Average Picked At: 11.53 Total Times Picked: 216 Average Last Seen At: 9.51 Total Times Seen 3162
Pro Rating: 1.0 Pro Comment: So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Pro Rating: 2.5 Pro Comment: This is a fine one drop. It ramps for you, and that looks to be a good strategy in this format, especially in UG. It is nice that if you play it early it might actually attack for a bit too
Average Picked At: 7.88 Total Times Picked: 104 Average Last Seen At: 6.19 Total Times Seen 788
Pro Rating: 1.0 // 3.0 Pro Comment: The base level of this one probably wouldn’t be worth it all on its own, even with all the d20 stuff in the set. It just won’t create a different outcome all that often, though obviously it does make those d20 cards better. Once you add level two, you are getting a very real payoff for rolling dice, as +2/+0 and Menace is a pretty big deal, and then Level 3 adding Haste to the mix -- regardless of Dice being rolled, seems nice. So, how good would this be if you just paid 6 up front for all of this? Well, not amazing, but paying it in installments is obviously better. Still, I think your deck will be dependent enough on having dice effects that this won’t really work in every deck, and even when it does I don’t see it being amazing. Because it is so dependent on dice, I think this needs a buildaround grade, because in your Average red deck with like 3-4 dice effects, it probably isn’t worth it. You probably need 7+ to get there.
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
Average Picked At: 9.57 Total Times Picked: 316 Average Last Seen At: 8.45 Total Times Seen 2665
Pro Rating: 3.0 Pro Comment: A 4-mana 4/3 is passable, and the Treasure upside here is nice. It will make it a formidable attacker the turn it comes down.
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.
Pro Rating: 4.0 Pro Comment: Like the rest of this cycle, Lair of the Hydra is really good, and worth a high pick. It is more flexible than the others, in that you can turn it into a land almost no matter how much mana you decide to pump into it. This means it can chip in for some early damage if it needs to, and it also means that in the extreme late game it will be absolutely massive, and difficult to take down
Average Picked At: 5.87 Total Times Picked: 355 Average Last Seen At: 5.28 Total Times Seen 1617
Pro Rating: 3.5 Pro Comment: So even without any treasure at all, this is a 3-mana Rabid Bite at Instant speed, which is already a card I would be interested in. It also compares pretty well with Ambuscade, a card that cost the same and always gave +1/+0 in addition to the punch effect. The treasure upside is nice, because sometimes your creature won’t have the power necessary to be good with Spoils of the Hunt. However, if you’re in Green anyway, your creatures will mostly be good with this. One does have to be cautious with spells like this, as your opponent removing the creature you target is an epic blow out, but because its an Instant, it won’t be that hard to find an ideal window. I think this is premium removal
Average Picked At: 5.03 Total Times Picked: 350 Average Last Seen At: 5.01 Total Times Seen 1545
Pro Rating: 3.0 Pro Comment: Two mana 2/2s with Lifelink tend to be solid enough in Limited, especially in a format with a life gain archetype. It will also wield Equipment pretty effectively.
Average Picked At: 5.38 Total Times Picked: 127 Average Last Seen At: 4.47 Total Times Seen 566
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: 10.18 Total Times Picked: 226 Average Last Seen At: 8.71 Total Times Seen 2854
Pro Rating: 2.5 Pro Comment: I think you’re getting pretty solid value here, between getting some ramp and venturing into a dungeon. Venture won’t always feel like drawing a card, but later on in the dungeons it will give you that kind of value, and even the early rooms in the dungeons seem decent enough.
Pro Rating: 4.0 Pro Comment: +2/+0 and Death Touch is a nice boost for a one-mana to play two to equip Equipment. Now, the Equip cost being double black will sometimes be a bummer in Limited, as you can’t always get your double colored mana when you want to, but even with that bit of downside, this is going to be great. Virtually every creature you put this on will become a threat, and it can even be used sort of defensively thanks to death touch. The big 8 mana ability might not come up a ton -- but it will sometimes, and its just upside on an already great card anyway.
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: 6.96 Total Times Picked: 26 Average Last Seen At: 4.66 Total Times Seen 243
Pro Rating: 1.0 Pro Comment: This is pretty expensive, but it can really reshape the board in a big way. You can use it to make an opposing creature into the weakest creature on the table, or you can make one of yours a copy of the best creature. You can do it at Instant speed too, which means in some cases this can turn into a removal spell of sorts. This kind of spell is always more narrow than it looks though. You have to be significantly upgrading or downgrading a creature for the massive mana cost to be worth it, and you’ll find yourself staring at boards pretty often where this just won’t do the thing you want it to do. I feel like this is both too narrow and too expensive to be something you want to play most of the time.
Average Picked At: 6.79 Total Times Picked: 357 Average Last Seen At: 6.46 Total Times Seen 1965
Pro Rating: 3.5 Pro Comment: This seems like a pretty darn good Common. As I’ve said throughout the video, Venturing isn’t quite drawing a card most of the time, but it gives you value that isn’t that far away from drawing a card, and if this was a 4-mana ¾ that drew you a card, it would be amazing. And again, this won’t quite feel like a 2-for-1 all the time, but it does do a lot for the mana cost, and enough to be one of White’s best Commons.
Average Picked At: 1.83 Total Times Picked: 40 Average Last Seen At: 2.25 Total Times Seen 64
Pro Rating: 3.5 Pro Comment: So, a 4-mana 3/2 that makes a temporary attacking copy of an attacking creature when IT attacks is a nice enough card, and in this case Delina can actually target herself since the copy won’t be legendary. Mostly, she’ll just be making one copy, but that’s already a fairly potent card. If you hit 14-20 she’ll just get silly, since she’ll make (at least!) two copies. She is fragile,and sometimes she won’t have any friends it is worth making a copy of, but it seems like she’ll shake up the board state significantly most of the time when she comes down.
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.
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
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
Pro Rating: 4.5 Pro Comment: A 3-mana 3/3 with Vigilance is a great place to start, and doing dungeon stuff every time he ETBs OR Attacks is incredibly good, and that would be true even if he didn’t also give you a massive bonus for completing the dungeon! Between Nadaar and other dungeon cards, it isn’t super far-fetched you get the anthem effect too. Especially because one of the dungeons needs only 4 ventures to be completed, and Nadaar can do half of that on his own between his ETB ability and his first attack. I think Nadaar does enough to get into the lower bomb range.