Average Picked At: 1.77 Total Times Picked: 48 Average Last Seen At: 1.77 Total Times Seen 93
Pro Rating: 3.5 Pro Comment: This starts with some very playable stats, and adds a pretty nice Boast effect -- he lets you tutor up a card and put it on top of your library. Combining Boast with Deathtouch is nice, because a death touch creature is much more likely to survive their attack than most other 2/3s, so getting to Boast more than once is a real possibility. Even if they do decide to block it, it is very likely their creature is also going to die, while you also get to improve your card quality. So, with Boast on board, this is basically a 5-mana ⅔ with death touch that puts your best or most needed card on top of your library, and that’s pretty nice. Keep in mind, putting a card on top is significantly worse than putting it in your hand -- if it went to your hand he would obviously be insane, but still, on top of your library is pretty nice.
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.
Pro Rating: 3.5 Pro Comment: Even if you only draw one card with Vega you are going to feel pretty good about your investment, since it has such reasonable stats to begin with. Drawing that one card isn’t too challenging, either!
Pro Rating: 4.0 Pro Comment: Both sides of Cosima are things I would be interested in playing. On the front, you have a 3-mana 2/4, and you’ll leave Cosima in play if you really need the body -- but in an ideal world, you’ll exile Cosima for a few turns, play some lands, and bring her back later as a bigger creature that reloads your hand. Sometimes, you won’t have time for that, and that means you may have to live with the 3-mana 2/4 -- OR you can cast the Vehicle side, which is reasonably efficient, crews for only one mana, and helps you steal lands from your opponents library, all things that I like. It does take awhile for for it to ever really help you out when you are really far behind. But at parity or if you’re ahead, she’s going to do a lot to improve your chances of winning.
Average Picked At: 6.73 Total Times Picked: 126 Average Last Seen At: 5.33 Total Times Seen 822
Pro Rating: 1.5 Pro Comment: I tend not to be a huge fan of symmetrical edict effects in Limited. They have some really wide variance in terms of what they can do. There will certainly be board states where it devastates your opponent and doesn’t hurt you as much -- and those will be situations where you cast it. But there will also be times where it hurts you more than your opponent, and you just won’t be able to cast this card. It does have Foretell, which means that maybe if the board isn’t ideal, but you have the mana around, you can Foretell it to pay less mana for it on a single turn further down the road. And yeah, there will be times where you just foretell this on turn two, let your opponent play two creatures, and then cast the Shadow on turn four, which will be pretty nice, but you can’t count on that panning out regularly.
Pro Rating: 2.0 Pro Comment: So, a 4-mana 3/3 with every creature type -- if we stop there, is probably an almost playable card, and this has a bunch more text! Unfortunately though, most of that text will be hard to make matter in Limited. You will need to be running combat tricks or fight spells to take full advantage of this -- and this does take away some of the major risk of combat tricks, since it will make copies of whatever you target -- but Blue is not exactly a color renowned for its combat tricks. Obviously you won’t be mono-blue, and you can pick them up elsewhere, I’m just saying it won’t be the easiest thing to make happen. The discard clause will almost never happen. I think overall this Mythic is a bit of a bummer to open for Limited, since I think it falls short of being something you want to take even remotely early.
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: 11.49 Total Times Picked: 378 Average Last Seen At: 10.15 Total Times Seen 4118
Pro Rating: 1.5 Pro Comment: Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Average Picked At: 1.35 Total Times Picked: 23 Average Last Seen At: 2.00 Total Times Seen 32
Pro Rating: 4.0 Pro Comment: Alright so, with Resplendent Marshal you are starting out with a creature with great stats. Then, it comes with a big ol’ textbox that will definitely have an impact most of the time. Now, you do need something in your graveyard to make it do its thing, and if you are just playing the Marshal on turn 3 that might not happen – but it still has the reasonable turn 3 fail-case of just being super efficient. Once the game goes long, and your board gets bigger, the ability will have more of an impact – since you’ll have something in your graveyard for the Marshal to exile, and you’re more likely to have creatures that share a creature type with it. Worth noting, too, that even if she does come down and can’t trigger it, she gets to try again when she dies, so chances are good at least one of those will do something, and sometimes it will be utterly game-ending – I mean, just paying 3 mana for a 3/3 that puts a +1/+1 counter on two or three of your creatures is a pretty incredible deal, and that’s not a Magical Christmas Land scenario. She has a great baseline and huge upside.
Average Picked At: 9.31 Total Times Picked: 358 Average Last Seen At: 8.30 Total Times Seen 3221
Pro Rating: 2.0 Pro Comment: The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Pro Rating: 4.0 Pro Comment: A 3-mana ¼ with Vigilance that taps for mana of any color and lets your other legendary creatures have Vigilance and the ability to tap for mana is a pretty good deal, especially because it seems like most decks in this format will have 3 or so legendary creatures, since there are more than the normal amount of them around. I think this is a great source of fixing and ramp and it has nice defensive stats. Additionally, it is very possible in this format to cast the Prismatic Bridge side, which will normally win you the game.
