Average Picked At: 1.17 Total Times Picked: 12 Average Last Seen At: 1.23 Total Times Seen 13
Pro Rating: 4.0 Pro Comment: An easy to cast three mana 2/2 with Double Strike is a 3.0. That’s just a great rate for the cost! That means you’ll play this in decks in this format even if you can’t produce Red mana, because the format has artifact payoffs and this is just a good card without Unearth. That said, in an ideal world you can also access that Unearth upside, because it is really powerful! Not only do you get a threatening creature back for a turn, you also get to reload your land late. Now, the Meld upside on the card is pretty close to irrelevant, as getting this Rare and the Mythic Rare Mishra, Claimed by Gix is highly unlikely in Limited. Especially because each of those cards is pretty good all on its own, so it isn’t like they will be floating around for someone to grab both of. So, you may as well treat that as flavor text. Luckily, the card is great without it!
Average Picked At: 1.83 Total Times Picked: 6 Average Last Seen At: 1.67 Total Times Seen 15
Pro Rating: 4.0 Pro Comment: This is a strictly better Glorious Anthem, which is pretty sweet. These days, Anthem isn’t nearly as good as it once was, as we often expect a creature for a similar cost that also buffs the whole board! That said, buffing your whole board is pretty darn good, so the fact this can also be a removal spell later in the game is pretty amazing.
Average Picked At: 1.06 Total Times Picked: 16 Average Last Seen At: 1.23 Total Times Seen 24
Pro Rating: 4.5 Pro Comment: This is a lot like Luminarch Aspirant, and this is good company to keep! A counter every combat really improves your board in a hurry – and it can do it the turn it comes down, which usually means you can get something out of it before your opponent manages to kill it. Generating tokens when your stuff dies is nice too, and means you’ll usually have somewhere to put the counter. It can of course put the counter on itself too.
Average Picked At: 2.20 Total Times Picked: 5 Average Last Seen At: 1.75 Total Times Seen 8
Pro Rating: 5.0 Pro Comment: Every single time you have a creature hit your opponent, you can pay 1 life and draw a card. And that ability gets going right away, so the turn you play Gix you can try to take advantage of the ability – and that set up just means having played a two drop, so it isn’t asking for much! You probably win the game with the insane card advantage this gives you before you ever really need to use the other ability – but obviously, you are going to draw a bunch of cards, so you can also discard a bunch and pay 7 to cast cards from your opponent’s library for free, which is insane. This is a bomb – it isn’t that hard to generate value with it before your opponent ever untaps, and if they don’t kill it quickly, it will end the game in your favor
Average Picked At: 1.42 Total Times Picked: 19 Average Last Seen At: 1.37 Total Times Seen 20
Pro Rating: 5.0 Pro Comment: This sort of feels like a fixed version of Skullclamp. It isn’t quite as busted as that card was of course, but this is a very powerful card, especially if you can consistently only pay a single mana to equip it! +2/+0 is enough to make many creatures a threat, and your opponent will absolutely hate the idea of trading with anything this is equipped too. So, you’ll put them in a bad spot – where they have to take a bunch of damage, or get 2-for-1’d! Sometimes they will be able to chump of course, but you’re still coming out ahead there. Because the equip is so cheap you can also move it in the second main phase very commonly, making another creature a better blocker that can generate a 2-for-1. Even paying two to equip it is pretty darn good, so you’ll always end up playing this
Average Picked At: 5.47 Total Times Picked: 59 Average Last Seen At: 4.35 Total Times Seen 236
Pro Rating: 3.5 Pro Comment: A 4-mana 3/3 that can copy any creature or artifact you contro is pretty good. It won’t ever be worse than a 3/3, and it doesn’t take that much in addition to that stat-line for you to feel like you’re getting a decent deal. Just add a key word, static ability, or ETB ability and you’re doing fine. The flip side of course is that if you have some really big creatures it will be smaller, but that’s okay.
Average Picked At: 12.72 Total Times Picked: 92 Average Last Seen At: 10.31 Total Times Seen 1345
Pro Rating: 1.0 Pro Comment: Returning the creature to your hand instead of to the battlefield is obviously a big downgrade from other versions of this effect we have seen before, but it does mean that you can use this to trade one-for-one for something while holding on to your creature. It can be especially nice if your creature has an ETB ability or something, but I kind of feel like the tempo hit you take in casting this to win combat is a little bit too much. This seems like it is efficient, but it really isn’t when you consider having to recast your creature. You can also use this with an Unearthed creature of course, but I still don’t feel like that’s enough upside.
Average Picked At: 10.61 Total Times Picked: 41 Average Last Seen At: 8.81 Total Times Seen 432
Pro Rating: 3.0 Pro Comment: As there are plenty of sweet artifacts to ramp into in the format, so this will often precede you slamming a scary 8 drop on to the battlefield! Of course, it doesn’t really impact the board immediately, and that can be a problem – but gaining 3 life when you cast this makes it more likely you can endure a hard hit on your opponent’s turn, which makes it more likely you untap and slam an 8/8 on the table.
Average Picked At: 8.92 Total Times Picked: 107 Average Last Seen At: 8.33 Total Times Seen 1058
Pro Rating: 2.5 Pro Comment: This loads your graveyard, and will frequently also get you something back – when it doesn’t, it is a 4-mana ¾ -- which isn’t great, but because you’re interested in graveyard stuff, putting those cards in the graveyard definitely matters.
