Draft Trainer

Dominaria Limited Quiz

Answered: 0/20
Accuracy: 0
Memorial to Folly
Average Picked At: 6.41
Total Times Picked: 49
Average Last Seen At: 5.42
Total Times Seen 252
Pro Rating: 3.5
Pro Comment: I love utility lands, and this whole Memorial cycle is certainly that! It enters tapped, but most of the time the Memorial will just feel like a way better Swamp, since in the late game it can get you the best creature back out of your graveyard, that’s a very real effect on a land – something most don’t have!
D'Avenant Trapper
Average Picked At: 7.66
Total Times Picked: 110
Average Last Seen At: 6.63
Total Times Seen 660
Pro Rating: 2.5
Pro Comment: This has decent stats and an okay historic trigger. Tapping stuff down can often really enable attacks you just didn’t have before, and that’s a good place to be in an aggressive deck.
Blessing of Belzenlok
Average Picked At: 11.84
Total Times Picked: 85
Average Last Seen At: 9.82
Total Times Seen 1106
Pro Rating: 1.0
Pro Comment: This is a mediocre trick, even if you use it on a legendary creature.
Triumph of Gerrard
Average Picked At: 3.78
Total Times Picked: 46
Average Last Seen At: 3.58
Total Times Seen 162
Pro Rating: 2.0
Pro Comment: This is one of the more underwhelming Sagas in the set. You have to have a creature to put the counters on in the first place, and often times you won’t have that on turn two. Then, it sort of puts all of your eggs in one basket, and that’s a dangerous plan. Now, it isn’t unplayable or even close to it, but it won’t do what you want it to as often as you might think.
Slimefoot, the Stowaway
Average Picked At: 2.33
Total Times Picked: 33
Average Last Seen At: 2.41
Total Times Seen 98
Pro Rating: 4.0
Pro Comment: Draining 1 life any time a Saproling dies is pretty amazing. If you’re in BG, you’re going to have plenty of Saprolings, and even if you don’t, Slimefoot can make his own! Even if you don’t do something like pair them with sacrifice effects, just chumping with Saprolings suddenly becomes a bit of a problem for your opponent. Slimefoot is a great mana sink that can really take over games.
Isolated Chapel
Average Picked At: 3.38
Total Times Picked: 13
Average Last Seen At: 3.37
Total Times Seen 45
Pro Rating: 3.0
Pro Comment: Like most two-color cycles of lands, these are some pretty nice fixing, and they’ll often come into play untapped.
Sanctum Spirit
Average Picked At: 8.82
Total Times Picked: 33
Average Last Seen At: 6.09
Total Times Seen 293
Pro Rating: 2.0
Pro Comment: It is cool that this can become indestructible, but a lot of the time when you play this, you find yourself not really wanting to discard a Historic card to save it, as a 3/2 with lifelink isn’t exactly a worldbeater.
Shield of the Realm
Average Picked At: 9.76
Total Times Picked: 34
Average Last Seen At: 6.26
Total Times Seen 318
Pro Rating: 1.5
Pro Comment: This doesn’t give any real stats boost, but the effect it grants can often really tamper with combat. Of course, the problem is, you generally have to put it on a creature that is already good, because if your creature is just a 2/2 or something, adding this effect won’t make much of difference.
Icy Manipulator
Average Picked At: 2.27
Total Times Picked: 48
Average Last Seen At: 2.10
Total Times Seen 82
Pro Rating: 4.0
Pro Comment: This is awesome every time we see it. It will often just feel like removal that you can move around all game long, and it can be useful whether you’re being defensive or on the beat down.
Llanowar Scout
Average Picked At: 10.05
Total Times Picked: 78
Average Last Seen At: 8.35
Total Times Seen 941
Pro Rating: 1.5
Pro Comment: People often really overrate this type of effect. It is easy to imagine simply always ramping with it, but the problem is that you have to have lands to put into play in the first place. That might sound like a foregone conclusion, but it really isn’t – what makes other ramp cards great is that they get you the land from your library, which effectively draws you a card – in this case, you have to have the land to ramp, and that’s a big difference.
