Average Picked At: 8.76 Total Times Picked: 17 Average Last Seen At: 6.43 Total Times Seen 165
Pro Rating: 1.0 // 3.0 Pro Comment: This seems like a buildaround. There are artifacts in the set, but not enough to make an Artifact payoffs super easy to use. She does have a decent baseline as a two mana ⅔, but if her ability is irrelevant in your deck, you probably don’t really want to player, as actuallyc asting her on turn two can be a bit rough with her mana requirements. Obviously paying 0 mana for a two mana artifact is great, but it just won’t line up enough.
Average Picked At: 11.96 Total Times Picked: 121 Average Last Seen At: 10.17 Total Times Seen 1607
Pro Rating: 1.5 Pro Comment: I feel like this mostly isn’t worth it. Sure, the base stats are good, but these days a vanilla two mana 3/2 isn’t that amazing in Limited. Even without the loss of two life, this would probably just end up as a 2.0. It can trade up for sure, but yeah. It is a fine two drop if you’re in a really aggressive Black deck, but apart from that I’m not that impressed
Average Picked At: 1.64 Total Times Picked: 25 Average Last Seen At: 1.66 Total Times Seen 36
Pro Rating: 3.5 Pro Comment: Always fun to see Squee return, and this one is quite good! A 3-mana 2/2 Haste that makes an attacking 1/1 token is something you’d always play – probably something like a C+ – so the fact that he can just keep coming back from the graveyard, as all Squee’s can, is great. Now, he can be a bit tricky to bring back, since he basically has Escape – and you have to have some other crds to exile, but just bringing him back once seems fairly doable
Average Picked At: 5.69 Total Times Picked: 16 Average Last Seen At: 4.23 Total Times Seen 91
Pro Rating: 3.0 Pro Comment: This has nice starting stats, and an interesting ability that lets you double your combo tricks and Auras, while also getting yourself an extra copy of any Aura or combat trick your opponent plays.
Average Picked At: 2.79 Total Times Picked: 70 Average Last Seen At: 2.50 Total Times Seen 138
Pro Rating: 4.0 Pro Comment: This looks really good to me. A two mana ⅔ with Lifelink is probably a 3.0, and the kicker upside here is massive, as it sets up a 2-for-1, while getting you back something useful from the graveyard.
Average Picked At: 7.00 Total Times Picked: 142 Average Last Seen At: 6.30 Total Times Seen 922
Pro Rating: 1.5 Pro Comment: This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Average Picked At: 3.75 Total Times Picked: 67 Average Last Seen At: 3.30 Total Times Seen 217
Pro Rating: 3.5 Pro Comment: This looks like one of the premiere payoffs for spell decks in this format. We’ve seen tramplers that get counters from spells in the past, but never one that is this efficient as a base. Obviously this is something of a build around, but it slots in so easily into UR decks that I don’t really think a build around grade is necessary. What’s nice is, even in your typical Red deck in the format that has 4 or 5 spells, it is passable.
Average Picked At: 8.73 Total Times Picked: 104 Average Last Seen At: 7.47 Total Times Seen 1047
Pro Rating: 1.5 Pro Comment: This card seems super awkward to me. A three mana 1/1 is a horrendous stat-line – dying to any 1 damage or -1/-1 effect is brutal when you’re paying three mana! And uh..yeah, it does have death touch and can tap for mana of any color, but those two abilities together is super weird. Because if you’re tapping it for mana it isn’t going to be available to block and trade for stuff with its Deathtouch. This just seems overcosted on all fronts – but it does provide fixing in a format where you’re often going to be playing a 3rd color so you can pay for off-color kicker. Still, I think you’re hoping for some of the more impactful fixing out there than this thing.
