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Kamigawa: Neon Dynasty Limited Quiz

Answered: 0/20
Accuracy: 0
Futurist Operative
Average Picked At: 9.75
Total Times Picked: 55
Average Last Seen At: 7.49
Total Times Seen 536
Pro Rating: 2.5
Pro Comment: This has a pretty neat design! It is a 4-mana ¾ when untapped, and an unblockable 1/1 when tapped. Coming with the ability to untap is pretty nice too! Even if we’re just talking about the Agent, you can choose to untap it after your opponent doesn’t block, which means they take 3 now, and you have a ¾ blocker during their turn. One of the big applications of this card, though, will be setting up your Ninjutsu. It does cost 4, which is certainly pricy to recast, but the fact that you know this will get past blockers means you can really find a nice way to utilize ninjutsu with it. Now, there are some downsides too – if you don’t plan on untapping it, it is incredibly vulnerable, dying to virtually everything in the set. It also only attacks for one, which is pretty dismal for a 4 drop.
Armguard Familiar
Average Picked At: 9.47
Total Times Picked: 148
Average Last Seen At: 8.08
Total Times Seen 1350
Pro Rating: 2.5
Pro Comment: This is a very solid playable. A two mana 2/1 with Ward 2 is already pretty close to passable, so adding the Reconfigure upside is really nice. It is a nice little creature early, and in the late game it can lend a much-needed stats boost, as well as a little bit of protection, for a more relevant creature.
Isshin, Two Heavens as One
Pro Rating: 3.0
Pro Comment: There are a lot of creatures who trigger stuff when they attack in this format, especially when it comes to Samurais attacking alone. Being Mardu is a bit of a hurdle of course, in a format not overloaded with fixing outside of Green, but the upside is nice. I do think it takes enough effort to make him work, in addition to the mana requirements, that I’m not super pumped about the idea of taking him early, since you need to line up not only fixing, but also plenty of cards to take advantage of his ability.
Invoke Despair
Average Picked At: 3.86
Total Times Picked: 28
Average Last Seen At: 3.04
Total Times Seen 78
Pro Rating: 3.5
Pro Comment: This has a pretty tricky mana cost for Limited, but it does seem pretty good. Your opponent will amost assuredly have a creature to sacrifice to this – and an Enchantment is pretty likely too. They will almost never have a planeswalker. The nice thing is, if they don’t have one of the permanents to sacrifice, you still get some nice value by making them lose 2 life and drawing a card. So yeah, you get a 3-for-1 whether or not your opponent has all three permanent types, and that flexibility really makes this a really good edict effect.
Otawara, Soaring City
Pro Rating: 3.5
Pro Comment: Another great land. If you need an Island early, it’ll do that for you, and then in the late game it can be a pretty nice bounce spell. The flexibility this offers is just really good.
Thornwood Falls
Average Picked At: 8.26
Total Times Picked: 62
Average Last Seen At: 6.24
Total Times Seen 451
Pro Rating: 2.5
Pro Comment: Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Shigeki, Jukai Visionary
Pro Rating: 3.5
Pro Comment: This has a very cool design. In the early game, you can use it to help you ramp your mana, and then once you’ve ramped your mana enough, you have a pretty nice Channel effect that will allow you to get back a whole bunch of permanents. That’s the kind of play that really helps you win the long game.
Imperial Subduer
Pro Rating: 2.5
Pro Comment: Tapping an opposing creature tends to be a pretty nice effect for aggro decks in Limited, as it can often enable some attacks you didn’t have without the tap. This does have an additional restriction, in that your Warrior or Samurai has to attack alone to do it – but it still seems pretty nice. The Subduer itself is a Warrior, so it triggers its own ability. The Samurai/Warrior deck seems to have other payoffs for attacking with one creature at a time too, so this seems like a solid Common.
Banishing Slash
Average Picked At: 4.58
Total Times Picked: 71
Average Last Seen At: 3.69
Total Times Seen 220
Pro Rating: 4.0
Pro Comment: This is a premium removal spell. The set has a ton of artifacts and enchantments that are also creatures, so even if those creatures aren’t tapped, you can kill them – plus the additional flexibility of taking down other permanent types in addition to creatures is quite nice. The additional upside will give you a 2/2 sometimes too, and when you’re doing that this will feel downright absurd!
Prosperous Thief
Average Picked At: 5.38
Total Times Picked: 64
Average Last Seen At: 4.24
Total Times Seen 243
Pro Rating: 3.5
Pro Comment: This looks pretty nice. A 3-mana 3/2 that made Treasure when it hit the opponent would already be playable, so adding the Ninjutsu angle, and the fact that it is more generally a Ninja/Rogue payoff, and you have something even nicer!
