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Ikoria: Lair of Behemoths Limited Quiz

Answered: 0/20
Accuracy: 0
Keep Safe
Average Picked At: 11.06
Total Times Picked: 150
Average Last Seen At: 9.20
Total Times Seen 1953
Pro Rating: 1.5
Pro Comment: There will be times where this feel amazing -- you counter the spell that targets one of your creatures and draw a card -- that’s a 2-for-1! But unfortunately, that actually lining up is far from guaranteed. Still, in this format with mutate creatures, you’re a little more interested in this than you would be in other formats, since you are often taking a big risk to mutate, and this can help protect your creature. Still, you won’t play this most of the time.
Dead Weight
Average Picked At: 6.89
Total Times Picked: 285
Average Last Seen At: 6.42
Total Times Seen 1424
Pro Rating: 3.5
Pro Comment: This is always premium removal when we see it! You’ll usually be able to spend one mana to kill a 2-4 mana creature, and that’s always good.
Pollywog Symbiote
Average Picked At: 5.64
Total Times Picked: 67
Average Last Seen At: 4.46
Total Times Seen 366
Pro Rating: 3.0
Pro Comment: A two mana ⅓ that reduces the cost of cards with Mutate would probably be a nice payoff to have in Mutate-heavy decks. It gets even better since the Symbiote lets you loot whenever it mutates, which is pretty great.
Pouncing Shoreshark
Pro Rating: 3.5
Pro Comment: So, by giving a Mutate creature Flash, you open up some very interesting options. For one thing, the mutate trigger here is excellent -- bouncing something at instant speed is huge, especially in this format with Mutate all over the place. You can also Flash it in to make a creature suddenly larger so that it can win combat, in addition to bouncing something else. Then, like all of these, you can potentially trigger the Mutate effect multiple times, and then things will be really silly!
Void Beckoner
Average Picked At: 6.06
Total Times Picked: 88
Average Last Seen At: 4.74
Total Times Seen 425
Pro Rating: 3.5
Pro Comment: So, an 8-mana 8/8 Deathtouch would not normally be something I want to play -- that’s because it is just so hard to get to 8 mana! But by adding cycling to this, it becomes much more intriguing. Cycling really lets you get away with playing stupid expensive cards, since if you can’t cast them, you can always turn them in for a card. It is especially nice that this Beckoner also has a trigger with Cycling -- giving something Deathtouch at Instant speed and drawing card is pretty nice. Even if your creature still dies in combat, you end up netting a card out of this, so that fact is offset, especially if you are trading a little guy who could previously only chump block for something scary on the opponent’s side of the table. This also gets an upgrade because BG decks can reanimate him pretty easily.
Sanctuary Smasher
Average Picked At: 6.00
Total Times Picked: 76
Average Last Seen At: 5.08
Total Times Seen 399
Pro Rating: 4.0
Pro Comment: A 6-mana 6/4 First Strike is already a pretty nice creature in Limited -- it is hard for opponent’s to set up advantageous blocks on this, and even if you’re behind, First Strike allows this thing to block pretty effectiely too! Then you add the Cycling ability -- which even if it did nothing else would be a nice thing to add to this creature, since you could get rid of it if you were desperate for a land drop and nowhere near the six mana -- but this Cycling ability actually does something, and it is something that can completely alter combat. Giving First Strike to something at Instant speed is nice, especially when it is attached to a creature who can be a scary attacker in the late game. So yeah, I think this is pretty awesome, and definitely worth a first pick.
Reconnaissance Mission
Average Picked At: 7.85
Total Times Picked: 52
Average Last Seen At: 5.37
Total Times Seen 487
Pro Rating: 2.5
Pro Comment: Now, this is certainly reliant on creatures having evasive abilities -- but this set is loaded up with that, with keyword tribal being a real theme here. Creatures with Flying will be especially powerful with it. However, that does mean this can be super situational. There will be times when you draw it and you have no board state to speak of -- that’s going to feel bad -- EXCEPT -- that this has Cycling, so when you end up in that bad situation, you can still just pitch it to dig deeper.
Chittering Harvester
Average Picked At: 4.22
Total Times Picked: 85
Average Last Seen At: 3.58
Total Times Seen 288
Pro Rating: 2.5
Pro Comment: So, Edict effects may be extra good in a format with Mutate, since people will more frequently not be going wide as a result. But Edict effects can really let you down by the later part of the game -- like turn 5 when you play this. It can also have a nice effect -- but I mean, is making a creature into a 4/6 for 5 mana, while making your opponent sac something really that great? I don’t think it is. Making your opponent lose their worst creature is pretty close to irrelevant on many boards by that point. Sure, if you stack Mutating it gets sillier, but I’m still not in love with this one.
