Average Picked At: 10.08 Total Times Picked: 221 Average Last Seen At: 8.50 Total Times Seen 2748
Pro Rating: 1.5 Pro Comment: This is a bit clunky as a 5-mana 4/4, but the activated ability, as expensive as it is -- is a pretty nice late game mana sink. The ability, no matter what you roll, provides some serious reach. It is probably still too slow to make the cut on a super regular basis, though.
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.
Average Picked At: 1.39 Total Times Picked: 23 Average Last Seen At: 1.40 Total Times Seen 26
Pro Rating: 4.0 Pro Comment: Like most of the d20 cards, this thing is pretty wacky! Also funny to see like..cards, on a Magic card itself. But anyway, this has a repeatable effect that will often be quite good at grinding out a win. You will typically draw two cards with it or return something from your graveyard, and doing that every turn is pretty potent.. And while yeah, if you have too many cards it will be harder to draw more, by the time of the game where a card like this tends to be good, you’re probably not going ot have a hard time keeping your hand small enough to still draw those 2 cards most of the time. It is definitely a slow card, but will be good enough in the later part of the game to consider taking highly
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.
Pro Rating: 4.5 Pro Comment: If you’re paying 6 for a planeswalker, he’d better be good! And Mordenkainen is. The best Limited planeswalkers are the ones that can do at least two of the three following things: Draw you cards, protect themselves, or act as removal. Mordenkainen does the first two of those. His +2 gives you some powerful card draw and card selection that rapidly raises his loyalty. And, his -2 creates a token that can protect him. Now, it is a little annoying that you have to make sure you have at least one card in your hand all the time for the token to not die, but the upside is that you can also make it significant larger. Two cards in your hand makes it a 4/4, and that’s just going to happen a lot, especially because he draws you cards! If you managed to get to his ultimate, he’ll then draw you a whole bunch of cards, and it is hard not to lose at that point. Mostly, you’ll probably alternate between +2 and -2 with him most of the time, and that will be plenty to win you the game.
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.
Average Picked At: 8.95 Total Times Picked: 297 Average Last Seen At: 7.76 Total Times Seen 2418
Pro Rating: 2.5 Pro Comment: This offers some decent top-of-the-curve stats for Limited, and it has a pretty nice D20 ability. It won’t be awesome to roll 1-9, but the effect is at least symmetrical. It will be true that sometimes it doesn’t hurt your opponent as much as it hurts you, but the opposite will sometimes be true too. Then, the effect is one sided if you roll a 10 or more, which will be well worth the mana you spend. If you always roll 10-20 with it, it is probably one of the better Commons in the set, but unfortunately it won’t go that way, we have to think about the fail cases too! The presence of Treasure in this set also means your opponent will have more permanents than normal to sacrifice, which weakens it further.
Average Picked At: 1.86 Total Times Picked: 58 Average Last Seen At: 2.11 Total Times Seen 96
Pro Rating: 4.0 Pro Comment: Mind Control effects are one of the most powerful things in Magic, especially in Limited. Stealing an opposing creature means you add to the board while subtracting from theirs, and that’s just huge! Mind Flayer does come with the downside of not being anywhere near a permanent version of the effect, since as a 3/3, he can be easily killed and your opponent can get the creature back. But, the upside here is crazy, as getting a 3/3 + whatever your opponent’s best creature is will be a great deal for 5 mana. I do think the vulnerability of the Flayer keeps this out of “bomb” range, but just barely.
Average Picked At: 9.31 Total Times Picked: 104 Average Last Seen At: 6.77 Total Times Seen 926
Pro Rating: 3.0 Pro Comment: Rolling 1-9 here isn’t going to feel very good, as you’re just not getting your 3 mana’s worth to bounce something at Sorcery speed, but the good news is that other rolls will give you about what you’d expect -- and that’s a pseudo Time Ebb effect for 10-19, and a temporary mind control for 20. The 10-19 effect actually lets you go 1 for 1 on cards, and obviously the mind control will feel like a 2-for-1. So, yeah the 1-9 might be a bit of a bummer, but hey, at least it interacts with the opposing board and gets something off of it, which will at least give you some tempo.
Pro Rating: 3.0 Pro Comment: A 3-mana 0/4 that ventures into the dungeon is probably already a decent card for the format, but this looks to be one of the bigger payoffs for completing dungeons at lower rarities, as it becoming a ¾ Flyer is a pretty big deal -- that kind of size almost always matters on an evasive creature, and it is going to give you value when it ETBs no matter what.
Average Picked At: 1.69 Total Times Picked: 16 Average Last Seen At: 2.13 Total Times Seen 24
Pro Rating: 3.5 Pro Comment: A 7-mana 7/7 Flyer is certainly imposing, but it better be for that cost! One nice thing here is that you will be able to get Treasure out of this the turn you play it, so even if your opponent kills it on their turn, you at least get something. Of course, the problem here is that you probably don’t really need treasure if you were able to cast Old Gnarlbone, and while this format does seem to have a significant number of mana sinks, I’m just not sure you’ll have anything to do with all the treasure this produces.