Invigorating Hot Spring
Average Picked At: 7.70
Total Times Picked: 64
Average Last Seen At: 6.20
Total Times Seen 467
Pro Rating: 4.0
Pro Comment: This definitely has the most interesting design of all of the signpost Uncommons. It also has some pretty awesome art! I think it is probably also the one that is the hardest to gauge. That said, I think it looks pretty good. RG is about modifying stuff, so this gives you a payoff for Modifying your creatures by giving them haste, and it also provides a way for you to modify your creatures, since it can move counters from itself on to creatures. This will also give the creature Haste, obviously enough. It is basically an Enchantment that gives you one +1/+1 counter a turn over four turns – generally, an Enchantment that gives you a counter every turn tends to be pretty powerful, and while this will eventually run out of counters, being able to do it 4 times ia pretty big deal. This format has a fair bit of synergy for Modifications too, in addition to what Invigorating Thermal Springs has to offer, so being able to put a counter on a thing carries some extra weight here.
Thousand-Faced Shadow
Average Picked At: 2.78
Total Times Picked: 32
Average Last Seen At: 2.43
Total Times Seen 56
Pro Rating: 4.0
Pro Comment: Well, this is very nice. You can play it early as a one mana 1/1 Flyer that helps you set up your other cards with ninjutsu, and then in the later part of the game it can come in with its ninjutsu ability and make a copy of one of your other attacking creatures, something that will virtually always be worth that 4 mana. You do need another attacker of course, but that doesn’t seem like a big ask. Things get really wacky when you return it to your hand via another creature’s ninjutsu, and then you can get its powerful trigger all over again!
Gravelighter
Average Picked At: 3.58
Total Times Picked: 72
Average Last Seen At: 3.71
Total Times Seen 255
Pro Rating: 4.0
Pro Comment: This is a Wind Drake with some excellent upside. Most of the time, I think you would want to draw a card with it, as a Wind Drake that cantrips is pretty awesome. But, you won’t always be able to set up situations where it does that, and having a symmetrical edict effect as af all back isn’t too bad – and in fact in the earlier part of the game – like when your opponent has one creature – the edict on Gravelighter is probably better than drawing a card anyway. And that’s kind of how this will shake out. It is harder to make something die early to trigger its card draw effect, but that’s okay because the Edict will probably be pretty good in that situation! Whereas, in the mid-to-late game, things are a little more likely to die, and an edict effect is also probably a lot worse, so yeah.
Dokuchi Shadow-Walker
Average Picked At: 8.99
Total Times Picked: 189
Average Last Seen At: 7.71
Total Times Seen 1249
Pro Rating: 2.0
Pro Comment: This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
Thundering Raiju
Pro Rating: 4.0
Pro Comment: With no other creatures around, this is effectively a 4-mana 4/4 with Haste. It is unfortunate that its ability doesn’t count itself, but the card is pretty good even before that additional upside. Sometimes this will come down and be able to do a significant chunk of damage with the Attack trigger. Putting counters on stuff when it attacks can also really improve your attacks.
Mukotai Soulripper
Pro Rating: 2.0
Pro Comment: This seems like a solid little Ninja if you’re in the market for those. The Ninjutsu is very nicely costed, though keeping in mind that you have to return a thing to your hand does make it seem a bit less efficient. And really, neither casting this the normal way nor Ninjutsuing it is going to make you feel like you’re doing a great job. Its solid, and Lifelink makes it a good creature to Modify.
Heiko Yamazaki, the General
Average Picked At: 6.22
Total Times Picked: 65
Average Last Seen At: 4.92
Total Times Seen 359
Pro Rating: 3.0
Pro Comment: A 4-mana 3/3 Trampler isn’t a very good rate, but this comes with a nice enough “lone attacker” Samurai/Warrior pay off, as this format has a lot of artifacts. You’ll be able to make use of it often enough for this to make the cut in most Red decks. If you have some other lone attacker payoffs, the fact it has trample will feel pretty good!
Patchwork Automaton
Average Picked At: 4.18
Total Times Picked: 62
Average Last Seen At: 3.32
Total Times Seen 232
Pro Rating: 3.5
Pro Comment: I think this is pretty good. Obviously you need a lot of Artifacts, but there are plenty of those in this format. Ward 2 makes it so it is pretty hard for your opponent to deal with it when it is still small, and as it gets larger there will be fewer things that can deal with it – and generally the tax from Ward 2 will always make it feel a lot less bad when it does die. If this comes down early, it will get huge.
Thundering Raiju
Average Picked At: 1.79
Total Times Picked: 29
Average Last Seen At: 1.69
Total Times Seen 46
Pro Rating: 4.0
Pro Comment: With no other creatures around, this is effectively a 4-mana 4/4 with Haste. It is unfortunate that its ability doesn’t count itself, but the card is pretty good even before that additional upside. Sometimes this will come down and be able to do a significant chunk of damage with the Attack trigger. Putting counters on stuff when it attacks can also really improve your attacks.
Twinshot Sniper
Average Picked At: 3.17
Total Times Picked: 83
Average Last Seen At: 2.81
Total Times Seen 177
Pro Rating: 4.0
Pro Comment: This is very good. Even without Channel, this would be an excellent card, as it will let you add a decent body to the board while taking down an opposing creature. Going after the opponent's face is really nice upside too. But, then you add Channel to the mix, and you make a far more flexible card. I mean, most of the time you’ll want to cast this because of the 2-for-1 potential, but sometimes you’ll have to fire this off as a straight up removal spell for less mana.
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