Average Picked At: 8.10 Total Times Picked: 10 Average Last Seen At: 6.48 Total Times Seen 85
Pro Rating: 2.5 Pro Comment: This is not the best removal, but it is kind of passable. Three mana to give something -6/-0 is not the greatest rate ever, since the creature can still use abilities and block, but at least it will only do that last thing once, since it will die when it blocks. Still, 3 mana is a lot to not be able to really get rid of a creature. Don’t underestimate how much worse it is to let a creature you have “removed” block, even if it does die right away.
Average Picked At: 7.33 Total Times Picked: 3 Average Last Seen At: 5.91 Total Times Seen 13
Pro Rating: 0.0 Pro Comment: This is just a one-mana 1/1, and nothing more, so you don’t want to play it.
Average Picked At: 12.33 Total Times Picked: 9 Average Last Seen At: 9.27 Total Times Seen 106
Pro Rating: 1.0 Pro Comment: There’s not a reason to play this in this format other than desperation – there isn’t a Wizard archetype like there was in Dominaria.
Average Picked At: 7.00 Total Times Picked: 5 Average Last Seen At: 5.85 Total Times Seen 57
Pro Rating: 2.0 Pro Comment: This isn’t the best fixing there is, but hey, it is still fixing and that is always nice when you’re trying to splash.
Average Picked At: 3.00 Total Times Picked: 1 Average Last Seen At: 3.00 Total Times Seen 2
Pro Rating: 4.0 Pro Comment: Wow this thing is good. A two-mana 3/2 does great on the vanilla test, and then this comes with the very powerful ability to turn any creature card in your graveyard into a 2/2 Zombie Token. This means he is great on turn two because of the stats, and excellent late because it can turn your graveyard into a horde of zombies. It does cost double Black, but that’s not a huge hurdle since playing it late is so good.
Average Picked At: 9.29 Total Times Picked: 7 Average Last Seen At: 7.03 Total Times Seen 108
Pro Rating: 2.5 Pro Comment: You can draw a card off of this often enough for it to be solid.
Average Picked At: 1.50 Total Times Picked: 2 Average Last Seen At: 5.25 Total Times Seen 5
Pro Rating: 2.0 Pro Comment: This set has enough elves that this is actually a reasonable playable in most Green decks. You’ll basically never have a second one, though, so the other ability is irrelevant.
Average Picked At: 4.33 Total Times Picked: 6 Average Last Seen At: 4.14 Total Times Seen 16
Pro Rating: 3.5 Pro Comment: Hello 3-for-1. I like this a lot, a 6-mana 3/3 flyer is obviously pretty bad – but making your opponent lose a card while you draw one, and then having a 3/3 that can be attacking in the air? Yeah, this is really sweet.
Average Picked At: 7.29 Total Times Picked: 7 Average Last Seen At: 4.92 Total Times Seen 55
Pro Rating: 2.5 Pro Comment: This isn’t premium removal – but it is fine. It at least kills things pretty efficiently at two mana, but the conditions it asks for make it much less powerful. The creature has to be tapped, and that means most of the time a more offensive minded deck won’t be interested in this type of removal, they want a way to get blockers out of the way – this doesn’t do that. It’s also only a sorcery, so if you’re the defensive-minded deck where this is better-suited, you still have to take a hit to the face from something before you kill it.
Average Picked At: 10.67 Total Times Picked: 3 Average Last Seen At: 8.32 Total Times Seen 30
Pro Rating: 0.0 Pro Comment: You’re basically never going to be able to cash in on the effect this has, so mostly it just hurts your mana base.
Average Picked At: 10.14 Total Times Picked: 7 Average Last Seen At: 6.65 Total Times Seen 84
Pro Rating: 1.5 Pro Comment: This just doesn’t do enough most of the time to make the cut very often. Leaving up mana for countermagic can be a big cost, and while this does counter everything, three mana is a lot to have to leave up when you’re just trading 1-for-1.
Average Picked At: 1.00 Total Times Picked: 1 Average Last Seen At: 1.00 Total Times Seen 2
Pro Rating: 2.5 Pro Comment: I feel like this was printed mostly with EDH in mind so people could have a defender lord, as there isn’t much defender in this set. Still, I mean it is a 4-mana 3/5 with Flying and Vigilance, which is great stats. But the difficulty in taking full advantage of this card is real. I don’t even really think this is worth splashing for in most cases despite the reasonable stats, because 3-colors of mana is hard enough to do in Limited that you want a bigger payoff than this. Sure, if you end up with a few creatures with defender it moves up a bit, but that’s just not going to happen often enough. Basically I wouldn’t recommend splashing just for this, but if you’re already going with these three colors, it is a fine inclusion.
