Average Picked At: 3.00 Total Times Picked: 1 Average Last Seen At: 3.00 Total Times Seen 1
Pro Rating: 3.5 Pro Comment: A 5-mana 3/3 that returns an instant or sorcery to your hand is already a pretty good card -- it can help you get back a powerful removal spell while also having a large enough body to trade with something -- and that’s a 2-for-1.. Adding Prowess to the mix makes it even more appealing, since it can become a 4/4 pretty easily, and usually at Instant speed. Now, there is a downside here -- if your deck doesn’t have a decent number of spells, and you are just playing this as a 5-mana 3/3 that’s not going to feel too good. However, I don’t think it is a stretch to say most decks will have 4 or 5 instants or soceries, and if that’s the case you’re looking at a pretty good card.
Average Picked At: 2.00 Total Times Picked: 1 Average Last Seen At: 2.00 Total Times Seen 1
Pro Rating: 0.0 // 3.0 Pro Comment: Turning life gain into actual cards feels great, and a 2/2 flyer is definitely a real card -- especially if you can get more than one of them out of this -- even the first one is given to you at a pretty good rate, so if this really starts churning them out things could get interesting. Obviously, you have to have a deck that can not only gain life -- but gain 3 or more life a turn at least a few times a game for this to be worth it, and as a result of that I think we do have to go with a buildaround here. It is stone unplayable in many decks. But in a deck that can really get things going with it, it is going to be one of the best payoffs in your deck, since it provides you with a very real win condition.
Average Picked At: 8.00 Total Times Picked: 1 Average Last Seen At: 10.00 Total Times Seen 5
Pro Rating: 1.5 Pro Comment: This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Average Picked At: 1.33 Total Times Picked: 3 Average Last Seen At: 1.80 Total Times Seen 5
Pro Rating: 3.0 Pro Comment: This gives you really good fixing, something that every Limited deck wants, since Limited mana bases tend to be so bad, even in two-color decks!
Average Picked At: 9.00 Total Times Picked: 1 Average Last Seen At: 8.50 Total Times Seen 5
Pro Rating: 2.0 Pro Comment: This trick virtually always allows your creature to win combat, and that’s the kind of trick that aggressive decks are after.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 10.00 Total Times Seen 3
Pro Rating: 1.5 Pro Comment: This thing is a borderline playable on its own, but it can be fetched by the RW signpost uncommon, increasing its value a little bit.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 7.00 Total Times Seen 6
Pro Rating: 0.5 // 3.0 Pro Comment: I actually enjoy these “Collect ‘em All” type cards in Limited, as they make for interesting decisions even later on in packs. Obviously, you don’t want to play this if you only have 1, it is woefully inefficient -- and even 2 isn’t really where you should be playing it. I think you need to get at least 3 before you start playing it, and any more than that and it becomes increasingly impressive. It doesn’t hurt that UG has payoffs for drawing cards, and UR has payoffs for spells either. Keep in mind, by the way -- in Limited you can play as many copies of something as you can get your hands on, so you can go higher than 4.
Average Picked At: 15.00 Total Times Picked: 3 Average Last Seen At: 10.39 Total Times Seen 49
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 8.50 Total Times Seen 9
Pro Rating: 1.5 Pro Comment: So, a two mana 2/2 with Vigilance is pretty passable. This guy does have some small additional synergies as a result of being a card that the RW signpost uncommon can search up, and that does increase his value for sure.
Average Picked At: 4.00 Total Times Picked: 2 Average Last Seen At: 5.00 Total Times Seen 2
Pro Rating: 4.0 Pro Comment: While he isn’t quite as good as Adanto Vanguard, I think the comparison is warranted. Both are great attackers all game long thanks to their ability to become indestructible, and both can even be effective blockers all game long -- if that’s what you need -- because of the ability. Discarding a card is a hefty cost for sure, but generally you’ll be doing it to trade with something of your opponent’s -- whether a creature in combat or a removal spell -- so going down the card isn’t as brutal as it sounds. The fact he has to tap down to become indestructible does mean that your opponent’s removal spells will at least make it tap, and that might be frustrating, but still -- a two-drop that attacks all game long is great. Even just the threat of activation means your opponent will be taking three to the face a lot with this!
