Draft Trainer

Alchemy Horizons: Baldur's Gate Limited Quiz

Answered: 0/20
Accuracy: 0
Carnelian Orb of Dragonkind
Average Picked At: 9.20
Total Times Picked: 5
Average Last Seen At: 6.94
Total Times Seen 97
Pro Rating: 0.0 // 2.0
Pro Comment: I’m more interested in this Orb than I was in the Blue one, as giving a Dragon haste is no small thing! That said, I still am not in love with a three mana mana rock that produces only a single color. Not adding to the board can just be so brutal these days. I think this deserves a build around grade. If your deck has 5 or more dragons – and especially a few that are 5 or 6 drops – this is probably a 2.0, but in all other Red decks it is basically unplayable.
Water Weird
Average Picked At: 11.52
Total Times Picked: 27
Average Last Seen At: 10.07
Total Times Seen 309
Pro Rating: 3.0
Pro Comment: When you hit your opponent with this, you get a pretty good trigger. You either get to grow the Weird, or Surveil 1, and both are pretty nice options.
Split the Spoils
Average Picked At: 11.29
Total Times Picked: 7
Average Last Seen At: 7.55
Total Times Seen 84
Pro Rating: 2.0
Pro Comment: This is basically a Green Fact or Fiction, which is pretty wild. It takes a whole lot more set up than Fact or Fiction though! You need to have 5 permanent cards in your graveyard to make casting this worth it, since you want to maximize the number of cards you get out of it, and while Black/Green is good at loading up the graveyard, that’s still a pretty big requirement. The upside here is that you’re probably getting at least 2 cards back for three mana, and sometimes you’ll really put your opponent in a tough spot. Basically, this is kind of a roundabout version of the kind of card that returns creatures form your graveyard to your hand – and one that takes extra set up. I think this is probably a nice one-of in graveyard decks in the format, but still not amazing.
Kalain, Reclusive Painter
Average Picked At: 4.46
Total Times Picked: 13
Average Last Seen At: 4.65
Total Times Seen 55
Pro Rating: 4.0
Pro Comment: This is one of the cards that comes directly from Forgotten Realms, and boy – it was powerful as the signpost Uncommon for the Black/Red treasure deck, a role it fills again here. The Black/Red deck was the best deck in that format, and while this format is substantially different, I think Kalain will still be quite good. A two mana ½ that makes a treasure is something you’d basically always play, so the fact that you get to buff every creature you cast using treasure is a pretty big deal. This looks to be a super strong signpost common again.
A-Blessed Hippogriff
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 2.67
Total Times Seen 3
Neera, Wild Mage
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 4.20
Total Times Seen 13
Pro Rating: 1.5
Pro Comment: One thing to note about this card is that the spell you put on the bottom of your library is removed from the stack and never resolves. I misinterpreted this card in my YouTube set review because I didn’t realize that! So, basically, if you cast something really cheap in the late game, it might be worth it to spin the wheel with Neera and see what happens, but the effect is so random that it just isn’t worth doing with just any old spell. So, basically, it can potentially upgrade spells, but it doesn’t really give you any card advantage, and a lot of the time you’ll just choose not to use its effect. This isn’t very good.
Prosper, Tome-Bound
Average Picked At: 1.00
Total Times Picked: 1
Average Last Seen At: 1.00
Total Times Seen 1
Pro Rating: 5.0
Pro Comment: This is really strong. It doesn’t start with the best stat-line ever, but hey – at least it can block and stop a lot of things from attacking! That gets especially spicy too, because it effectively draws you a card every turn. Provided you get to your end step the turn you play it, you’re going to get at least a 2-for-1, and if Prosper sticks around, you’re going to get a ton of cards – and treasure too! It even lets you play lands, which is always great.
Kindred Discovery
Average Picked At: 6.17
Total Times Picked: 6
Average Last Seen At: 5.12
Total Times Seen 32
Pro Rating: 3.5
Pro Comment: So, the creature type you’ll usually name with this is Dragon, since that’s really the only tribal deck in the set. And uh..yeah, this is a pretty insane card draw engine if you have enough creatures with the type you name. It is sort of nice that in a pinch, you can just name a creature type you have in play and attack with it to draw a card right away, though that obviously isn’t the ideal use of this. The downside of a 5-mana Enchantment is that it won’t impact the board right away, but it stands a pretty good chance of at least drawing you one card the turn you play it. Then, if you’re drawing more cards you’re pretty likely to draw more Dragons and keep the chain going. It doesn’t really feel like this needs a build around grade, as I think most UR and UG decks in the format will have enough dragons to get good use out of this. It IS still a pretty clunky enchantment, though.
Intellect Devourer
Average Picked At: 2.56
Total Times Picked: 9
Average Last Seen At: 2.40
Total Times Seen 11
Pro Rating: 4.0
Pro Comment: Your opponent gets to make the choice of what they exile of course, so that limits just how powerful this can be, but as long as you are getting something with the Devourer it is going to feel pretty good! Taking a card from an opponents hand and then using it is just a great deal, even if it is just a land. Sometimes your opponents hand will be empty, and in those cases this won’t feel great, but it still has a fail case as a 4-mana 2/4.
Monk of the Open Hand
Average Picked At: 7.75
Total Times Picked: 8
Average Last Seen At: 5.77
Total Times Seen 81
Pro Rating: 2.0
Pro Comment: Another Forgotten Realms reprint. This was a decent one drop in that format, as getting the counters on it came a little easier than I expected it to. Getting it in play late doesn’t feel very good, though.
