Draft Trainer

Streets of New Capenna Limited Quiz

Answered: 0/20
Accuracy: 0
Soul of Emancipation
Pro Rating: 5.0
Pro Comment: This is a neat design. You almost never want to be giving your opponent 3/3 flyers, especially because the Soul itself can’t block them. And sure, sometimes you’ll have to kill their 6/6 dragon and give them a 3/3, and that will feel alright, but I think you get the most value out of this by blowing up your own stuff. Just upgrading a creature with this is pretty good, but It will be particularly spicy if you can blow up your own treasure tokens – and there are plenty of those running around in Green. You can also target your own cards with shield counters. Because of how its worded, the permanent doesn’t actually have to be destroyed for you to get the 3/3s. So your card would lose the shield counter and stay in play, and you’d still get a 3/3. You just get as many angels as you have targets. Even if you just get this 7 mana 5/7 and one 3/3 by not trading in a real permanent, this is going to feel pretty good. And if you upgrade more than one creature, or do any of the silly stuff with treasure or shield token creatures, it is going to be incredible. And yeah, there will be times where you can’t really make this work the way you would prefer, but I think it is doable enough within Brokers. This is costly and takes a little bit of work to maximize its value, but I think most of the time when you cast it, the game will shift pretty intensely in your favor.
Raffine, Scheming Seer
Pro Rating: 4.5
Pro Comment: A 3-mana ¼ with Ward 1 is a decent starting point, and this has a pretty powerful effect. I’d be pretty happy if all it did was loot, but the Connive mechanic lets you loot and gives you the option of cashing in nonlands you might have for immediate value in the form of +1/+1 counters. And if you’re attacking with enough stuff, you could end up with a lot of counters – and even just one seems pretty nice. Playing this on turn three is going to be pretty tough to beat, though keep in mind even in a format with good mana like this one, doing that consistently isn’t always going to be doable. It does have a pretty big impact all game long too, though if you’re in a situation where you can’t attack it will be a bit of a bummer.
Cleanup Crew
Average Picked At: 3.50
Total Times Picked: 86
Average Last Seen At: 3.22
Total Times Seen 235
Pro Rating: 3.5
Pro Comment: I always love modal cards, and this is a sweet one! You’ll always be able to get something pretty nice out of it. At worst, you get a Honey Mammoth-type creature – in other words, a 6-mana 6/6 that gains you 4 life, and that kind of creature is usually great top-curve in many decks, allowing them to stabilize. But then it comes with options that let it Naturalize something or hate on the graveyard. You’ll get the most value if you have an Enchantment or Artifact to blow up, but the fail case of Honey Mammoth is a great floor, and there’s a nice ceiling here.
Maestros Ascendancy
Average Picked At: 8.05
Total Times Picked: 22
Average Last Seen At: 5.45
Total Times Seen 142
Pro Rating: 1.5 // 4.0
Pro Comment: This takes some significant set up. You need instants and sorceries in your graveyard and creatures who are worth sacrificing, and while both of things will happen fairly organically with the Maestros, it still feels like a lot of set up that will require a deck with just the right mix of cards to make this work consistently. Even in a Maestros deck, I have a feeling this is a build around.
Hypnotic Grifter
Average Picked At: 5.08
Total Times Picked: 48
Average Last Seen At: 4.15
Total Times Seen 284
Pro Rating: 2.5
Pro Comment: This seems like a nice manasink that can load your graveyard and potentially grow the Grifter. It definitely won’t be doing a whole lot early, but in the late game this is the kind of effect that can really help you get there. Still, it does take awhile to get going.
Skybridge Towers
Average Picked At: 6.24
Total Times Picked: 166
Average Last Seen At: 5.41
Total Times Seen 914
Pro Rating: 2.5
Pro Comment: These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Psionic Snoop
Average Picked At: 11.08
Total Times Picked: 133
Average Last Seen At: 9.40
Total Times Seen 1693
Pro Rating: 1.5
Pro Comment: This isn’t especially good. It is either a 3-mana ¼ that you discard a nonland card to, or a 3-mana 0/3 that lets you throw a land away for - hopefully - a real card. Neither of those things are bad, but it is far from impressive. If you can flash it in to kill an X/1 it will feel a lot better, and that will happen sometimes, but there will be enough times where it is just a glorified blocker that I’m not super interested in this.
Cemetery Tampering
Average Picked At: 9.48
Total Times Picked: 23
Average Last Seen At: 6.34
Total Times Seen 156
Pro Rating: 0.0 // 3.5
Pro Comment: So, you really have to be all in on a graveyard deck to make this worth it. You can’t just be playing this to eventually get the free spell, since it will take you awhile to get there, and you aren’t even guaranteed to hit something that really saves you that much mana, since you paid 3 in the first place for a card that does nothing but mill you! The good news though, is there is enough graveyard stuff going on in this format that this will be worth it in some decks, and be a pretty insane enabler that is well worth the card, even before you get to cast the Hidden Away card.
A-Metropolis Angel
Pro Rating: 3.5
Pro Comment: This doesn’t have a great stat-line, but it does do a pretty consistent job of drawing you a card. You can often just play it on a board where you know you’re going to attack with a creature with a counter, so you can net a card right away, meaning the best your opponent can do is get 2-for-1’d.
Mr. Orfeo, the Boulder
Average Picked At: 6.43
Total Times Picked: 49
Average Last Seen At: 5.30
Total Times Seen 358
Pro Rating: 3.5
Pro Comment: This looks pretty nice. What I like the most is that the turn you play it it will often already have some impact, as it will make one of your creatures into a much more formidable attacker. It can of course pump its own power too, so when it attacks its a 4/4, but you’re usually hoping for something spicier than that. It also pairs well with Blitz, as your opponent often won’t want to block a Blitzed creature, since you’ll be getting a card anyway when it dies and the creature isn’t sticking around for good, but Mr. Orfeo complicates that, since the creatures will be hitting harder.