Average Picked At: 7.57 Total Times Picked: 14 Average Last Seen At: 4.96 Total Times Seen 95
Pro Rating: 2.5 Pro Comment: These do a good job of fixing your mana for you. They will probably be a little better here than in Dominaria United, because this format doesn’t have Domain and a cycle of common dual lands that are better!
Average Picked At: 4.09 Total Times Picked: 22 Average Last Seen At: 3.64 Total Times Seen 64
Pro Rating: 3.0 Pro Comment: The Shaman starts with passable stats, and comes with the ability to search up creatures which is great. Now, that ability is significantly weaker than it might look at first, mostly because you have to give up a creature to get a creature, so you’re really just getting card selection. Card selection is great of course, but you have to weigh whether using the ability is worth more than just casting the creature. The answer to that is usually dependent on the contents of your deck and whether there are any creatures who are better in a given situation. If you have a bomb creature or two, this gets far better. One nice thing here is that the Shaman synergizes well with the format’s Black/Green deck, which wants creatures in the graveyard.
Average Picked At: 2.65 Total Times Picked: 54 Average Last Seen At: 2.58 Total Times Seen 110
Pro Rating: 4.0 Pro Comment: As usual, this is a premium removal spell. Yes, the set has lots of Artifact creatures – but that was true last time we saw this card too. It still kills 80+% of the creatures in the set at a very efficient rate
Average Picked At: 13.78 Total Times Picked: 36 Average Last Seen At: 10.09 Total Times Seen 546
Pro Rating: 1.0 Pro Comment: This Artifact-only but more expensive version of Sneak Attack is pretty cool, and this format certainly has some beefy artifact creatures that you could cheat into play, like basically everything with Prototype. However, it is hard to take full advantage of a card like this in Limited, as you often find yourself going down cards in order to do some damage or get your creature chump blocked, and that’s not usually worth it. You also invest a total of 8 mana to cheat your first thing into play, and I don’t love that! You need a few things to make this worth playing – payoffs for sacrificing stuff, big artifact creatures to cheat into play, and things that give you value when they enter the battlefield or die. I feel like that’s probably asking too much of a draft or a sealed pool. This has some potential, but hard to imagine it working very consistently
Average Picked At: 4.56 Total Times Picked: 16 Average Last Seen At: 3.87 Total Times Seen 60
Pro Rating: 3.5 Pro Comment: Again, you won’t really be able to make the Meld happen very often in Limited, but the card is pretty good all on its own, so that’s okay! It will enter tapped most of the time, but the ability to generate creature tokens is pretty massive, as it lets this land add to the board in a very real way. Green/Black decks in the format love milling themselves too, although sometimes the mill part of this card will feel more like a downside than an upside. Still, you can take this pretty early – it just generates so much value for a card in the land slot
Average Picked At: 5.26 Total Times Picked: 194 Average Last Seen At: 5.19 Total Times Seen 670
Pro Rating: 3.5 Pro Comment: A 4-mana 3/3 that gains you 3 life when it enters is a 2.5, and the upside here is going to be the kind of card that really allows you to stabilize, as a 6/5 that gains you 6 is going to make any opponent having a fast start very sad. This is one of Green’s best Commons
Average Picked At: 2.57 Total Times Picked: 7 Average Last Seen At: 2.50 Total Times Seen 18
Pro Rating: 3.5 Pro Comment: A three mana 2/4 that reduces the cost of a decent chunk of the spells in your deck is a nice deal.
Average Picked At: 10.44 Total Times Picked: 82 Average Last Seen At: 8.72 Total Times Seen 1126
Pro Rating: 1.5 Pro Comment: This kind of creature almost always seems to underperform, and I think this version is worse than most cheap creatures who make you pay mana to get them back from the graveyard. The idea here is that this is something you can sacrifice over and over again, or that you can get value out of if you discard or mill it, but it is just so clunky. You have to pay 4 mana every time to get it back in play, and that’s pretty dismal, even with powerstones. What’s more is, a one mana ½ isn’t that relevant for that long anyway
Average Picked At: 9.77 Total Times Picked: 109 Average Last Seen At: 8.80 Total Times Seen 1124
Pro Rating: 2.5 Pro Comment: This looks like a very nice counterspell for the format, as creatures and artifacts are going to make up the bulk of spells in most decks. It isn’t a hard counter, but 4 mana is enough that it will be relevant all game long. One downside in this format: powerstones can be used to help pay for costs like this.
Average Picked At: 9.59 Total Times Picked: 123 Average Last Seen At: 8.32 Total Times Seen 1077
Pro Rating: 2.5 Pro Comment: A three mana 3/1 is far from ideal, but this does leave behind a 1/1 when it dies, meaning it is good sacrifice fodder
Average Picked At: 3.14 Total Times Picked: 148 Average Last Seen At: 3.17 Total Times Seen 376
Pro Rating: 3.5 Pro Comment: A card that was always 5 for this effect is probably a 3.0, and this will often cost significantly less, especially in graveyard decks. Just getting it down to 4 is pretty much getting you to the premium level, and it will often be even cheaper