Draft Trainer

Adventures in the Forgotten Realms Limited Quiz

Answered: 0/20
Accuracy: 0
Wizard's Spellbook
Average Picked At: 4.58
Total Times Picked: 43
Average Last Seen At: 4.49
Total Times Seen 190
Pro Rating: 4.0
Pro Comment: This thing is slow, but boy -- it is going to win you the game if you get to use it even twice. Any of the rolls are pretty darn good. 1-9 lets you Flashback a spell, 10-19 lets you cast it for 1, and 20 is going to let you cast it and whatever other spells you’ve exiled with it for free. This does cost 7, but if you play it when you have 8, you can at least take a crack at copying a spell that first turn. Sometimes you won’t be able to do that and that will feel kind of rough -- paying 7 for something that doesn’t actually effect the board right away. But luckily the ability costs 0, so thereafter, you’ll be able to use it to great effect for the remainder of the game. It is still hard to get over how slow this is, and this format doesn’t exactly appear to be a slow one, but I am pretty high on this card to start the format.
Xanathar, Guild Kingpin
Average Picked At: 1.44
Total Times Picked: 16
Average Last Seen At: 1.40
Total Times Seen 20
Pro Rating: 5.0
Pro Comment: Obviously enough, this is a bomb. Shutting off the opponent’s spells during your turn isn’t an incredible effect in Limited, though it does matter. Xanathar’s power really comes from the ability to just play cards from your opponent’s library, though. Note it says “play” which means it includes lands, so if there is a land on top, you can play it with your land drop for the turn and hopefully hit something better. That just means you’ll get serious value out of this guy virtually every single turn. It does have unimpressive stats and you have to wait until your next upkeep to get the value, but still -- this is an amazing bomb
Froghemoth
Average Picked At: 1.56
Total Times Picked: 32
Average Last Seen At: 1.93
Total Times Seen 60
Pro Rating: 4.0
Pro Comment: So, if you can just play this and bash for 4 with it -- which is possible thanks to Haste -- you’re going to feel pretty great about the situation, as it is likely it gets at least one counter and gains you some life, and things will sort of snowball from there, although your opponent does have to have cards to exile for him to do his thing. Even if you don’t end up with that ideal situation, you have a sizable creature with Trample that your opponent has to account for, and while sometimes it just won’t be able to attack, it will pretty much always be something of a threat to them
Cleric Class
Average Picked At: 5.48
Total Times Picked: 90
Average Last Seen At: 4.35
Total Times Seen 530
Pro Rating: 1.5 // 3.5
Pro Comment: GW is about gaining life, and this will fit in really well there. Like with most of these, the level 1 Enchantment probably wouldn’t be worth playing, but I think the next two abilities on this one are quite potent. Level 2 gives you an Ajani’s Pridemate effect, which is great if you have some life gain, and Level 3 lets you reanimate a creature and gain some life, which will also mean you put a counter somewhere. The total package here is pretty appealing, but probably still a pretty serious build around. It has a kind of reasonable floor as most decks can take advantage of the reanimation, but it is probably not going to be very good in your typical White deck, and like a B in a GW deck that is good at gaining life
Compelled Duel
Average Picked At: 11.82
Total Times Picked: 211
Average Last Seen At: 9.88
Total Times Seen 3238
Pro Rating: 1.0
Pro Comment: I’m never a huge fan of this type of card. It isn’t easy to get 2-for-1’d when you cast it, and it is fairly situational. However, this is cheaper than most versions of this we’ve seen. +3/+3 is going to be enough to make just about any creature into a problem, though keep in mind that your opponent only needs to use one blocker here – it isn’t that all creatures have to block – just one does. So you need to end up in situations where the 3 damage either wins you the game or you take down an important creature, but a lot of the time their important creature will be attacking you.
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.
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.
Earth-Cult Elemental
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.
Divine Smite
Average Picked At: 9.42
Total Times Picked: 103
Average Last Seen At: 6.79
Total Times Seen 900
Pro Rating: 2.5
Pro Comment: Phasing something out just isn’t that good. It is sort of like bouncing a creature, except it is worse in the sense that your opponent doesn’t have to pay mana again to get their creature back. It will just come back on its own. In that sense, it is more like tapping a creature down for one turn. You also can’t use it on your own creature to save it from removal or something like that, you can only target the opponent’s stuff. Still, it does a kind of reasonable thing against all creatures or planeswalkers, and will be insane against people playing Black. I think that if this was just the phasing side of it, it wouldn’t be very good. So, this one might be better to start in your sideboard, which I don’t think is true of the rest of this cycle. Still, you’ll run into people playing Black often enough that I think this is a solid playable.
