Draft Trainer

Adventures in the Forgotten Realms Limited Quiz

Answered: 0/20
Accuracy: 0
Varis, Silverymoon Ranger
Pro Rating: 4.5
Pro Comment: This is a 3-mana 3/3 with Reach that not only makes it very easy for you to trigger your Dungeon Rooms, but also churns out Wolf tokens as you do. That’s excellent. And hey, Ward 1 might not be the most exciting Ward ever, but it does make him slightly harder to kill, so I’ll take it. He does enough to get into the lower tier of the bombs in this set
Yuan-Ti Fang-Blade
Average Picked At: 5.16
Total Times Picked: 318
Average Last Seen At: 4.90
Total Times Seen 1505
Pro Rating: 2.5
Pro Comment: This has a powerful combat damage to a player trigger, and because it has death touch your opponent will be put in a difficult position with it sometimes. Repeatable Venturing seems pretty powerful, and UB seems the most well-positioned to help creatures like this get evasion
Volo, Guide to Monsters
Pro Rating: 3.5
Pro Comment: This might look like it is hard to make work because of the requirements, but I think it will be relatively easy to trigger this at least once. There are a plethora of creature types in this format, and while you will ideally have a good mix of them to make Volo work, you probably don’t have to work that hard to do it. You really only need to get one copy out of it for it to feel like you’re getting there, and anything more than that will probably be enough to put you comfortably in the lead.
Eccentric Apprentice
Average Picked At: 4.32
Total Times Picked: 125
Average Last Seen At: 4.12
Total Times Seen 469
Pro Rating: 4.0
Pro Comment: This is another really strong Uncommon for Blue. It starts out as a Wind Drake, and has an ETB venture effect, I think I would pretty much always be playing that card. But then, once you complete a dungeon, it has quite the powerful effect. Turning another creature into a 1/1 Flyer can either help you chip in for more damage, or severely waken an opposing creature. There really seems to be plenty of Venturing in this set, so completing dungeons isn’t going to be crazy far-fetched. You shouldn’t quite count on it just being the case, but the Apprentice will probably be fully upgraded like 20% of the time, and that’s awesome. This is a high pick, and likely one of the best Uncommons in the set.
Kalain, Reclusive Painter
Pro Rating: 4.0
Pro Comment: A two mana ½ that makes a treasure is already a pretty good deal, but this adds all kinds of upside that will be amazing in the BR deck. Even all on its own, it is pretty likely that the treasure you made will help you play a creature and put a +1/+1 counter on it your next turn, and that’s some serious value. If you manage to really get treasure going with Kalain, she will undoubtedly take over games. She is certainly fragile, but the fail case is that you still get to keep a single treasure, and that helps make that a little less of a problem. This is a really strong signpost Uncommon
Rimeshield Frost Giant
Average Picked At: 10.19
Total Times Picked: 262
Average Last Seen At: 8.73
Total Times Seen 2771
Pro Rating: 3.0
Pro Comment: Ward 3 is pretty big, and for a creature this size, it may just feel like Hexproof some games, since your opponent will need a pretty hefty removal spell to deal with it in most cases, and it will be pretty hard for your opponent to ever take it down without paying at least what you paid for the Giant.
You See a Guard Approach
Average Picked At: 12.16
Total Times Picked: 237
Average Last Seen At: 10.16
Total Times Seen 3402
Pro Rating: 1.0
Pro Comment: Individually, these effects are not worth an entire card. They’re just too situational. Sure, it feels good to give your creature hexproof in response to removal, but there will be lots of times where that effect doesn’t matter. The tap effect is even more underwhelming, and while it can allow you to stop something from attacking you, or maybe help you attack more effectively, it will also be useless a decent chunk of the time. Each of those, cards, individually -- would be almost unplayable. If you put them together, you obviously have a better card that you’ll actually be able to use sometimes, but I still don’t think it is very good.
Armory Veteran
Average Picked At: 8.82
Total Times Picked: 295
Average Last Seen At: 7.81
Total Times Seen 2462
Pro Rating: 2.5
Pro Comment: This has a solid baseline, and becomes pretty scary when you stick Equipment on him, as adding Menace to whatever other boost he’s getting will be formidable.
Cleric Class
Average Picked At: 5.48
Total Times Picked: 90
Average Last Seen At: 4.35
Total Times Seen 530
Pro Rating: 1.5 // 3.5
Pro Comment: GW is about gaining life, and this will fit in really well there. Like with most of these, the level 1 Enchantment probably wouldn’t be worth playing, but I think the next two abilities on this one are quite potent. Level 2 gives you an Ajani’s Pridemate effect, which is great if you have some life gain, and Level 3 lets you reanimate a creature and gain some life, which will also mean you put a counter somewhere. The total package here is pretty appealing, but probably still a pretty serious build around. It has a kind of reasonable floor as most decks can take advantage of the reanimation, but it is probably not going to be very good in your typical White deck, and like a B in a GW deck that is good at gaining life
Critical Hit
Average Picked At: 9.99
Total Times Picked: 105
Average Last Seen At: 7.12
Total Times Seen 1017
Pro Rating: 1.0
Pro Comment: Two mana for double strike alone isn’t the most impressive trick. The creature you use it on generally already has to be fairly impressive for it to be worthwhile, and it won’t even always allow you to win combat if your creature isn’t big enough. It is easy to imagine using this on your 6/6 Trampler, and that will happen sometimes, but you have to think of all the situations where the effect is negligible, which will be the majority of the time. The whole “natural 20” thing is cute, but won’t happen often enough for that to factor into the grade much.