Average Picked At: 1.00 Total Times Picked: 2 Average Last Seen At: 1.00 Total Times Seen 2
Pro Rating: 5.0 Pro Comment: 3-mana 3/3 flyers have been known to quickly kill opponents who don’t have removal for them, and this one comes with a whole bunch of extra text. Add all the rest of to the mix and she gets a whole lot stronger – if your deck is capable of gaining lots of life she can just make a bunch of Serra Angels. It is hard for most decks to gain 5 life a turn in Limited, but she has that covered with her second ability, which basically reads “Cause a 10 point life swing between you and your opponent, make a 4/4 Angel.” Sure, she could get killed in response to the ability which will really hurt, but if your opponent can’t answer this they’re just dead.
Average Picked At: 3.00 Total Times Picked: 1 Average Last Seen At: 2.00 Total Times Seen 2
Pro Rating: 3.0 Pro Comment: A 4-mana ¾ that can make itself indestructible for 5-mana is already kind of decent. This format has enough good Knights at Common – namely Cavalry Drillmaster and Gallant Cavalry – that the additional upside comes up relatively often, too.
Average Picked At: 11.00 Total Times Picked: 5 Average Last Seen At: 8.13 Total Times Seen 107
Pro Rating: 1.5 Pro Comment: No toughness boost means it is kind of difficult for you to make the creature into a better attacker. Sure, unlike a lot of Auras at least this one replaces itself, but it isn’t really worth it.
Average Picked At: 7.50 Total Times Picked: 2 Average Last Seen At: 4.53 Total Times Seen 16
Pro Rating: 1.5 Pro Comment: One mana 2/2s already aren’t great in Limited because they can get outclassed so quickly. They are pretty good in constructed because you can have a critical mass of cards that allows your deck to consistently curve out, but that doesn’t happen in MOST limited formats. This one-mana 2/2 also comes with a downside – and it is actually a significant one. If you get him late and he has to come into play tapped it could really cost you. Obviously coming down as a one-mana 2/2 on turn one it won’t really matter that he’s tapped, but at all other stages it definitely does.
Average Picked At: 8.63 Total Times Picked: 8 Average Last Seen At: 6.71 Total Times Seen 93
Pro Rating: 2.5 Pro Comment: The flexibility of bouncing any nonland permanent at instant speed is nice, and two mana is a fair cost for that. You can just do a ton of things with it. Bounce spells frequently just give you some tempo – that is, they play like an 5-drop and you pay tow mana to make them do it again – and that’s nice. But that’s really just the base of this card. Sometimes you can actually trade cards with your opponent, or blow them out – like if they try to put an aura on something or use a combat trick. Those situations will arise, so be ready for them in this format.
Average Picked At: 7.43 Total Times Picked: 7 Average Last Seen At: 4.93 Total Times Seen 59
Pro Rating: 3.0 Pro Comment: Giving a creature -3/-3 at Instant speed for 4 seems like an ok deal to me. These kinds of weakening effects always have a little extra utility too, sure – you can use it as straight up removal to kill something with 3 or less toughness – but you can also use it to weaken a creature and then block it to kill it without losing your creature. It falls a little short of premium removal because of its cost, but it is decent card.
Average Picked At: 9.73 Total Times Picked: 11 Average Last Seen At: 7.84 Total Times Seen 108
Pro Rating: 2.0 Pro Comment: This can be a decent finisher for Blue decks that need one. It isn’t efficient to cast, and it costs a ton to make it unblockable, but it does give you inevitability in the late game.
Average Picked At: 7.38 Total Times Picked: 8 Average Last Seen At: 6.19 Total Times Seen 76
Pro Rating: 3.0 Pro Comment: So I THINK this is basically a better Dragon Fodder or Krenko’s Command. Why better? Because if you can find a way to do it, you can abuse the ETB trigger on these to get more Goblins. Either way, this card’s good. As a two-drop that brings you two bodies, it is good at basically all stages – it also provides sacrifice fodder for the RB deck.