Pro Rating: 1.5 Pro Comment: This is here to help constructed formats. In Limited, it won’t be very often that non-token creatures are entering the battlefield without being cast. But, the good news is, that a 2-mana 2/2 Flash is probably a C anyway. It can flash in and take down X/2s that cost more mana, or kill 1/1s, and it has what are perfectly solid stats. It isn’t special in Limited, but it is a solid two-drop. That rare moment when you do manage to get someone with the ETB ability will feel incredible, but it won’t happen much.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 11.00 Total Times Seen 3
Pro Rating: 4.0 Pro Comment: A two mana Equipment that costs 1 to equip and gives +1/+1 would be a card that is already a borderline playable, and this thing just keeps getting better and more efficient as the game goes on.
Average Picked At: 11.00 Total Times Picked: 1 Average Last Seen At: 11.00 Total Times Seen 2
Pro Rating: 0.5 Pro Comment: This card is exactly what its name is. It is tempting to imagine the 4-for-1 this gives you in ideal scenarios, but it just doesn’t happen. It is mostly just a bad draw spell.
Average Picked At: 5.00 Total Times Picked: 2 Average Last Seen At: 3.08 Total Times Seen 14
Pro Rating: 2.0 Pro Comment: This is very hit or miss. If you don’t have a good board state, it isn’t very good. If you have a decen board state, it is alright, and if you’ve gone really wide, it is hugely powerful. Obviously, White, and especially RW is going to be good at going wide, but cards that are sort of all or nothing like this often concern me. I like a card to at least have a reasonable fail case, and that isn’t what we have here, so that does limit it somewhat.
Average Picked At: 15.00 Total Times Picked: 1 Average Last Seen At: 15.00 Total Times Seen 2
Average Picked At: 1.00 Total Times Picked: 1 Average Last Seen At: 1.00 Total Times Seen 2
Pro Rating: 4.5 Pro Comment: Her first +1 can give you some serious card advantage in the later stages of the games, effectively allowing you to draw 3 cards a turn once you end up in a situation where you don’t have cards in your hand. Sure, you won’t be able to play them all every turn, but the ability will still result in being an additional card on turns in the late game at worst. Her +1 kills small creatures, or can even threaten your opponent by damaging them. A planeswalker who can draw cards and be repeatable removal tends to be good, and that’s what we have here. Her ultimate is no joke either, since she will often be letting you cast enough spells that you can end the game. Theoretically you will have the 5 mana you used to play her +6 thefrom the ability, so you get to search up at least 11 mana worth of spells and just fire them all of on the same turn.
Average Picked At: 6.00 Total Times Picked: 1 Average Last Seen At: 2.92 Total Times Seen 13
Pro Rating: 3.0 Pro Comment: So, there are enough Zombies in this set that a 3-mana ⅔ that gives +1/+0 to all Zombies is probably worth playing already, but I think what makes this card extra good is the ability to make a Zombie token at the end of your turn if a creature died that turn. Obviously, it will be a 3/2 Zombie as long as the Devotee is around. Paying two mana just won’t be possible sometimes, but it is the kind of thing that can really torment your opponent late, since you will be able to attack aggressively into their trades, and then get a Zombie at the end of your turn. I think the reasonable floor here, coupled with a fairly powerful ability, makes Devotee a card that I want to be taking with a first pick sometimes.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 7.00 Total Times Seen 3
Pro Rating: 1.5 Pro Comment: This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 4.00 Total Times Seen 3
Pro Rating: 2.0 Pro Comment: A 3-mana 2/1 flyer is usually borderline playable, but this also comes with a symmetrical tax effect. As a result of that, you don’t really want to be playing this in a deck that has lots of non-creature spells -- but if your deck is mostly creatures, you’re going to be in business with this, since it will hate on your opponent more than you, in addition to having reasonable stats.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 14.00 Total Times Seen 4