Draft Trainer

Zendikar Rising Limited Quiz

Answered: 0/20
Accuracy: 0
Relic Vial
Average Picked At: 6.16
Total Times Picked: 438
Average Last Seen At: 5.31
Total Times Seen 2673
Pro Rating: 3.0
Pro Comment: This is a great Cleric payoff, as it makes it very difficult for your opponent to race you. If you attack with a board full of clerics, this creates a nightmare situation. There are plenty of payoffs in this set for gaining life, and that’s what really puts the Vial over the edge.
Cragplate Baloth
Average Picked At: 2.24
Total Times Picked: 127
Average Last Seen At: 2.14
Total Times Seen 254
Pro Rating: 3.0
Pro Comment: So, a 7-mana 6/6 with Haste and Hexproof is pretty reasonable -- it can only be taken down in combat, and both Haste and its size make it a little harder to do that. Like all hexproof creatures, the Baloth will also be really silly with auras. If you kick it -- meaning you pay 10 mana, it comes down as a 10/10 with haste and hexproof, and having that extreme late game option is pretty sweet.
Merfolk Falconer
Average Picked At: 3.04
Total Times Picked: 255
Average Last Seen At: 2.69
Total Times Seen 1111
Pro Rating: 3.5
Pro Comment: So, Air Elemental is usually good all on its own. 5 for a 4/4 flyer are stats that still line up really good these days, representing a real threat even if nothing else is going on. Then, this lets you Scry when you kick spells, and that’s some pretty real upside.
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.
Lotus Cobra
Pro Rating: 4.0
Pro Comment: Fixing and ramp is always nice, and the Cobra does both for you, in addition to its semi-reasonable body. If you haven’t had the pleasure of playing this Snake before, you’ll be amazed at how much value you can get out of the extra mana and fixing. It is still a vulnerable little guy, and certainly not a bomb -- but most of the time you see this, you’re going to take it.
Scavenged Blade
Average Picked At: 10.72
Total Times Picked: 1049
Average Last Seen At: 9.78
Total Times Seen 11511
Pro Rating: 2.0
Pro Comment: Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Emeria Captain
Average Picked At: 2.99
Total Times Picked: 399
Average Last Seen At: 2.61
Total Times Seen 1186
Pro Rating: 3.5
Pro Comment: So, without any other party members, Emeria Captain is a 4-mana 2/2 with Flying and Vigilance. That is...not great, but not unplayable either. I think this will be a 3/3 a reasonable chunk of the time, and in that case you’re looking at a great deal. Anything bigger than that, and you’re really in business.
Umara Mystic
Average Picked At: 5.24
Total Times Picked: 182
Average Last Seen At: 4.08
Total Times Seen 1875
Pro Rating: 3.5
Pro Comment: Triggering off of spells and Wizards is even better than you might think. It it isn’t far-fetched to imagine your deck having 10+ ways to power this thing, and sometimes multiple times a turn. This will attack as a 3/3 with regularity, and often threaten to be even bigger than that.
Ravager's Mace
Average Picked At: 8.16
Total Times Picked: 378
Average Last Seen At: 6.42
Total Times Seen 3054
Pro Rating: 3.0
Pro Comment: This gives a nice bonus for the cost when you first play it. It will usually at least be giving +1/+0 and Menace, and giving more than that isn’t far-fetched. Three mana for that boost isn’t too shabby. Now, having to pay four to equip it after that is a bit steep, but the free equip to start things off helps make up for that, as does the fact that it will frequently give a larger boost.
Nahiri, Heir of the Ancients
Pro Rating: 4.5
Pro Comment: While she seems kind of like a buildaround, the good news is, RW decks in this format will have enough of both of those for Nahiri to be pretty good. She doesn’t make the most imposing tokens, but they can at least chump block for her, and if you have Equipment maybe do more than that. Her -2 will draw you a card a decent amount of the time, and her -3 will be able to do 2-4 damage often enough and that’s great.
Brightclimb Pathway
Pro Rating: 3.0
Pro Comment: Pathway lands offer good fixing and will be strict upgrades over basic lands in your deck, and that is worth something.
Inscription of Ruin
Average Picked At: 1.43
Total Times Picked: 129
Average Last Seen At: 1.46
Total Times Seen 196
Pro Rating: 3.5
Pro Comment: If you don’t kick this, it does give you three options that are reasonably efficient -- you can Mind rot your opponent, reanimate something spell, or kill something small. The kicker here does make it cost 7, but obviously if you do all three of these things, you’re going to be in business. Now, making your opponent discard two in the late game doesn’t always matter, but you will usually still be killing something and reanimating something and that’s pretty good.
Kitesail Cleric
Average Picked At: 5.93
Total Times Picked: 531
Average Last Seen At: 4.98
Total Times Seen 2469
Pro Rating: 3.0
Pro Comment: I like one mana 1/1 flyers who have some late game utility. They can do damage early if that’s what you need, and then in the late game have an effect that will have a larger impact. For the Cleric, that involves Kicking it, at which point it becomes a 4-mana 1/1 Flyer that taps down two opposing creatures.
Skyclave Shade
Pro Rating: 4.0
Pro Comment: This thing doesn’t stay dead, and that’s pretty good news for a creature with high power. It can’t block, but it can just keep coming back and attacking all game long, either as a 3/1 – or, even better, as a 5/3.
Archon of Emeria
Average Picked At: 1.88
Total Times Picked: 90
Average Last Seen At: 1.70
Total Times Seen 212
Pro Rating: 3.0
Pro Comment: A 3-mana ⅔ with Flying is a good deal, and making opposing non-basic come into play tapped is some upside --- even if it won’t be huge in Limited. Then, you have this symmetrical effect that makes it so people can’t play more than one spell -- that part is a little bit difficult to gauge, as it will hurt some decks more than others -- including, potentially, your own deck. But because it is symmetrical, it certainly isn’t all downside.
Canopy Baloth
Pro Rating: 2.5
Pro Comment: This has decent starting stats and attacks pretty hard when you trigger landfall. It is a solid Common.
Scourge of the Skyclaves
Average Picked At: 1.00
Total Times Picked: 52
Average Last Seen At: 1.00
Total Times Seen 72
Pro Rating: 4.0
Pro Comment: You can’t actually play it on turn two in most cases -- since one player very likely has 20 life, but don’t overlook how nice it will be to be able to cast this later in the game, at which point it being a 10/10 is not far-fetched. Obviously, it also has the kicker effect, which makes sure he comes down bigger, and while the effect is symmetrical, the fact you are the one playing the Scourge means it is likely to benefit you more. So yeah, this is a weird two drop that isn’t good on turn two, but it tends to be pretty big for the cost in the mid to late game.
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.
Mesa Lynx
Average Picked At: 10.58
Total Times Picked: 1007
Average Last Seen At: 9.35
Total Times Seen 10810
Pro Rating: 1.5
Pro Comment: This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Resolute Strike
Average Picked At: 9.70
Total Times Picked: 619
Average Last Seen At: 7.82
Total Times Seen 9246
Pro Rating: 1.5
Pro Comment: One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
Name Answer You

Enter The Battlefield Prepared

With the MTGA Assistant deck tracker MTGA Assistant