Pro Rating: 4.5 Pro Comment: Svella comes with reasonable stats for the cost, and the ability to make snow artifacts that provide fixing and snow mana. The late game ability to choose a card from the top four cards of your library to cast is nice additional upside, and Svella can get there surprisingly quickly thanks to the Icy Manaliths. It is definitely an amazing late-game mana sink. Svella is a bomb that, if she isn’t killed, will simply win you the game.
Average Picked At: 6.35 Total Times Picked: 358 Average Last Seen At: 5.80 Total Times Seen 2179
Pro Rating: 3.5 Pro Comment: This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Average Picked At: 5.05 Total Times Picked: 43 Average Last Seen At: 3.98 Total Times Seen 246
Pro Rating: 1.0 Pro Comment: It is pretty rough that this Kraken only cares about Snow LANDS for reducing its mana cost – snow permanents would be nice, only checking for snow lands means this will be very hard to make work in Limited, even if you draft like 7+ Snow lands, that doesn’t mean you’ll get all 7+, and he will still likely cost 8 or 9 mana, which is still going to be too slow in far too many games. Don’t get me wrong, his eTB ability is pretty good – but I feel like, as hard as it is to cast this guy, he should at least lock down lands too or something! Or maybe tap all their artifacts and creatures in addition. It will just be super hard to cast this, and its ability while good, will be kind of underwhelming a little too often. Oh, and the “return this kraken to your hand” part of it is just silly, because it is pretty darn likely you’ll never be casting it again if you do that, since you’ll very likely need to get those snow lands back in play to cast it, and that will take several turns which you probably don’t have in the late game.
Average Picked At: 1.98 Total Times Picked: 64 Average Last Seen At: 2.07 Total Times Seen 97
Pro Rating: 4.5 Pro Comment: So, a 3-mana 3/3 that gets a +1/+1 counter every time an opposing permanent goes to the graveyard is pretty good. Sure, sometimes it will just get killed before gaining in size at all, but it is a creature that gets more imposing throughout the game, and it does a good job on the vanilla test anyway. Sarulf adds to that the ability to remove all of its counters during your upkeep to exile all nonland permanents with a CMC less than or equal to the number of counters. You get to decide when to do it, so you can always do it at an opportune time – like when it hurts your opponent a ton and doesn’t hurt you nearly as much.
Average Picked At: 8.95 Total Times Picked: 99 Average Last Seen At: 6.48 Total Times Seen 1049
Pro Rating: 1.5 Pro Comment: So, most of the time, if you’re reanimating an Elf with this, you’re probably not getting the largest creature -- probably a 3/3 at the most, so it is nice that if you do go for an Elf you get those tokens, which will make the 5-mana investment a little bit less of a burden. Then, if you reanimate something big, you won’t get the tokens, but you’re probably still getting your 5 mana’s worth. So, basically, if you’re in an elf deck at least, Return Upon the Tide helps you get around the downside of 5-mana reanimation spells, by giving you a wider variety of options that will feel like you are doing an okay job with the card. It also has Foretell, which means that you can pay for it in installments, though with this one you end up paying one additional total mana if you go that route -- but that will sometimes be worth doing.
Average Picked At: 8.17 Total Times Picked: 366 Average Last Seen At: 7.46 Total Times Seen 2784
Pro Rating: 2.0 Pro Comment: Two mana 2/2s with Lifelink are always solid. Just being able to trade for another two drop and gaining you 2 life is a decent fail case, and if they are allowed to stick around they will end up gaining you significant life. Auras and Equipment are also your friend with a creature like this.
Average Picked At: 7.93 Total Times Picked: 222 Average Last Seen At: 6.08 Total Times Seen 1613
Pro Rating: 2.0 Pro Comment: Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Average Picked At: 7.31 Total Times Picked: 39 Average Last Seen At: 5.68 Total Times Seen 317
Pro Rating: 0.0 Pro Comment: This is too hard to effectively use in Limited since its so random, and you won’t have a deck constructed to abuse it.
Average Picked At: 11.40 Total Times Picked: 324 Average Last Seen At: 9.80 Total Times Seen 3923
Pro Rating: 1.5 Pro Comment: This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Average Picked At: 2.06 Total Times Picked: 52 Average Last Seen At: 2.40 Total Times Seen 93
Pro Rating: 4.0 Pro Comment: This can often be a one-sided board wipe, especially against aggressive decks. Since you choose the creature type, you can choose whatever hurts you the least and hurts your opponent the most. Sometimes your opponent will have Changelings, and that can be annoying, but this is still very strong.
Average Picked At: 1.41 Total Times Picked: 27 Average Last Seen At: 1.31 Total Times Seen 37
Pro Rating: 4.0 Pro Comment: So, obviously, Tyvar will excel in decks with a ton of elves -- but one of the nice things about him is he isn’t completely reliant on your deck having like 10+. This is because he can make Elves himself with his 0 loyalty ability. Those Elves can protect him, and because of his static ability, they can also tap for Black mana. Once you have Elves, he can put counters on them, untap them, and give them deathtouch with the +1, and obviously his -6 does kind of ask you to have a ton of elves, but you won’t often get there anyway. So, basically, I think your average Green deck in this format will have 5 or so elves without trying, and he is going to be a good card in those decks.
