Draft Trainer

Adventures in the Forgotten Realms Limited Quiz

Answered: 0/20
Accuracy: 0
Intrepid Outlander
Average Picked At: 4.04
Total Times Picked: 123
Average Last Seen At: 3.65
Total Times Seen 449
Pro Rating: 3.5
Pro Comment: This starts out with nice base stats. Reach tends to perform pretty well in Limited, especially in colors that don’t have that much access to Green, and obviously the Pack Tactics trigger here is quite powerful. Venturing into Dungeons is going to be the source of a ton of value in this format, and Intrepid Outlander can help you do it sometimes
Dueling Rapier
Average Picked At: 9.79
Total Times Picked: 315
Average Last Seen At: 8.57
Total Times Seen 2828
Pro Rating: 2.5
Pro Comment: So, the Equip cost here is obviously really steep, and +2/+0 for a single Red mana would not be an awesome combat trick, but in this case we’re talking about a combat trick that has the stats boost stick around in one form or another. Even if your creature dies, you have something on the battlefield, even if it does cost a lot to Equip, and if you can help a creature win and survive combat and keep this equipped to it, it’s going ot feel pretty good. In a lot of ways, it is still a glorified combat trick, but I’ve underestimated auras and equipment with Flash in the past, dismissing them as combat tricks, so I thinkt his will defy expectations. Still, it probably isn’t much more than a solid playable.
Inferno of the Star Mounts
Average Picked At: 1.36
Total Times Picked: 25
Average Last Seen At: 1.76
Total Times Seen 30
Pro Rating: 4.5
Pro Comment: Like the other Dragons in this cycle, Inferno of the Star Mounts is pretty scary. In Limited, the 20 power part will basically never happen, but a 6-mana 6/6 with Flying, Haste, and Firebreathing can end the game in a hurry. The fact it can’t be countered is some nice additional value too. While it doesn’t always do something even if it gets killed, having Haste goes a long way towards making sure something will happen the turn he comes down. The efficiency here will just put a really fast clock on your opponent, and I think that’s enough for it to get into the lower range of “bomb” territory.
Icingdeath, Frost Tyrant
Pro Rating: 5.0
Pro Comment: This is a stone cold bomb. It starts out life as a really problematic creature for your opponent - a 4-mana 4/3 with Flying and Vigilance will rapidly kill your opponent if they don’t do something, but what really pushes this into bomb range is that even if they can do something, you end up with a pretty good Equipment anyway -- the stats boost AND the ability to tap down blockers will put your opponent in a ton of trouble, and it is the kind of boost that makes any creature a threat
Teleportation Circle
Average Picked At: 2.09
Total Times Picked: 45
Average Last Seen At: 2.56
Total Times Seen 92
Pro Rating: 1.0 // 3.5
Pro Comment: This looks like a build around. This kind of effect just doesn’t matter if you don’t have the right deck for it. Just kidding “pseudo-Vigilance” out of it isn’t worth it. The good news is that both BW and UW look like they are in a reasonably good position to make use of this, and when you can get some kind of ETB trigger every turn out of this, it will feel great -- especially if it involves Venturing into Dungeons! But still, I don’t think your average deck in the format will be able to put this to use.
Skullport Merchant
Average Picked At: 2.92
Total Times Picked: 160
Average Last Seen At: 2.98
Total Times Seen 367
Pro Rating: 3.0
Pro Comment: So, this is a Black Sailor of Means with upside, and that’s a really good place to start. Tacking on fixing and ramp to a creature like this just ends up feeling really great. Sometimes you won’t really want the treasure, so its great that he can cash them in for cards, as well as creatures!
Adult Gold Dragon
Average Picked At: 1.70
Total Times Picked: 46
Average Last Seen At: 2.22
Total Times Seen 63
Pro Rating: 4.0
Pro Comment: This has a bunch of key words and good stats. Flying, Lifelink, and Haste combine quite well, as they can help you to quickly put the game out of reach for your opponent. The Dragon will often be able to hit your opponent at least once, even if they have removal, and any more than that and you’re talking about a massive gap in life totals in your favor. The one disadvantage the Gold Dragon has is that 3 toughness can die to a whole lot of things, but I still think the combination here is quite nice, though probably not quite a bomb. While it doesn’t definitely give you value even if it dies, Haste + Lifelink + Flying does a good job of giving it a pretty good chance to do that
Grim Bounty
Average Picked At: 2.95
Total Times Picked: 410
Average Last Seen At: 3.24
Total Times Seen 913
Pro Rating: 3.5
Pro Comment: This is premium removal. It might be a somewhat expensive Sorcery, but it kills pretty much everything for 4 mana, and even gives you a treasure back, almost making it so it costs three mana with some fixing upside!