Guild Thief
Average Picked At: 5.86
Total Times Picked: 98
Average Last Seen At: 4.93
Total Times Seen 667
Pro Rating: 2.5
Pro Comment: It is nice that this becomes larger when it hits players, but as a two mana 1/1 it won’t be doing that a whole lot without some extra help. It can eventually become unblockable of course, but paying 4 to make your 1/1 unblockable is going to feel really bad sometimes, especially because the Thief is so darn easy to kill. Sometimes you’ll be able to get a blocker out of the way and really get going with it, though.
Dancing Sword
Average Picked At: 1.71
Total Times Picked: 52
Average Last Seen At: 2.33
Total Times Seen 90
Pro Rating: 4.0
Pro Comment: So, if this were just 1W for an Equipment that Equipped for one and gave +2/+1, I would already be on board. That’s a great boost for the cost. Obviously, the added bonus that it can become a 2/1 Flyer when that’s something you need more is pretty nice. A +2/+1 boost can eventually get outclassed, especially if you don’t have Evasive creature, so, the sword’s ability to just turn into one will definitely come up, though I think a lot of the time, you might prefer to keep it as an Equipment. Either way, this is a very good card worth a pretty high pick.
Barrowin of Clan Undurr
Average Picked At: 5.25
Total Times Picked: 119
Average Last Seen At: 4.54
Total Times Seen 565
Pro Rating: 3.5
Pro Comment: The ETB trigger here is nice on a 4-mana 3/3, but the real value comes from whether or not you have completed a dungeon, as Barrowin offers you an excellent attack trigger, one that will make it pretty easy for you to get some amazing value out of this card, especially because it Ventured! BW looks pretty good at completing Dungeons too, so I imagine this is in the lower range of first pickable
You See a Guard Approach
Average Picked At: 12.16
Total Times Picked: 237
Average Last Seen At: 10.16
Total Times Seen 3402
Pro Rating: 1.0
Pro Comment: Individually, these effects are not worth an entire card. They’re just too situational. Sure, it feels good to give your creature hexproof in response to removal, but there will be lots of times where that effect doesn’t matter. The tap effect is even more underwhelming, and while it can allow you to stop something from attacking you, or maybe help you attack more effectively, it will also be useless a decent chunk of the time. Each of those, cards, individually -- would be almost unplayable. If you put them together, you obviously have a better card that you’ll actually be able to use sometimes, but I still don’t think it is very good.
Arborea Pegasus
Average Picked At: 7.57
Total Times Picked: 274
Average Last Seen At: 6.55
Total Times Seen 2028
Pro Rating: 3.0
Pro Comment: This is a pretty good Common. The ETB trigger will almost always enable an attack you didn’t have before, and that means that the Pegasus will have an immediate impact on the board, in addition to being a 4-mana 2/3 Flyer itself.
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.
Hill Giant Herdgorger
Average Picked At: 7.97
Total Times Picked: 275
Average Last Seen At: 7.24
Total Times Seen 2159
Pro Rating: 2.5
Pro Comment: This seems like a fine finisher for Green decks. You’re probably going to hope you have a rare or Uncommon in that slot, but this card is similar enough to Ravenous Lindwurm and Honey Mammoth to make me feel like it has a nice shot. I have a feeling it might not be quite as good as those cards, because this format looks like it is probably going to be faster than Kaldheim, but it looks pretty solid to me
Brazen Dwarf
Average Picked At: 11.23
Total Times Picked: 233
Average Last Seen At: 9.28
Total Times Seen 2962
Pro Rating: 1.0
Pro Comment: This doesn’t look very good. A two mana ⅓ isn’t a good stat-line these days, and the fact it might damage your opponent a little bit doesn’t really make up for that for me. It just won’t do enough to feel worth the mana or the card in most decks.
Paladin Class
Average Picked At: 1.67
Total Times Picked: 49
Average Last Seen At: 1.76
Total Times Seen 70
Pro Rating: 4.5
Pro Comment: This is one of the best Class Enchantments. The base of the card isn’t especially good, but once you get up to the second level, you’ve paid 4 mana for an Anthem and a tax on your opponent’s spells during your turn, and I think that would probably be a card I always played, and this has the upside of letting you pay that 4 mana in installments, as well as the fact that it can go to level three, at which point it will make one of your creatures into a really frightening attacker every turn.
Djinni Windseer
Average Picked At: 5.90
Total Times Picked: 303
Average Last Seen At: 5.76
Total Times Seen 1662
Pro Rating: 3.5
Pro Comment: I was already pretty sold on a 4-mana 3/3 Flyer, so adding the d20 effect is just gravy. Even just Scrying 1 with this will feel like you’re getting nice value, and sometimes it will do more than that. The set also has some d20 payoffs, especially in UR, making it marginally better than that. It isn’t the most exciting card, but it is a pretty darn good Common.
Green Dragon
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.
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