Draft Trainer

Zendikar Rising Limited Quiz

Answered: 0/20
Accuracy: 0
Shatterskull Charger
Average Picked At: 1.55
Total Times Picked: 128
Average Last Seen At: 1.49
Total Times Seen 213
Pro Rating: 4.0
Pro Comment: A 3-mana 4/3 with Haste and Trample that has to return to your hand every turn would be playable – while returning to your hand is part downside, your opponent also usually has to alter their plan just because of the threat of it coming down. Kicking this is obviously better though – then it becomes a 5-mana 5/4 with Trample and Haste, and that’s pretty nice. This is mostly a 5-mana 5/4 with Trample and Haste, but one that has the upside of being able to Dash in and do some damage before he’s ready to stick around on the board.
Vastwood Surge
Average Picked At: 4.79
Total Times Picked: 462
Average Last Seen At: 4.16
Total Times Seen 2159
Pro Rating: 2.5
Pro Comment: Some more fixing and ramp for Green that also triggers landfall a couple of times! 4-mana spells that search up two basics tend to be fine in Limited, assuming a format isn’t blistering fast, so adding the Kicker upside here is nice -- especially because it turns your board into a force to be reckoned with. Some ramp/fixing spells feel pretty useless in the late game when you already have a ton of man, and the Kicker here definitely makes this card matter than most.
Prowling Felidar
Pro Rating: 2.5
Pro Comment: This starts as a rather inefficient creature, but it will get larger throughout the game. Vigilance is always nice on a creature that is both a good attacker and a blocker, and this will certainly become that. I think in an ideal scenario, you play this and then a land in the same turn, that way you put it out of range of a bunch of removal. It does start fragile and inefficient, but it’s a nice Common.
Bubble Snare
Average Picked At: 14.00
Total Times Picked: 1
Average Last Seen At: 0.00
Total Times Seen 0
Pro Rating: 3.5
Pro Comment: Getting away with just paying one for this on a creature that is already tapped is going to feel great, and when you are the more defensive player, that is probably often how you’ll use it, since it will enable you to do some other things on your turn. Sometimes, you need to just be able to lock down an opposing creature, and you can pay the Kicker when that’s necessary to get a blocker out of the way, or a creature your opponent just won’t attack with that is cause you all kinds of problems.
Sea Gate Banneret
Average Picked At: 8.18
Total Times Picked: 994
Average Last Seen At: 7.37
Total Times Seen 8677
Pro Rating: 2.0
Pro Comment: This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Oblivion's Hunger
Average Picked At: 10.82
Total Times Picked: 899
Average Last Seen At: 9.60
Total Times Seen 11037
Pro Rating: 1.0
Pro Comment: This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Tajuru Blightblade
Average Picked At: 7.06
Total Times Picked: 873
Average Last Seen At: 6.32
Total Times Seen 7264
Pro Rating: 2.5
Pro Comment: We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Allied Assault
Average Picked At: 7.69
Total Times Picked: 267
Average Last Seen At: 5.79
Total Times Seen 2796
Pro Rating: 1.5
Pro Comment: My main problem with tricks like this is that they are so situational and risky, so I need some efficiency or big upside to ever get excited about this one. Allied Assault does one of the things that gets me pretty interested in tricks – it can get you a 2-for-1. A trick that pumps two separate creatures interest me, at least initially. It does require a bit of set up to really be potent though, which makes it even more situational, which makes the 2-for-1 potential a little less impressive.
Cinderclasm
Average Picked At: 7.44
Total Times Picked: 296
Average Last Seen At: 5.64
Total Times Seen 2745
Pro Rating: 2.0
Pro Comment: Being able to do one to everything at instant speed for one mana, or two to everything for three, seems like an okay deal to me. Obviously, if your deck is loaded up with little guys you’re going to want to be playing it, but if you are in a grinder Red deck, this will feel pretty good. Just killing one thing with it is kind of ok, and doing more than that will feel really good.
Nahiri's Binding
Average Picked At: 3.24
Total Times Picked: 809
Average Last Seen At: 2.89
Total Times Seen 3110
Pro Rating: 4.0
Pro Comment: This is basically arrest – it is a little harder to cast, but it can also go after planeswalkers. That upside won’t come up much, but that’s fine – having an Enchantment removal spell that can shut down just about everything about a creature is great. As awesome as Pacifism always is, it can sometimes be really frustrating that you can’t take away a powerful activated ability with it, and Binding does that!