Average Picked At: 9.53 Total Times Picked: 60 Average Last Seen At: 6.43 Total Times Seen 859
Pro Rating: 2.0 Pro Comment: Well, this is interesting. “Climb Over” won’t matter very often, and “Tie Up” is perhaps a little too situational too. Because it doesn’t tap the creature as part of the effect, it will only do a thing against creatures that already tapped. The part that intrigues me the most is Venturing into the Dungeon, but even that seems a little clunky, though it is obviously a late game mana sink. The first two modes will be hard to make use of early or even late, and the Venture into the Dungeon option is pretty good late, but I can see this sitting ont he table doing very little early, and that’s kind of rough. This is definitely the kind of card it is easy to miss on, because it is both unusual and utilizes a new mechanic, but I don’t think I’m super high on it right now
Average Picked At: 8.65 Total Times Picked: 266 Average Last Seen At: 7.45 Total Times Seen 2320
Pro Rating: 3.0 Pro Comment: So, with a 1-9 you’re getting an Instant speed Divination that costs one extra, which isn’t great, that would probably be a 1.5 or 2.0, but isn’t the worst fail case when the 10-19 gives you a pretty great effect for the cost -- like Behold the Multiverse without Foretell, and that’s a good place to be. Obviously, rolling the 20 will be completely absurd. If that’s what this card always did, it would be like a 4.0. We have to sort of think about what’s the most likely with this, and I think the fail case is passable enough that I’m pretty happy with this over all, as 10-19 is a pretty likely outcome, and that card would probably be a B-. In the end, I think all of that makes this a 3.0.
Average Picked At: 5.48 Total Times Picked: 42 Average Last Seen At: 4.59 Total Times Seen 186
Pro Rating: 4.0 Pro Comment: Level 1 of this class isn’t anything amazing, but it might help you double spell sometimes. Level two lets you bounce something, and that’s something that I think really elevates this class – its ability to actually interact with the opposing board! That will buy you more time to try to get Level 3 here, which you’ll want to do, because it will effectively start drawing you cards if you can double spell. Now, you won’t always be able to do it, but this is actually really cheap to level up, and just drawing a couple cards off of it will make you feel pretty good about your situation
Average Picked At: 1.69 Total Times Picked: 16 Average Last Seen At: 2.20 Total Times Seen 40
Pro Rating: 1.0 // 4.5 Pro Comment: This needs a build around grade. If you can build a good enough ramp deck, this is an insane win condition. Ward 10 is basically hexbroof, and Haste + fighting every time it attacks will quickly decimate your opponent. But 9 mana is a lot, and it will just be unobtainable in most Limited decks. However, it does look like UG can probably achieve it in this format if the draft goes really well, and this will be awesome there
Average Picked At: 10.14 Total Times Picked: 229 Average Last Seen At: 8.51 Total Times Seen 2723
Pro Rating: 2.5 Pro Comment: We’ve seen a lot of creatures like this in the past, and they’re not usually anything amazing, though their ability to grow throughout the game is nice, and they do eventually become a problem for your opponent. Because it counts the death of any creature, you will find that this gains that counter a decent chunk of the time.
Average Picked At: 3.66 Total Times Picked: 169 Average Last Seen At: 3.36 Total Times Seen 409
Pro Rating: 4.0 Pro Comment: This seems really good. It is a 4-mana 4/3 with a ton of upside. No matter what you roll when it attacks, you will end up netting at least one card. And because it says “play” you can even play lands off of it, and that’s awesome. He might die after only one attack, but you’ll usually be getting a 2-for-1 out of it, so that’s fine with me, especially because if left unchecked, the Channeler will just keep drawing you cards.
Average Picked At: 6.22 Total Times Picked: 116 Average Last Seen At: 5.31 Total Times Seen 680
Pro Rating: 3.0 Pro Comment: This set has a decent number of Artifacts in it., so the ETB ability will probably draw you a card like half the time in a typical White deck. The other part of the card, However, does count Treasure, and while Treasure is more concentrated in other colors than White, it is all over the set, so it growing from Treasure is a very real possibility.
Pro Rating: 3.5 Pro Comment: This whole cycle is nice, and this doesn’t disappoint. Creature lands are just great, as having a land that can become an actual card in the later part of the game is great flood insurance, and the creature this can become is definitely a nuisance, especially because it makes Goblin friends to join the fun.
Average Picked At: 9.66 Total Times Picked: 29 Average Last Seen At: 5.78 Total Times Seen 269
Pro Rating: 1.0 Pro Comment: There are a significant number of legends in this set, but I don’t think there’s going to be enough of them to get this off the ground most of the time. Mostly, it will be a tap land that actively hurts your mana base