Average Picked At: 2.98 Total Times Picked: 448 Average Last Seen At: 3.11 Total Times Seen 1076
Pro Rating: 4.0 Pro Comment: This is a very good common. So, even if you take Foretell out of the mix, we are talking about premium removal. 4-mana for 3 damage at instant speed always plays pretty well. It does enough damage that trading up with it is no problem. Adding Foretell to the mix is no joke either, as you can use it to really maximize the efficiency of your mana. Like, if you want to play a creature on a turn rather than play this, but you have two extra mana -- so you Foretell it, and only have to pay one Red for it the turn you cast it. So yeah, that upside is very real. This is Red’s best Common.
Pro Rating: 2.5 Pro Comment: So, both sides of this card really want you to have cards in your graveyard. On the Egon side, you need to have two cards for him to exile, or he sacrifices himself and draws you a card. The nice thing about that is, even if you can’t quite keep him in play, he will be on the board for a whole turn, and a 6/6 deathtouch is going to be enough to keep your opponent from attacking pretty often. Then, when your turn comes, he replaces himself. So the fail case here if you can’t quite keep him in play is not that miserable, though not great either. The other side of the card, Throne of Death, is a pretty sweet little graveyard engine. It mills a card every turn, and presumably you’ll get creatures in your graveyard from that effect, and then in the later part of the game it can cash in creatures in the graveyard for cards. There is a decent amount of graveyard synergy in this set, and that will make both sides of this card pretty happy. Both require some building around and the right situation in your graveyard though, and that definitely holds them back.
Average Picked At: 2.10 Total Times Picked: 21 Average Last Seen At: 2.77 Total Times Seen 45
Pro Rating: 2.0 Pro Comment: So, a 4-mana 3/3 with every creature type -- if we stop there, is probably an almost playable card, and this has a bunch more text! Unfortunately though, most of that text will be hard to make matter in Limited. You will need to be running combat tricks or fight spells to take full advantage of this -- and this does take away some of the major risk of combat tricks, since it will make copies of whatever you target -- but Blue is not exactly a color renowned for its combat tricks. Obviously you won’t be mono-blue, and you can pick them up elsewhere, I’m just saying it won’t be the easiest thing to make happen. The discard clause will almost never happen. I think overall this Mythic is a bit of a bummer to open for Limited, since I think it falls short of being something you want to take even remotely early.
Average Picked At: 5.26 Total Times Picked: 170 Average Last Seen At: 4.22 Total Times Seen 646
Pro Rating: 3.0 Pro Comment: Generally, I think it is a bad plan to just straight up cast this as Equipment – when you do that, the bonus you get from them is not very good – 3 to equip is rough for +1/+2 and Reach. So normally, you want to cast this and make the elf token – which in effect, turns this into a 3-mana 2/3 with Reach that, if it dies, leaves equipment behind. And in a lot of ways, it is better than that – because you can move the Equipment before then if there’s a reason too, and even if your creature gets shut down by an Aura or bounced, you still have the Bow.
Average Picked At: 8.19 Total Times Picked: 210 Average Last Seen At: 6.74 Total Times Seen 1140
Pro Rating: 3.5 Pro Comment: This is a land that can turn into a removal spell and a couple of tokens in the late game, and I’m all about that.
Average Picked At: 10.11 Total Times Picked: 274 Average Last Seen At: 8.53 Total Times Seen 3285
Pro Rating: 2.0 Pro Comment: So, this card will never really be efficient. I mean, it starts as a 4-mana 3/3, and even if you boast with it, you’ll have spent 6 mana on a 4/4. However, efficiency isn’t everything. The fact is that this creature can grow throughout the game, and just the threat of using the ability will be enough for people not to block it when it attacks. Boast creatures a lot of the time will just end up feeling like situational mana sinks, and that’s not necessarily bad. The pseudo-vigilance it gains when it Boasts isn’t bad either.
Average Picked At: 6.57 Total Times Picked: 199 Average Last Seen At: 5.16 Total Times Seen 1296
Pro Rating: 2.5 Pro Comment: Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Average Picked At: 2.33 Total Times Picked: 55 Average Last Seen At: 2.60 Total Times Seen 106
Pro Rating: 3.5 Pro Comment: So, this 3-mana ⅔ comes with some very significant upside. First, it can be whatever creature type you need it to be. But where it really gets sweet is when you get to cast stuff off the top of your library -- something that is very significant card advantage. Now, I would guess that on average you’ll get like one free card out of that, but that’s a great deal -- and sometimes it might take over games. You do have to be smart when naming creature types, but many decks in this format will have lots of creatures that share a type, so it won’t be that difficult to make it happen. Plus, changelings will be really great with this.
Average Picked At: 2.13 Total Times Picked: 31 Average Last Seen At: 2.07 Total Times Seen 46
Pro Rating: 4.0 Pro Comment: A 3-mana ¼ with Vigilance that taps for mana of any color and lets your other legendary creatures have Vigilance and the ability to tap for mana is a pretty good deal, especially because it seems like most decks in this format will have 3 or so legendary creatures, since there are more than the normal amount of them around. I think this is a great source of fixing and ramp and it has nice defensive stats. Additionally, it is very possible in this format to cast the Prismatic Bridge side, which will normally win you the game.