Average Picked At: 6.43 Total Times Picked: 130 Average Last Seen At: 5.22 Total Times Seen 797
Pro Rating: 3.0 Pro Comment: Three mana for +1/+1 and double strike is something that you’ll play sometimes, and that’s what this is at a base level. That type of boost makes it very likely that your creature will be able to win combat, and it can also manufacture lethal damage out of nowhere. The problem that all tricks have, though, is that you can really get blown out if your opponent can interact in response, and if you have to pay all three mana for this in a single turn, it also makes it harder for you to play another spell on the same turn. But, by splitting this into two payments, you will more easily find windows where it is worth the risk, since paying a single White mana is way easier than paying three in the same turn. Now, as I often say -- it is still a trick, and even this one has the problems all tricks have: they are highly situational, and you are risking a blowout. That said, this is a nice enough trick that you’ll almost always run it in a White deck with a reasonable number of creatures. It can win the game out of nowhere sometimes!
Average Picked At: 1.48 Total Times Picked: 44 Average Last Seen At: 1.78 Total Times Seen 60
Pro Rating: 4.0 Pro Comment: A vanilla 4-mana 4/4 is already playable, and this is far from vanilla! Just making your opponent’s creatures that die go to exile is a somewhat relevant ability. Most decks have at least 1-2 cards that care about the graveyard, so hey, that’s upside. But where you really get the value is out of the ability to cast the creatures that are exiled by the Necromancer. Now, you do have to have snow mana to cast creatures that aren’t in a color that lands you control could produce, but that isn’t a huge ask -- you generally will just need one snow land to make that work in most cases, and then of course there’s the fact that a decent chunk of opponents will have creatures you can cast with your mana anyway! Now, the snow limitation is definitely relevant, and there will be times where this guy is just too slow to help you out, but he’s still pretty great.
Average Picked At: 6.82 Total Times Picked: 121 Average Last Seen At: 5.25 Total Times Seen 859
Pro Rating: 3.5 Pro Comment: Three mana for a +1/+1 counter won’t make it feel like the greatest investment ever at first, and really -- even after you get the second counter it won’t feel great either -- but hey, it does impact the board a little bit at least! The most value the card gives you is with chapter three, which will typically take down your opponent’s best creature -- and that means you spent three mana for two +1/+1 counters and a removal spell, which is actually crazy efficient! It is, of course, slow -- and sometimes you’ll really wish you could just kill their creature first, but this is still really efficient.
Average Picked At: 10.48 Total Times Picked: 97 Average Last Seen At: 7.52 Total Times Seen 1191
Pro Rating: 1.0 Pro Comment: I know people like Ox and Plow shenanigans, but mostly you shouldn’t do that if you want to win. Crew 6 is a TON, and gaining some mana and life back when it attacks just isn’t going to be enough for me to overcome it. It will die on its first attack most of the time too.
Average Picked At: 4.45 Total Times Picked: 49 Average Last Seen At: 3.74 Total Times Seen 210
Pro Rating: 1.0 // 3.0 Pro Comment: This format mostly doesn’t seem tribal enough to make this really work well. Making token copies of all your creatures of a chosen type is great. That said, unlike some tribal payoff things in this set, Reflections of Littjara is something you probably only play when you really get there on a creature type -- I’m talking 10+ cards. This is because it has a pretty significant downside, which is the fact that the turn you play it -- it doesn’t do anything. That means you really have to be able to untap and utilize it immediately, and if you can’t, you might be dead.
Average Picked At: 5.55 Total Times Picked: 150 Average Last Seen At: 4.63 Total Times Seen 708
Pro Rating: 3.0 Pro Comment: This is strictly better Setessan Training, and the Training was a pretty solid card! Granted, this set is not quite as Enchantment-focused as Theros Beyond Death, but this still seems pretty good. While a stats boost AND trample for 1G can be a really risky Aura to play, this draws you a card so you can avoid a total blowout from a 2-for-1 most of the time. Trample is an evasive ability too -- it might be flying -- but it does make it harder for your opponent to stop your creatures form damaging them.
Average Picked At: 12.58 Total Times Picked: 118 Average Last Seen At: 8.99 Total Times Seen 1524
Pro Rating: 0.5 Pro Comment: Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Average Picked At: 6.07 Total Times Picked: 161 Average Last Seen At: 5.31 Total Times Seen 808
Pro Rating: 4.0 Pro Comment: Kardur is strong, so it is kind of unfortunate that BR collectively isn’t really. You’ll mostly play him off a splash in other decks. Forcing all of your opponent’s creatures to attack you can make a big impact, not only because you can set up blocks to kill their creatures -- which, with Kardur in play, also means you’ll drain them 1 life -- but also because it opens your opponent up for a crack back that might just be lethal. In other words, Your opponent will have to attack in what is likely a less-than-optimal situation, while you’ll be able to attack in a pretty good one. Now, if your opponent’s board is significantly better than yours, things might not go so well, but if that’s true, well -- they were probably going to attack you with everything anyway! Note, by the way, that it doesn’t matter who controls an attacking creature for the drain life trigger, so it matters when you attack and when your opponent attacks.
Pro Rating: 4.0 Pro Comment: 4-mana to make 2/2 tokens on its own is usually a solid card in Limited, so everything else this does is upside -- and that upside is considerable. Sure, crew 4 on a 4/4 Vehicle is kind of rough, but the fact that this copies a token you control every time it attacks helps to make up for that. And also, keep in mind, this comes with the necessary creatures to crew it in the first place. It is still going to be a bit clunky in terms of crewing it, and sometimes you just won’t be able to do it -- sometimes the two 2/2 tokens is all you’ll get -- but like I said, that is a decent card in most Limited formats, and this has the potential to take over games on the right board state.