Average Picked At: 1.00 Total Times Picked: 7 Average Last Seen At: 1.36 Total Times Seen 14
Pro Rating: 3.5 Pro Comment: If you can play him early, he can get a few poison on your opponent so your corrupted cards get better, and if you get him late, he can function as a really obnoxious way to protect your other creatures from removal or make them unblockable. This gives him some pretty relevance all game long, which is not something one often says about a one drop. He does a pretty good impression of Mother of Runes
Average Picked At: 2.00 Total Times Picked: 5 Average Last Seen At: 2.40 Total Times Seen 15
Pro Rating: 4.0 Pro Comment: Obviously, if you can cast Atraxa, you’re going to get a massive, formidable creature that also draws you something like 3 or 4 cards. That’s going to pretty much always win you the game, but the question is how easy this will be to cast. I think the fact that Green is one of her four colors really matters, and probably does make it possible to cast this thing in some decks.
Average Picked At: 9.17 Total Times Picked: 63 Average Last Seen At: 7.65 Total Times Seen 654
Pro Rating: 2.0 Pro Comment: Black usually gets a three mana Common that does some version of draw 2 lose 2, and it is usually a passable card. Not adding to the board can be a liability, and this format does feel like it will be a fast one – so you never really want more than one of these. That first copy seems alright, though.
Average Picked At: 11.61 Total Times Picked: 62 Average Last Seen At: 9.83 Total Times Seen 874
Pro Rating: 1.5 Pro Comment: This has a mediocre stat-line, and its ability isn’t that impressive either. Getting back removal is nice of course, but putting it on top of your library isn’t that powerful. You’ll usually have to wait a turn to get it, and if you didn’t have something worth getting out of the graveyard, you’re even more out of luck.
Average Picked At: 8.44 Total Times Picked: 34 Average Last Seen At: 6.81 Total Times Seen 250
Pro Rating: 1.5 // 3.0 Pro Comment: Here is your big payoff for going wide with Mites! Your artifacts make it cheaper, and having a bunch of artifact creatures is going to feel really good when you have a +2/+1 boost. This sort of card usually needs a build around grade, because if you don’t have enough ways to go really wide, you can’t really play it – but when you’re in the right deck, this ends a lot of games
Average Picked At: 6.10 Total Times Picked: 83 Average Last Seen At: 5.77 Total Times Seen 515
Pro Rating: 3.0 Pro Comment: This looks really good to me. Three mana to lock a creature down is usually a playable card. Sure, it doesn’t fully remove a creature, and that can be a liability sometimes – and there are lots of ways your opponent can get around this card – like by bouncing their creature. Adding Proliferate is pretty serious, though!
Average Picked At: 4.50 Total Times Picked: 4 Average Last Seen At: 4.00 Total Times Seen 25
Pro Rating: 0.0 Pro Comment: Pretty much every set has an unplayable Planeswalker buildaround, and that’s certainly what we have here! This does have an effect that does something with any permanent with counters on it, but it is just a way worse version of Proliferate, so you’re not going to be interested.
Average Picked At: 7.20 Total Times Picked: 5 Average Last Seen At: 4.22 Total Times Seen 27
Pro Rating: 1.5 Pro Comment: This is a fun call back to Staff of Domination – but like the Staff, this isn’t anything special in Limited. The Pay 1 life ability almost never comes up. The 2 life ability makes this a really mediocre mana rock. Paying 3 life to proliferate and 4 to draw a card is where things start to get interesting, but that amount of life can add up quickly, and having a card that makes you pay life that also doesn’t usually add to the board seems like a recipe for disaster in a lot of games. If you have some ways to gain life this obviously gets more interesting, but that doesn’t seem to be a big theme here
Average Picked At: 6.34 Total Times Picked: 29 Average Last Seen At: 4.96 Total Times Seen 182
Pro Rating: 2.5 Pro Comment: This sort of bounce effect is usually solid card – not usually amazing because it is card disadvantage, but in a lot of decks the tempo is big – and when you can use it to trade 1-for-1 and get tempo it feels pretty absurd. You can do this if you cast it in response to a combat trick or something like that. The Proliferate upside is nice, as bouncing something expensive is usually the best thing to do to get the most tempo, but if you have enough counters around, or you feel the need to fire it off early, you get some upside
Average Picked At: 6.50 Total Times Picked: 8 Average Last Seen At: 4.37 Total Times Seen 65
Pro Rating: 0.0 Pro Comment: Oil counters are definitely a thing in the set, but I have a hard time imagining that you’re going to end up with so many things that use oil counters that you’re actually going to want to use this. Especially in a set where Proliferate is everywhere and far more flexible. Basically, this is bad for your mana base and has very minor upside
Average Picked At: 1.69 Total Times Picked: 13 Average Last Seen At: 1.63 Total Times Seen 20
Pro Rating: 2.5 Pro Comment: So, every turn, you get an increasingly large Haste Trampler that gets sacrificed at the end of the turn. This can obviously let you pressure your opponent pretty effectively, but it also doesn’t add something to the board that has a permanent impact on it, and that definitely matters. Still, the presence of Proliferate and other oil counter nonsense in the format does mean that you can get this going faster than it might look at first. If your deck has some sacrifice payoffs going it can get really silly too.
