Draft Trainer

Adventures in the Forgotten Realms Limited Quiz

Answered: 0/20
Accuracy: 0
Dungeon Crawler
Average Picked At: 7.69
Total Times Picked: 109
Average Last Seen At: 5.68
Total Times Seen 741
Pro Rating: 2.5
Pro Comment: One mana 2/1s don’t tend to be amazing in Limited, largely because everyone plays lots of creatures, and they’ll get bigger than it in a hurry! However, the upside of this returning to your hand when you complete a dungeon is pretty nice. Even if it is just a 2/1, getting it back for even once in the game will feel pretty good. And, if you’re in Black, I think it is pretty likely you complete at least one dungeon over the course of the game.
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
Iron Golem
Average Picked At: 8.85
Total Times Picked: 116
Average Last Seen At: 6.75
Total Times Seen 936
Pro Rating: 2.5
Pro Comment: This is like Juggernaut, a card that is still pretty solid in Limited. It is a bit of a bummer that didn’t give it the “can’t be blocked by walls” thing, since there are a few of them in this set, but either way this is a nice little creature. It is sure to die in combat because it has to block and attack constantly, but it has high enough power that it will kill most stuff at least.
Nadaar, Selfless Paladin
Average Picked At: 1.26
Total Times Picked: 53
Average Last Seen At: 1.49
Total Times Seen 68
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.
Displacer Beast
Pro Rating: 4.0
Pro Comment: This seems quite good for an Uncommon. It has sort of passable stats, especially because it does a whole lot more than just sit around as a 3-mana 3/2! The ETB trigger will be quite nice, as Venturing will give you some very significant value. It isn’t quite Professor of Symbology, but I think the comparison helps illustrate why this card will be good. The fact it can bounce itself back to your hand won’t always come up, but in the late game, it can help you venture through a dungeon all on its own, and that will often be a pretty big deal.
Green Dragon
Average Picked At: 6.47
Total Times Picked: 85
Average Last Seen At: 4.92
Total Times Seen 594
Pro Rating: 3.5
Pro Comment: This whole cycle is pretty nice, and Green Dragon doesn’t really disappoint. A 6-mana 4/4 Flyer is often a borderline playable, but its ETB trigger is also going to be a huge headache for people to contend with. Now, there will be some board states where it doesn’t do much, but the card has a reasonable base line and will sometimes set up situations where your opponent just has to block to not die, which means they lose their creatures.
Chaos Channeler
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.
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.
Minimus Containment
Average Picked At: 4.51
Total Times Picked: 356
Average Last Seen At: 4.51
Total Times Seen 1353
Pro Rating: 4.0
Pro Comment: This is a pretty neat take on White’s usually Enchantment-based removal spell. So, the idea is that you use this on an opposing permanent that is a problem, but the downside is you give your opponent a treasure. The good news about that is that by the late game, the downside will become increasingly negligible, and even in the mid-game, this will often just be worth doing. Not sure I would really recommend using this on a really early creature, though. It will probably be a net-gain for you overall, but the mana you give your opponent early can really come back to bite you. This is still premium removal though, especially since it deals with all nonlands. In a pinch, you can also put it on your own permanent if you really need a specific color of mana or something, but that’s almost never going to be the right thing to do.
Greataxe
Average Picked At: 12.39
Total Times Picked: 248
Average Last Seen At: 10.11
Total Times Seen 3355
Pro Rating: 1.0
Pro Comment: +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Portable Hole
Average Picked At: 5.73
Total Times Picked: 96
Average Last Seen At: 4.53
Total Times Seen 594
Pro Rating: 2.0
Pro Comment: This will feel pretty good to use on a two-drop permanent, as you will come out ahead mana wise and it will prevents death triggers and stuff like that. It can also deal with all of the Class Enchantments, which will certainly come up. However, just being able to hit two and one mana permanents is a liability in Limited. This isn’t something that will even always make the cut. It could end up being better if aggro decks are a big deal in this format.
Unexpected Windfall
Average Picked At: 10.24
Total Times Picked: 318
Average Last Seen At: 8.77
Total Times Seen 2905
Pro Rating: 2.0
Pro Comment: This seems like a decent card for Most red decks to get one copy of. 4 mana is a lot for Tormenting Voice, but the two Treasure you get means this card also gives you some very real fixing, in addition to helping you dig deeper into your deck.
Acererak the Archlich
Average Picked At: 1.38
Total Times Picked: 21
Average Last Seen At: 2.28
Total Times Seen 32
Pro Rating: 4.0
Pro Comment: So, up until you complete the Tomb of Annihilation, this is basically a 3 mana spell that says “Venture into a dungeon” that you can cast every turn. If that’s all this was, this would be a decent card. Think of it like having a mana sink that lets you Venture, and you can see how nice that can be in the later part of the game to grind out value. Then, once you do complete the dungeon, you get a 5/5 who will either make your opponent sacrifice a creature or give you a Zombie when it attacks. So, the tricky thing here is that you’re basically never going to play Acererak on turn three, like one wants to do. Tomb of Annihilation is the easiest of the Dungeons to complete, since one can do it in three Ventures. However, it is also definitely the trickiest of the dungeons to take advantage of, as a result of the fact that its effects are either symmetrical bad things, or just bad things that happen to you., up until you reach the last room. But, with all that mind, Acererak still seems really good. He lets you venture, which there is all sorts of synergy for in this set, and he is a large, scary threat at most stages of the game. I don’t quite thing Acererak will be a bomb, because the set up cost is significant, but its close
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.
Lolth, Spider Queen
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.
You Come to the Gnoll Camp
Average Picked At: 11.40
Total Times Picked: 252
Average Last Seen At: 9.62
Total Times Seen 3056
Pro Rating: 2.0
Pro Comment: Like most of this cycle, this has two effects that are good in the right situation, but pretty narrow. Putting them together does make for a better card, and sometimes aggro decks really want a card that just blanks a couple of blockers – and they also are pretty happy with a combat trick, even if this one isn’t the greatest. The lack of significant toughness boost makes it a challenge for this to help your creature survive combats, but that’s alright. The first copy of this seems like a decent inclusion for Red aggro decks.
Gretchen Titchwillow
Pro Rating: 3.5
Pro Comment: That stat-line is a passable one for a defensive creature that does something else, and Gretchen definitely does, supplying you with a very powerful mana sink ability that will be a life saver in the late game. The extra land part of the card won’t always matter, since most of the time when you start using this ability you’re probably not going to be in desperate need of more lands, but it could definitely help, especially in UG, which is a ramp color pair as it often is.
The Tarrasque
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
Ebondeath, Dracolich
Average Picked At: 1.19
Total Times Picked: 27
Average Last Seen At: 1.66
Total Times Seen 29
Pro Rating: 5.0
Pro Comment: A 4-mana 5/2 Flyer with Flash is already a great card, even coming into play tapped. That’s just a ton of damage in the air, and very efficient. So...the fact you can just keep casting Dracolith over and over again is a big deal. The limitation here is relevant, but as long as you have something die that isn’t named Dracolith, it will basically be in your hand again, ready to be cast, and that’s pretty insane. This is a bomb.
Secret Door
Average Picked At: 11.37
Total Times Picked: 222
Average Last Seen At: 9.27
Total Times Seen 3038
Pro Rating: 1.5
Pro Comment: In the early game, this can block reasonably well, and in the late game it has an ability that is a reasonable mana sink, and one that can actually give you a ton of value. Only Venturing at Sorcery speed is rough of course, because you have to telegraph to your opponent you won’t be interacting with them, but if you’re flooding out, this ability is going to look pretty good. You probably still don’t play this a ton though.
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