Shark Typhoon
Average Picked At: 1.61
Total Times Picked: 44
Average Last Seen At: 1.87
Total Times Seen 60
Pro Rating: 5.0
Pro Comment: You have two options here. One of these is that you can pay 6 mana for an Enchantment that probably won’t actually add to the board until your next turn -- and sometimes it won’t even add to the board then. The other is that you can cycle this and pay like 6 mana -- which results in you getting a 4/4 flying Shark at instant speed while also drawing you a card. So, the latter option here is the one that I think you choose most often, and the fact that that is an option at all is great, because sometimes you just won’t end up with enough noncreature spells to really abuse the Enchantment itself -- but the fail case you’re getting out of the deal is still quite powerful, and could easily result in 2-for-1s and even 3-for-1s.
Dismal Backwater
Average Picked At: 9.67
Total Times Picked: 112
Average Last Seen At: 7.74
Total Times Seen 999
Pro Rating: 3.0
Pro Comment: As always, these provide nice fixing, and the 1 life is a solid bonus.
Eerie Ultimatum
Average Picked At: 4.36
Total Times Picked: 58
Average Last Seen At: 4.01
Total Times Seen 126
Pro Rating: 5.0
Pro Comment: The ultimatums are all way easier to cast in this format than they would be in most. The fixing here is just great. This means that there is a very real strategy of drafting an ultimatum as a win condition in a controlling deck, and Eerie Ultimatum is one of the ones that just wins you the game if you cast it. It does require some set up, since you’re going to need permanents in your graveyard, but that’s pretty likely by the time you cast it.
Serrated Scorpion
Average Picked At: 8.89
Total Times Picked: 192
Average Last Seen At: 7.62
Total Times Seen 1645
Pro Rating: 2.0
Pro Comment: As a ½, it can block the human tokens in this set, and with the death ability it has, it creates a 4 point swing in life. That’s not insignificant. This is not a bad thing to sacrifice to various effects, nor is it a bad thing to mutate on to. But it isn’t exactly amazing in either of those cases either.
Titans' Nest
Average Picked At: 5.30
Total Times Picked: 33
Average Last Seen At: 4.74
Total Times Seen 192
Pro Rating: 0.0
Pro Comment: This is too tricky to ever make work in Limited.
Zagoth Crystal
Average Picked At: 9.00
Total Times Picked: 72
Average Last Seen At: 6.52
Total Times Seen 611
Pro Rating: 2.5
Pro Comment: The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Snapdax, Apex of the Hunt
Pro Rating: 5.0
Pro Comment: A 4-mana ⅗ double strike as a fail case is really good -- even if it DOES ask for three colors of mana, which is by no means easy to pull off in most formats. However, like all the apexes, he has an easier-to-cast Mutate thanks to Hybrid mana, and his Mutate trigger lets you do 4 to something and gain 4 life, which certainly offsets the risk of mutating. Plus, putting this on top of a Mutation, and holding on to the Double Strike while it gains additional abilities is pretty tempting.
Blood Curdle
Average Picked At: 4.01
Total Times Picked: 353
Average Last Seen At: 4.17
Total Times Seen 875
Pro Rating: 4.0
Pro Comment: This is a great common. 4 mana for instant speed kill anything is something you always play and this permanently gives something lifelink. Sure, sometimes that upside won’t mean much, but sometimes it will really matter -- and when it is stapled to an already premium removal spell, I’m pretty happy about it.
Anticipate
Average Picked At: 11.26
Total Times Picked: 144
Average Last Seen At: 9.13
Total Times Seen 2058
Pro Rating: 1.5
Pro Comment: This is always fine, but never much more than that. It is a very replaceable effect, gives you some reasonable card selection.
Jungle Hollow
Average Picked At: 8.60
Total Times Picked: 118
Average Last Seen At: 6.74
Total Times Seen 864
Pro Rating: 3.0
Pro Comment: As always, these provide nice fixing, and the 1 life is a solid bonus.
Inspired Ultimatum
Average Picked At: 4.04
Total Times Picked: 51
Average Last Seen At: 3.69
Total Times Seen 156
Pro Rating: 5.0
Pro Comment: This is an Ultimatum that will win you the game when you cast it 99% of the time. Your opponent just can’t come back from this kind of value. And like all of them, it is far easier to cast than it looks.
Valiant Rescuer
Average Picked At: 3.48
Total Times Picked: 134
Average Last Seen At: 3.49
Total Times Seen 310
Pro Rating: 4.0
Pro Comment: This is a premium Cycling payoff, as it can rapidly flood the board with tokens to overwhelm your opponent. And, it has Cycling too, which means if you are trying to win the game with other Cycling payoffs, you can just cycle it away!
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