Jade Orb of Dragonkind
Average Picked At: 9.25
Total Times Picked: 4
Average Last Seen At: 6.36
Total Times Seen 63
Pro Rating: 2.5
Pro Comment: I think this is the best card in this cycle. A +1/+1 counter is no joke, and Green decks have more general interest in ramping than the other two colors have. It is still a three mana mana rock, and those can be a real liability – you need to add to the board after all!
Grave Choice
Average Picked At: 5.25
Total Times Picked: 12
Average Last Seen At: 4.24
Total Times Seen 50
Pro Rating: 2.5
Pro Comment: This has a neat design, because it tries to get around the downsides most Edict effects have. They tend to feel pretty good early, but when the board gets wide enough, you end up killing something pretty irrelevant. Grave Choice takes away the ability to sacrifice tokens, and now your opponent giving up their weakest creature could come with consequences – and that is that you get a duplicate of the card in your hand. Now, there will be plenty of times when your opponent can just sacrifice something that’s not a big deal and you get nothing, and sometimes getting a copy of their mediocre two drop won’t matter either – but I think the upgrades to this Edict make it better than most of them tend to be in Limited. It isn’t premium removal, but its not bad either.
Robe of the Archmagi
Average Picked At: 5.00
Total Times Picked: 6
Average Last Seen At: 4.83
Total Times Seen 25
Pro Rating: 3.0
Pro Comment: Well, this can draw you a whole lot of cards, and if you have Shamans, Warlocks and Wizards around, the equip cost being one is going to feel pretty amazing. The downside here is similar to what we saw with the Goggles earlier – this doesn’t buff the creature at all, so you need something that is already fairly good at attacking, either because it is big or because it is evasive. And the types where you pay the 4 mana cost and your opponent removes your thing will be brutal! Still, this has the potential to draw a lot of cards, and fairly efficiently too.
Klement, Novice Acolyte
Average Picked At: 1.89
Total Times Picked: 9
Average Last Seen At: 1.62
Total Times Seen 9
Pro Rating: 5.0
Pro Comment: This is really good. If you play this on turn two, the boost it gives to your hand will be insane! Sometimes you’ll get it at a point in the game where it doesn’t do much with its ETB, but most of the time it will buff at least one thing in your hand. While its specialized versions are all quite good, they do seem a little less powerful than some of the others – but that’s probably because it is better on the front side than most of them. I think the Black/White one looks the best, as getting two 2/2 tokens right away is huge! But like with all of this, every single one of these looks quite good.
Steadfast Paladin
Average Picked At: 5.78
Total Times Picked: 27
Average Last Seen At: 5.22
Total Times Seen 153
Pro Rating: 2.5
Pro Comment: This is a reprint that was nice in the Lifegain deck in Forgotten Realms. It is certainly nothing special, but it does enough that you play it most of the time in White.
Ulder Ravengard, Marshal
Average Picked At: 2.00
Total Times Picked: 3
Average Last Seen At: 2.12
Total Times Seen 8
Pro Rating: 4.5
Pro Comment: Most of the time, this will be able to come down and immediately have a large impact on the board, since adding double team to one of your other creatures is a pretty big deal. It suddenly makes offering a trade with that creature better, so it will often result in an attack you didn’t have before – and if you did already have the attack, that’s fine too – since getting the copy will be even better! Then when he starts rumbling, he makes sure to give you back more value by conjuring creatures to your hand. So, pretty hard to ever come out behind here, and if your opponent can’t keep it in check, it will run away with the game.
Storm King's Thunder
Average Picked At: 8.00
Total Times Picked: 1
Average Last Seen At: 4.57
Total Times Seen 7
Pro Rating: 0.0
Pro Comment: This card is really cool, but it isn’t really here for Limited. You need a bunch of mana and a spell that is cheap enough you can still cast it for this to be worth it. Paying 4 to make only a single copy of some cheap spell isn’t going to feel very good. You probably need to be making two copies with this to feel like you’re getting there, and that means you need 5 mana + a spell that you can still cast that turn to get it doubled, and it is going to be pretty hard to set that up. This format definitely has treasure which can help here, but not so much that you can really go wild with this.
Liara of the Flaming Fist
Average Picked At: 5.20
Total Times Picked: 10
Average Last Seen At: 4.58
Total Times Seen 47
Pro Rating: 3.0
Pro Comment: This is the Red/White signpost uncommon. Unsurprisingly, it is a go-wide aggro deck – in this case, it is really built around the Double Team mechanic, as that is the easiest way to get cards with the same name. Notably, this also will help you out with tokens! The fact you can give anything double team and first strike is pretty spicy too, as you can give it to your best creature to get another copy – and First Strike helps that creature survive. Note, by the way, that ability can only be used once. Period. Not once per turn! But still, having that ability once seems pretty strong.
Displacer Kitten
Average Picked At: 3.50
Total Times Picked: 2
Average Last Seen At: 3.06
Total Times Seen 20
Pro Rating: 2.5
Pro Comment: This comes with a repeatable way to blink creatures, which is nice if you have the abilities to abuse. The thing that’s a bit awkward, though, is that it wants you to play noncreature spells and have creatures that are worth blinking, and you only have so many cards in your deck, so getting a consistent number of both of those things can be pretty rough. The stat-line is also really awful. Still, the ability to blink stuff at instant speed on a card that actually adds to the board is definitely a thing in this format.
Choose Your Weapon
Average Picked At: 7.57
Total Times Picked: 7
Average Last Seen At: 6.68
Total Times Seen 96
Pro Rating: 1.5
Pro Comment: This is a Forgotten Realms reprint, and it was fine in that set. It is a pretty typical modal card in that both parts of it are pretty underwhelming. The trick wouldn’t be good enough to play and the Flyer removal spell would be a sideboard card. You lump these two mediocre cards together though, and you end up with a card that will be able to do something meaningful reasonably often. Still, you end up cutting it a lot.
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