Zariel, Archduke of Avernus
Pro Rating: 4.5
Pro Comment: This is a really strong planeswalker at 4 mana. Importantly, he can protect himself a little bit with those Devil tokens. Devil tokens are some of the most obnoxious ones around, and they can really make it difficult for an opponent to attack you, as they can enable 2-for-1s more often than you might think. His other two abilities are less impressive, but his +1 can help you do a ton of damage fast, and his ultimate -- while somewhat dependent on you having a board state -- can definitely win you the game. I think Zariel probably does enough to get into the lower range of “bomb” status.
Lolth, Spider Queen
Average Picked At: 1.14
Total Times Picked: 29
Average Last Seen At: 1.59
Total Times Seen 31
Pro Rating: 5.0
Pro Comment: Well, as is often the case, this planeswalker is a stone cold bomb. The best Limited planeswalkers tend to need two of the following three: Card draw, a removal effect, and a way to protect themselves. Lolth comes away with two of those, and both her main abilities are just great. A 0 loyalty ability that draws you a card is going to be nice if you’re ahead, and if you’re behind you can use her -3, and because her Spider friends have Reach, it is going to be difficult for your opponent to go after Lolth very effectively. Those Spiders also have Menace, so they can be quite intimidating attackers sometimes too. The great thing is that her static ability will give her more loyalty counters -- and this means her -3 will feel more like a -2 in some cases. He ultimate emblem is definitely an odd one, but if you get there, it is the kind that will probably win you the game in the long run -- although her spiders and card draw might accomplish that before you get to use it.
Lightfoot Rogue
Average Picked At: 4.72
Total Times Picked: 98
Average Last Seen At: 3.87
Total Times Seen 502
Pro Rating: 2.5
Pro Comment: This is a solid two-drop, though not an overly impressive one for an Uncommon. What you get out of a roll 1-10 and 11-19 really isn’t that different in most scenarios, but it is nice that this gains death touch when it attacks, meaning that your opponent has to give something up to kill it. Unfortunately, the format seems to have enough 1/1 tokens lying around that that isn’t that impressive. Obviously rolling a 20 with it will make it super amazing, but it won’t do that most of the time. It also has the very real downside of not having death touch on defense. One of the nice things about death touch is how good it is both attacking and blocking, but you don’t really get that upside here.
Burning Hands
Average Picked At: 4.04
Total Times Picked: 147
Average Last Seen At: 3.73
Total Times Seen 438
Pro Rating: 3.5
Pro Comment: As we’ve seen with most of this cycle, this is a pretty good card even without the color hosing effect. Normally, two mana to do 2 to something at Instant speed would probably be a 2.5. It isn’t quite premium, just because it can only kill small stuff and not that efficiently. However, I do think adding the huge upside against Green permanents in a big deal, as when you go against a Green deck this will feel like a 4.0!
Pixie Guide
Pro Rating: 2.0
Pro Comment: This has a reasonable floor. Two mana ⅓ flyers tend to be sort of acceptable in Limited, and the upsider here is pretty alright too. UR especially will be able to take advantage of the effect, but most decks that are at least part Blue will probably have 2-3 cards that involve a d20, so it will come up some. This isn’t especially close to good, though it isn’t bad either.
Evolving Wilds
Average Picked At: 6.39
Total Times Picked: 328
Average Last Seen At: 5.94
Total Times Seen 1923
Pro Rating: 3.0
Pro Comment: This is always some really great fixing, as it makes it very easy to splash a secondary color while only running a single basic of that color, and that always feels great for your mana base. They also make any mana base significantly better, even if you are just straight up two colors. You should value these over most “solid” cards
Underdark Basilisk
Average Picked At: 7.52
Total Times Picked: 265
Average Last Seen At: 6.47
Total Times Seen 2027
Pro Rating: 2.5
Pro Comment: It is pretty hard for small creatures with Deathtouch not to be playable, since they bring the capability of trading with anything. This makes them relevant all game long, though never super impressive. They also tend to be good with fight and punch spells
You Meet in a Tavern
Average Picked At: 7.03
Total Times Picked: 111
Average Last Seen At: 5.57
Total Times Seen 735
Pro Rating: 3.0
Pro Comment: Both options on this can be quite powerful. Sometimes you really need to find yourself a couple of creatures in the top part of your deck, and other times pumping the whole board is great. This is a rather clunky Sorcery, but both modes can be great in the right situation
Evolving Wilds
Pro Rating: 3.0
Pro Comment: This is always some really great fixing, as it makes it very easy to splash a secondary color while only running a single basic of that color, and that always feels great for your mana base. They also make any mana base significantly better, even if you are just straight up two colors. You should value these over most “solid” cards
Temple of the Dragon Queen
Pro Rating: 2.5
Pro Comment: Even without dragons, this offers some pretty nice fixing. It is always a bit awkward with these types of lands that make you choose a color, because sometimes you have to play it earlier and name the color of something you aren’t splashing, just cause you need a different color of mana, but this still looks like the kind of fixing that will help decks splash stuff
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