Jaxis, the Troublemaker
Pro Rating: 4.5
Pro Comment: This looks really good to me. Even without Blitz, coming with the ability to make a Blitzish version of one of your creatures in play is pretty darn good, because it means you can send in a hasty copy of your best creature that will also draw you a card when it dies, and that means you get back the card you discarded. And its going to die, because it has the same clause that Blitz creatures do. She herself also has Blitz, which sometimes will allow her to come down and finish off an opponent out of nowhere, or make a copy of something right away, but I actually think just straight-up casting her is the way to get the most value out of her. She’s a bit fragile, but it seems like she will be able to take over games.
Bootleggers' Stash
Pro Rating: 0.0 // 3.0
Pro Comment: This can generate an absurd amount of mana in a hurry – but the question becomes, do you really need that much mana by the time you can play this? My guess is that for most decks – probably not. The fact it won’t do anything the turn you play it in most cases is a pretty big liability too. If you have enough treasure synergies and are interested in splashing some stuff or just playing a lot of colors, this could be a powerhouse, but that situation won’t come up often enough for this to work in any deck. This pretty much only works for the Red/Green deck since they can do so much extra work with treasure.
Urabrask, Heretic Praetor
Pro Rating: 5.0
Pro Comment: So, Urabrask effectively draws you an extra card every turn, while downgrading your opponents draw on their turn. Forcing them to play the card that is revealed now or never is going to be pretty nice sometimes, and it will definitely force them to make some painful decisions. It is actually a really cool design for Red to get this type of effect as a way to downgrade an opponents draw. Anyway, Urabrask is definitely a bomb – he also brings decent stats to go with the exile card draw effects.
Grisly Sigil
Average Picked At: 5.15
Total Times Picked: 66
Average Last Seen At: 4.76
Total Times Seen 290
Pro Rating: 3.5
Pro Comment: This has a really neat design for a card with casualty. Basically, without Casualty this can kill an X/1 and with Casualty it can kill an X/4, and that is a pretty amazing deal for the mana! The Casualty certainly takes some setup, but it feels like there are enough nice 1 power things to sacrifice to this that it won’t really feel like you’re paying that much extra for a super efficient removal spell.
Unlicensed Hearse
Average Picked At: 2.52
Total Times Picked: 25
Average Last Seen At: 2.47
Total Times Seen 47
Pro Rating: 4.0
Pro Comment: This format seems like it will have many well-stocked graveyards, and this simultaneously hates on them while also becoming absolutely massive as the game goes on, at which point Crew 2 is going to be a very reasonable cost. Now, the problem is there won’t always be things to exile, even in this format, but it still feels like it is going to be pretty good – kind of like Lion Sash in Kamigawa – or the more famous Scavenging Ooze – though not quite as good, since it is a Vehicle. The trade off is that it can exile stuff for no mana at all, and it doesn’t care what kind of cards get exiled – it grows either way and that seems sweet. There will be times where it just can’t grow that hold it back, but this is going to take over a lot of games when it comes down
Civic Gardener
Average Picked At: 9.26
Total Times Picked: 122
Average Last Seen At: 7.54
Total Times Seen 1255
Pro Rating: 1.5
Pro Comment: This type of effect is often not especially impactful. Sure, it sort of has Vigilance, and can lend it to other creatures, and help you have more mana in your second main phase, but all of those things are just not a big deal most of the time. And it isn’t like it can really attack and make use of that trigger for very long.
Ceremonial Groundbreaker
Average Picked At: 6.03
Total Times Picked: 67
Average Last Seen At: 4.78
Total Times Seen 287
Pro Rating: 3.0
Pro Comment: The GW color pair in this format is Citizen tribal, and this card pushes you pretty hard in that direction. +2/+1 and Trample are a decent boost, and enough of one to make many creatures into a threat, but paying 3 to equip this is not ideal. Equipping it to a citizen is a great deal though. Some of them are 1/1 tokens of course, but there are many of nontoken citizens in GW too that you’ll be able to equip this to very efficiently.
Echo Inspector
Average Picked At: 4.20
Total Times Picked: 149
Average Last Seen At: 3.86
Total Times Seen 602
Pro Rating: 3.0
Pro Comment: This looks like a quality common. A 4-mana ⅔ Flyer that looted on ETB would be pretty alright to begin with, but Connive is looting with some pretty legit upside. You either get a 4-mana ¾ and discard a nonland, or its a ⅔ that gives you that loot. Either outcome is nice.
Antagonize
Average Picked At: 11.71
Total Times Picked: 129
Average Last Seen At: 9.62
Total Times Seen 1607
Pro Rating: 2.0
Pro Comment: That’s a pretty nice boost for the cost – enough of one that it will make most creatures survive combat and take down whatever is blocking it. +4 is enough that this can let you sneak in lethal sometimes too. I think you’ll feel pretty good about the first one of these in most of your aggressive Red decks. It is still a trick of course, and comes with the inherent downsides they always have: they are situational and risky. But as far as tricks go, this is pretty good quality.
Run Out of Town
Average Picked At: 9.30
Total Times Picked: 164
Average Last Seen At: 7.64
Total Times Seen 1237
Pro Rating: 3.0
Pro Comment: This is decent Blue removal – and it is removal, because bouncing a card to the deck makes it a 1-for-1, even if your opponent can just draw the thing again. It is definitely a bit costly, but its flexibility makes it a pretty nice card.
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