Tiamat
Pro Rating: 3.5
Pro Comment: The cost here is pretty rough, being WUBRG and all that -- but it is a 7-mana 7/7 that will usually be able to draw you at least one card -- and that card will be another Dragon. The mana cost definitely holds it back, but if you end up with a good mana base that can actually make this happen, obviously enough, Tiamat will feel like a bomb. This is probably going to be the most doable in RB, because you have access to the most treasure in that color pair. However, thanks to that mana cost, you really can’t be valuing this the same way you could a mono-colored or two-colored bomb
Eyes of the Beholder
Average Picked At: 10.32
Total Times Picked: 305
Average Last Seen At: 8.86
Total Times Seen 2887
Pro Rating: 3.0
Pro Comment: It is pretty difficult for a card to be premium removal when it costs 6 mana – unless of course it also draws you a card, like Rise of Extus in Strixhaven. Eye of the Beholder can definitely kill almost everything, but six mana is a whole lot! It is an Instant, which does means sometimes you’ll be able to manufacture some blowouts. I think you’ll always be reasonably happy with the first copy of this, but running more than that is pretty risky.
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.
Celestial Unicorn
Pro Rating: 3.0
Pro Comment: GW is the color pair most interested in gaining life in this format, and this is a very nice Common payoff for that kind of deck. And, it can be pretty solid in other decks too, as it isn’t like GW is the only deck where you’ll be able to gain life. This can get big fast, and has a reasonable starting point as a 3-mana 3/2. It seems like a pretty good Common.
Inspiring Bard
Average Picked At: 9.46
Total Times Picked: 231
Average Last Seen At: 7.78
Total Times Seen 2380
Pro Rating: 2.5
Pro Comment: A creature with just the Bardic Inspiration ability is usually a solid playable, but it does come with the downside of not doing anything with a +2/+2 boost doesn’t matter -- like if you have to play defense, or don’t have another creature. Adding the “Song of Rest” option means that in those situations, you could an ability that is far more useful, and that’s pretty nice. It probably still isn’t more than a solid playable, though.
Blue Dragon
Average Picked At: 5.97
Total Times Picked: 116
Average Last Seen At: 4.68
Total Times Seen 564
Pro Rating: 3.5
Pro Comment: That’s a pretty wacky ETB ability, but it is one that seems pretty nice. It weakens all of those creatures until your next turn, so you can take advantage of their lower power so that you can attack on your turn, and then also benefit from the fact that your creatures can’t attack as hard. This does cost 7, but it also impacts the board in an immediate way and gives you a relatively imposing flyer. Still, there will be times when the ability doesn’t do much either way, and I think that probably keeps it from getting into “first pickable” range.
Wight
Average Picked At: 1.61
Total Times Picked: 41
Average Last Seen At: 1.98
Total Times Seen 64
Pro Rating: 3.5
Pro Comment: A two-mana 3/2 that enters tapped would already be a decent playable, but the additional effect here is quite good. Most of the time you won’t be making more than one Zombie, but that’s fine. if you are up against this card, trading with it will feel pretty miserable because of that Zombie token. You can even triple block something huge to take it down and still get back a little bit of value. Basically, it is a nice attacker and blocker that replaces itself. It isn’t super exciting, but it is definitely pretty good.
Hall of Storm Giants
Average Picked At: 3.21
Total Times Picked: 52
Average Last Seen At: 3.04
Total Times Seen 107
Pro Rating: 4.0
Pro Comment: This whole cycle looks really good. Creature lands tend to be quite good because they don’t take up a real slot in your deck, yet they can have a very real impact on games. This can just sit around and make mana for you early, and then when you get to the later part of the game you can start sending it after your opponent with all your extra mana. 6 mana is certainly a lot, but the beauty of it is that it gives you a great mana sink, something you usually want, and the creature it makes is no joke either, it can be a real problem on offense or defense for you. And yeah, it will usually come into play tapped, but that’s a fair price to pay. This is something you should take pretty highly, don’t underestimate the power of creature lands!
Blink Dog
Pro Rating: 1.0
Pro Comment: This doesn’t look very good. 3 mana for a 1/1 with Double Strike is rough, and the Phase effect is cool, but also costly. I guess if you have some Equipment he can get interesting, but I think you mostly won’t play this
Improvised Weaponry
Average Picked At: 6.62
Total Times Picked: 386
Average Last Seen At: 6.37
Total Times Seen 1942
Pro Rating: 3.0
Pro Comment: This probably isn’t quite premium removal, given that it does 2 for three mana and is a Sorcery. However, the fact that it can hit the opponent and it is a removal spell that gives you fixing and ramp is definitely appealing, even if won’t feel that efficient.
Westgate Regent
Average Picked At: 1.33
Total Times Picked: 55
Average Last Seen At: 1.77
Total Times Seen 67
Pro Rating: 5.0
Pro Comment: You would be reasonably happy with a vanilla 5-mana 4/4 Flyer, so adding a lot more text to that card is great. First, the Ward effect makes it virtually impossible for your opponent not to get 2-for-1’d by the Regent, since they will have to discard a card just to target it in the first place. Second, the longer the Regent stays around, the larger it will get as it damages your opponent, accelerating their clock significantly. So, he ticks a lot of marks that make him a bomb. He will win you the game if left unchecked, and because of Ward he will have some negative effect on your opponent in almost all situations.
Temple of the Dragon Queen
Average Picked At: 6.49
Total Times Picked: 125
Average Last Seen At: 5.08
Total Times Seen 681
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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