total Times Picked: 36
Average Last Seen At: 6.59
Total Times Seen 277
Pro Rating: 2.0
Pro Comment: Each thing this does individually isn’t that impressive but getting them all for three mana seems like a decent enough deal, especially if you’re in the market for fixing. Still, it’s a fairly low impact card that probably won’t always make the cut.
Obyra, Dreaming Duelist
Average Picked At: 6.89
Total Times Picked: 9
Average Last Seen At: 5.24
Total Times Seen 76
Pro Rating: 4.0
Pro Comment: A two mana 2/2 with Flash and Flying always makes the cut, so the fact that this will also chip in and make your opponent lose life while you play out other Faeries is nice, especially because so many Faeries are evasive that chipping in for one damage here and there makes it a lot easier for them to do lethal
A Tale for the Ages
Average Picked At: 5.67
Total Times Picked: 6
Average Last Seen At: 3.54
Total Times Seen 27
Pro Rating: 1.0
Pro Comment: Even with all the Auras in this format, I have a hard time getting behind a card that does nothing but buff those Enchanted creatures. This is because it does nothing to add to the board on its own, making for a pretty miserable fail-case – one that is likely to come up pretty often
Edgewall Inn
Average Picked At: 3.86
Total Times Picked: 21
Average Last Seen At: 3.57
Total Times Seen 57
Pro Rating: 3.0
Pro Comment: This looks like a very nice land. Sure it enters tapped, but unlike a lot of utility lands we see, this one can produce colored mana so it isn’t a liability for your mana base. And that’s great, because the late game ability this has is pretty big. Getting back an Adventure late is going to be something that really helps you grind out a long game, since you often get a card that gives you impressive value when you do. You don’t really want more than one, but I think most decks will have enough adventures to make that first copy pretty nice
Food Fight
Average Picked At: 9.09
Total Times Picked: 11
Average Last Seen At: 6.56
Total Times Seen 42
Pro Rating: 0.0
Pro Comment: So, this lets you sacrifice your artifacts to do 2 damage with them. That’s…could be good, but there aren’t really enough Artifacts in Red for this to really work out. If you pair with one of the food colors it might do a little more work, but it still seems really hard to build around this
Spiteful Hexmage
Average Picked At: 3.33
Total Times Picked: 9
Average Last Seen At: 2.87
Total Times Seen 15
Pro Rating: 3.0
Pro Comment: On its own this is effectively a one mana 1/1 – but getting rid of that Curse isn’t that hard. You can simply find a way to put another role on the hexmage, or you can sacrifice it to bargain. So chances are pretty good you can find a way to get value out of the Curse. You of course also have the option later in the game to put the curse somewhere else – like on a creature that is already incapacitated in one way or another, and a 3/2 body is imposing enough that the Hexmage is likely to usually matter. Basically, I think you can get enough mileage out of the Curse and this efficient body for this to play out reasonably well
Cursed Courtier
Average Picked At: 5.75
Total Times Picked: 16
Average Last Seen At: 4.60
Total Times Seen 68
Pro Rating: 3.0
Pro Comment: This is basically a three mana 1/1 with lifelink most of the time, which is bad – but if your deck has enough ways to put other roles on the Courtier, things get interesting, since the Cursed Role will go away and then it will get buffed, so it will become significantly larger in a flash. There are also a few ways to sacrifice enchantments, including to the Bargain mechanic, so getting rid of this negative Aura is easier than it might seem at first. Notably, this also triggers cards with Celebration all on its own, since it gives you two nonland permanents, so you can see that this does a bunch of stuff in a bunch of different decks.
Archive Dragon
Average Picked At: 5.83
Total Times Picked: 12
Average Last Seen At: 4.38
Total Times Seen 70
Pro Rating: 2.5
Pro Comment: A 6-mana 4/6 Flyer with Ward 2 seems…kind of okay. There’s not much in the format that can kill it efficiently between it’s size and the Ward tax, and obviously this body is good at attacking or blocking. The Scry 2 is a nice additional effect to have, but I do feel kind of like I should be getting a little extra something here, especially on an Uncommon. I think having one of these at the top of your curve in Blue seems like a good idea, though.
Rankle's Prank
Average Picked At: 3.80
Total Times Picked: 5
Average Last Seen At: 3.38
Total Times Seen 8
Pro Rating: 2.5
Pro Comment: This can have a huge impact on the game, and its modality means you can always choose only the things that hurt your opponent more than they hurt you. There will be situations where…none of these modes works that well for you, though. Like if you’re behind for example, these are all likely to hurt you more than they hurt your opponent. That probably just makes it a 2.5. There will be games where it feels far better than that grade implies, but there will be just as many where it’s significantly worse
Break the Spell
Average Picked At: 11.47
Total Times Picked: 34
Average Last Seen At: 9.57
Total Times Seen 383
Pro Rating: 2.0
Pro Comment: This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
Restless Spire
Average Picked At: 5.00
Total Times Picked: 9
Average Last Seen At: 3.84
Total Times Seen 28
Pro Rating: 3.5
Pro Comment: A 2/1 with First Strike can attack on a whole lot of boards, and the fact that this one is so cheap to animate is pretty amazing. Adding Scry as the attack trigger is definitely a nice addition
Unruly Catapult
Average Picked At: 9.14
Total Times Picked: 37
Average Last Seen At: 8.49
Total Times Seen 368
Pro Rating: 1.0 // 3.0
Pro Comment: This isn’t quite as impressive as Thermo-Alchemist, but it’s doing a decent impression. This will likely be a premiere payoff in the Blue/Red spells deck, and kind of unplayable everywhere else. It can inflict a ton of extra damage when you have lots of cheap spells, and an 0/4 body is decently stout.
Vantress Transmuter
Average Picked At: 9.22
Total Times Picked: 36
Average Last Seen At: 8.03
Total Times Seen 323
Pro Rating: 3.0
Pro Comment: This doesn’t quite give you two cards, but I think it gets close enough, even with Croaking Curse being Sorcery speed. It lets you downgrade a creature and up your ability to attack, and then you get a decent creature on a future turn
Verdant Outrider
Average Picked At: 10.69
Total Times Picked: 29
Average Last Seen At: 9.09
Total Times Seen 366
Pro Rating: 2.0
Pro Comment: A three mana 4/2 usually has the big problem of dying to 2 power creatures, but obviously enough, Verdant Outrider can get around that. You won’t always have the time or mana to use that ability of course, but it definitely does enough for this to be solid filler
Eriette's Whisper
Average Picked At: 11.42
Total Times Picked: 24
Average Last Seen At: 8.45
Total Times Seen 349
Pro Rating: 1.5
Pro Comment: 4 mana to Mind Rot isn’t great, even if you do get a Role out of the deal. Spending this much and adding minimally to the board is just something you want to do in most formats.
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