Average Picked At: 10.28 Total Times Picked: 83 Average Last Seen At: 8.52 Total Times Seen 767
Pro Rating: 2.5 Pro Comment: This is a solid modal card. It can help you fix your mana or just hit a land drop, and it is the kind of card that can almost stand in for a land in your deck, since it is almost a modal double-faced land card! Once you have the lands you need, you can Proliferate for some nice value. Sometimes neither mode will be useful, which is a bummer – but most of the time you’ll be getting something worthwhile for the investment.
Average Picked At: 5.41 Total Times Picked: 122 Average Last Seen At: 4.92 Total Times Seen 415
Pro Rating: 4.0 Pro Comment: Say hello to the white Diregraf Horde! This is a great Common that adds a ton to the board for the cost. While the Pests being unable to block is definitely a downside, there is a lot you can do with those Artifact tokens – including sacrificing them or simply using them to go wide. This is probably White’s best Common.
Average Picked At: 2.23 Total Times Picked: 30 Average Last Seen At: 2.11 Total Times Seen 67
Pro Rating: 4.0 Pro Comment: This is a great removal spell. Even in a deck with 0 Equipment, it is premium. It kills almost everything and can very easily trade up. Once you have some Equipment in your deck it can get really silly.
Average Picked At: 9.35 Total Times Picked: 77 Average Last Seen At: 7.63 Total Times Seen 635
Pro Rating: 3.0 Pro Comment: A three mana 2/2 Flyer isn’t quite as good as it used to be – but it is still decent enough, so adding some additional effects usually makes for a nice card, and that’s what we have here. If this always had deathtouch and lifelink it would be a 4.0, but you do have to jump through some hoops here.
Average Picked At: 3.86 Total Times Picked: 14 Average Last Seen At: 2.97 Total Times Seen 39
Pro Rating: 2.5 Pro Comment: If you play this really early, you’re likely to get a lot of counters on it and eventually use the ability and reload your hand, at which point you’ve got a great chance at winning…but at the same time it adds a body to the board that basically doesn’t matter, and it is a body that can die to lots of cheap removal too. If you get it late, it will take fewer counters to get it going. Don’t forget about Proliferate either, which means you can get the tokens going a bit better. Still, this seems slow and clunky, even as powerful as that ability is.
Average Picked At: 9.96 Total Times Picked: 24 Average Last Seen At: 7.40 Total Times Seen 306
Pro Rating: 1.5 Pro Comment: +2/+2 can definitely win you some combats, but it isn’t that efficient and doesn’t have that much additional upside, and you need tricks to be flexible and powerful to counteract the downside of a 2-for-1 risk, and +2/+2 for 2 doesn’t really get you there. The Equipment upside is nice – and once you’re doing that, you can turn it in to a card that blanks removal too. Even in this set, with lots of Equipment, I think you’re going to cut this a decent chunk of the time
Average Picked At: 9.97 Total Times Picked: 71 Average Last Seen At: 8.38 Total Times Seen 737
Pro Rating: 2.5 Pro Comment: This is kind of close to being Thermo-Alchemist, and that card has been great in spell decks in several different formats at this point. This does die super easy, but it only costs one, so your opponent won’t really be able to trade up for it or anything, and if it sits around in play in your spell-heavy deck, it is going to chip in for a ton of damage. Now, it is worse that the Alchemist, because the Alchemist can do damage without the help of spells, it just does more when you have them. The Scamp doesn’t do anything when you can’t find your spells, which happens
Average Picked At: 5.85 Total Times Picked: 13 Average Last Seen At: 4.66 Total Times Seen 60
Pro Rating: 3.0 Pro Comment: This seems like it can generate some pretty real value, especially because White is so good at making tokens in this set. Scrying 1 when a creature dies isn’t amazing, but drawing a card for every second creature that dies makes a difference, and with Proliferate, you can probably get it going even better. Your deck obviously needs a lot of creatures for this to do its thing, but it has some real upside
Average Picked At: 5.57 Total Times Picked: 7 Average Last Seen At: 4.21 Total Times Seen 49
Pro Rating: 2.5 Pro Comment: These all offer great fixing, like most dual lands, and the fact that they enter untapped early is pretty nice.