Homarid Explorer
Average Picked At: 11.35
Total Times Picked: 71
Average Last Seen At: 9.37
Total Times Seen 1001
Pro Rating: 1.0
Pro Comment: There isn’t enough of a payoff for milling yourself or your opponent for this to be very good.
Traxos, Scourge of Kroog
Average Picked At: 1.81
Total Times Picked: 26
Average Last Seen At: 2.21
Total Times Seen 40
Pro Rating: 4.0
Pro Comment: This guy is absolutely huge, and there are enough historic spells around – and ways to untap it (see Voltaic Servant), that it ends up just being a creature who wins you the game pretty often. Now, the set up is real, and sometimes Traxos will be a real dud, but it will feel like a bomb often enough.
Timber Gorge
Pro Rating: 3.0
Pro Comment: Like most two-color cycles of lands, these are some pretty nice fixing, and they’ll often come into play untapped.
Yargle, Glutton of Urborg
Average Picked At: 6.94
Total Times Picked: 18
Average Last Seen At: 4.90
Total Times Seen 217
Pro Rating: 1.5
Pro Comment: This 5-mana 9/3 is pretty silly! And, actually fairly playable too. It is a historic spell, which definitely matters, and also a funny place to put something like Arcane Flight.
Damping Sphere
Average Picked At: 11.92
Total Times Picked: 26
Average Last Seen At: 8.18
Total Times Seen 388
Pro Rating: 0.0
Pro Comment: This pretty much does nothing in Limited. Don’t play it.
Time of Ice
Average Picked At: 3.31
Total Times Picked: 48
Average Last Seen At: 3.07
Total Times Seen 119
Pro Rating: 3.0
Pro Comment: This tends to play out pretty well, and this is especially true if you are the beatdown. Tapping down a single creature can have a significant impact on a race, so this does something pretty real right off the bat – then, with chapter two, it does it again! Then, Chapter III really discourages your opponent from attacking you at all, and even if they don’t, you get to bounce whatever the last creature you locked down was. This just tends to give you a ton of tempo for a reasonable cost.
Siege-Gang Commander
Average Picked At: 1.62
Total Times Picked: 21
Average Last Seen At: 1.62
Total Times Seen 28
Pro Rating: 4.5
Pro Comment: 5 mana for a 2/2 and three 1/1s is already something I would sign up for, but what really pushes the Commander into bomb range is his ability to turn Goblins into damage. If you’re allowed to untap after playing the commander, you probably have 6 mana, which will give you the ability to do 2 three times. You won’t always want to do that, but it will often be the right play, as that really lets you reshape the board. And, if the ability isn’t useful, it probably means you’ll be attacking with the Goblins anyway.
Forebear's Blade
Average Picked At: 1.06
Total Times Picked: 17
Average Last Seen At: 1.19
Total Times Seen 21
Pro Rating: 3.5
Pro Comment: When you Equip this the first time it isn’t going to feel amazingly efficient, 6 mana total to give a creature +3/+0 , Vigilance and Trample is not a card you would feel great about. That said, the boost is enough to make virtually any creature into a good attacker, though the lack of a toughness boost does mean your creature isn’t less likely to actually die in combat, but that’s okay, since the Blade just gets equipped to something else for free any time the creature wielding it dies, and that’s where the real value is.
History of Benalia
Average Picked At: 1.36
Total Times Picked: 11
Average Last Seen At: 1.33
Total Times Seen 12
Pro Rating: 4.5
Pro Comment: This adds a ton to the board for a very low investment. For three mana you get those two Knight tokens, and then they get pumped later. This is great even if you have 0 other Knights, and if you have other Knights, it gets to be absurd.
Bloodstone Goblin
Average Picked At: 9.16
Total Times Picked: 110
Average Last Seen At: 8.41
Total Times Seen 917
Pro Rating: 2.0
Pro Comment: A two-mana 2/2 isn’t a bad baseline, but this often isn’t much more than that. That’s because, by the part of the game where you can pay kicker costs, a 3/3 with Menace usually isn’t going to be the most…well…menacing creature around.
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