Akoum Hellhound
Average Picked At: 7.69
Total Times Picked: 585
Average Last Seen At: 6.89
Total Times Seen 8032
Pro Rating: 1.5
Pro Comment: This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible.
Skyclave Cleric
Average Picked At: 5.11
Total Times Picked: 399
Average Last Seen At: 3.86
Total Times Seen 2215
Pro Rating: 3.0
Pro Comment: Here is another flexible DFC creature-land. On one side, you have a card that impacts the board -- and frequently thats what you want. On the other, you have land -- and sometimes you need that more. Basically, this helps you whether you are flooding out or mana screwed, and there aren’t many cards that can say that -- this will make your deck run much more smoothly as a result, even if the two mana ⅓ that gains you 2 life is nothing special, and the land comes into play tapped, the flexibility here is for real. And it also has a useful creature type and gains you life, all things BW wants.
Cliffhaven Kitesail
Average Picked At: 8.10
Total Times Picked: 442
Average Last Seen At: 5.98
Total Times Seen 6770
Pro Rating: 1.5
Pro Comment: This seems fine. 1 mana to give something Flying is a reasonable rate, especially because it sticks around to give your other guys flying if they need it. It will, of course, be especially attractive in the RW deck that’s all about Equipment, but I think it is a reasonable inclusion anywhere.
Song-Mad Treachery
Average Picked At: 5.28
Total Times Picked: 243
Average Last Seen At: 3.63
Total Times Seen 1950
Pro Rating: 2.5
Pro Comment: So, Threaten effects are super situational, and this one is wayyy overcosted. Stealing one of your opponent’s guys for a turn just doesn’t matter in scenarios where you aren’t either killing your opponent, setting them up to be killed on the next turn, or sacrificing the creature you steal. If this was just straight up the spell half of the card, I think this would be an F. But luckily for Song-Mad Treachery -- it has another side, that is a land. This is roughly equivalent to having an overcosted Threaten effect in your deck with Cycling, and that always makes something like this more bearable.
Skyclave Squid
Average Picked At: 9.64
Total Times Picked: 784
Average Last Seen At: 8.44
Total Times Seen 9941
Pro Rating: 1.5
Pro Comment: So, a two mana 3/2 – even if it could attack all the time – isn’t actually super incredible in Limited. Don’t get me wrong, that’s obviously better than a 2-mana 2/2 – but in this day and age a vanilla grizzly bear just isn’t good. Adding one power is better, but it isn’t so efficient that it doesn’t still die to pretty much all the two drops in combat.
Cunning Geysermage
Average Picked At: 5.66
Total Times Picked: 943
Average Last Seen At: 5.23
Total Times Seen 6175
Pro Rating: 2.5
Pro Comment: This isn’t quite Roaming Ghostlight, but it seems alright. Early it can be a not completely horrible 3-mana 3/2, and in the later part of the game you can pay 6 for a 3/2 that bounces something That rate is admittedly not great, but any time you can add to the board while subtracting from your opponents’ feels pretty great.
Makindi Ox
Pro Rating: 1.5
Pro Comment: This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Murasa Rootgrazer
Average Picked At: 3.79
Total Times Picked: 259
Average Last Seen At: 3.25
Total Times Seen 1492
Pro Rating: 3.0
Pro Comment: The goal here is to abuse Landfall with this Beast, and if past visits to Zendikar are any indication, triggering landfall a bunch is a good way to win.
Expedition Skulker
Average Picked At: 6.31
Total Times Picked: 856
Average Last Seen At: 5.66
Total Times Seen 6571
Pro Rating: 2.5
Pro Comment: This is a decent little two drop. It has a relevant creature type for the format, and it will have deathtouch pretty often.
Merfolk Windrobber
Average Picked At: 4.98
Total Times Picked: 377
Average Last Seen At: 4.24
Total Times Seen 2015
Pro Rating: 3.0
Pro Comment: This is a nice one drop, especially for the Rogue deck, because it lets you get in some damage early and start stocking up the graveyard. Then, in the late game, you can cash it in to draw a card, which gives it utility even when it can no longer attack.
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