Average Picked At: 8.58 Total Times Picked: 139 Average Last Seen At: 7.66 Total Times Seen 1109
Pro Rating: 2.5 Pro Comment: This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Average Picked At: 9.97 Total Times Picked: 152 Average Last Seen At: 8.91 Total Times Seen 1378
Pro Rating: 3.0 Pro Comment: This is a very nice Common. It can just be a bear, or it can be a 3-mana 2/2 that puts a counter somewhere. The counter effect is the sort of thing that tends to be useful all game long, since in the later stages you can find somewhere to put it that makes a difference. In the early game, you may just want to make this a three mana 3/3, which is solid.
Average Picked At: 8.30 Total Times Picked: 30 Average Last Seen At: 5.92 Total Times Seen 396
Pro Rating: 2.0 Pro Comment: This is a pretty neat modal spell. Both halves of it can be really good in the right situation, but you often find yourself unable to manufacture that situation consistently. Jamming both modes together definitely helps, though.
Average Picked At: 12.25 Total Times Picked: 138 Average Last Seen At: 10.25 Total Times Seen 1605
Pro Rating: 1.0 Pro Comment: This reprint is a super clunky way to fix your mana, and adding a Shock to the mix doesn’t make a huge difference for me. This set does have an artifact subtheme, so maybe sometimes it makes the cut?
Average Picked At: 4.61 Total Times Picked: 51 Average Last Seen At: 3.76 Total Times Seen 179
Pro Rating: 4.0 Pro Comment: I always love creatures who ETB and freeze something down, and now we have “stun” counters that pretty much do the same thing! It is a great tempo play to add to the board while significantly downgrading your opponents for a whole turn cycle, and it usually enables you get to the upper hand if you didn’t already have it – and if you were already head, you often win on the spot. This is a great Uncommon. It is pretty fascinating to compare to Berg STrider from Kaldheim, which was similar – it was easier to cast, but it also demanded you spend snow mana ot get that to happen, and it didn’t have Ward 2. Now, Giants were also a tribal thing in Kaldheim, but I still think the Strider comes out ahead – and that’s probably why it is at Uncommon. I think this is likely Blue’s best Uncommon.
Average Picked At: 9.30 Total Times Picked: 37 Average Last Seen At: 7.02 Total Times Seen 453
Pro Rating: 2.5 Pro Comment: This is nice for a Trumpet Blast-type effect. The kicker upside is pretty real, because sometimes buffing your whole board isn’t worth it if too much of your stuff dies. This makes sure they all get replaced! At the same time, it is sort of awwkard, because you often don’t use a card like this unless you can do lethal on the spot. But I guess you’ll be willing to cast this more often when you don’t have lethal thanks to that upside. It does give it some upside as sort of a weird defensive spell too, since you can use it in response to removal or something if you’re desperate. I think this has the potential for a pretty insane ceiling, but it still has a pretty mediocre floor.
Average Picked At: 7.96 Total Times Picked: 137 Average Last Seen At: 6.85 Total Times Seen 1041
Pro Rating: 2.5 Pro Comment: Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
Average Picked At: 8.47 Total Times Picked: 167 Average Last Seen At: 8.07 Total Times Seen 1246
Pro Rating: 0.0 // 2.5 Pro Comment: Like all of these Defender matters cards, this is a build around. If you can use it to tutor something up – especially one of the powerful win conditions the deck has – it is going to feel really good. If you don’t have a decent Defender to tutor up, you’ll never play this, because its stats are awful.
Average Picked At: 11.96 Total Times Picked: 113 Average Last Seen At: 9.93 Total Times Seen 1539
Pro Rating: 2.0 Pro Comment: Thanks to Ward, this is a bit harder to kill with removal, but still pretty easy to trade with. Adding Enlist to the mix is nice, but this is definitely an Enlist creature that can easily be traded with by virtually any two drop, and that certainly lessens its impact.
Average Picked At: 2.67 Total Times Picked: 18 Average Last Seen At: 2.70 Total Times Seen 53
Pro Rating: 2.0 Pro Comment: This has a neat design! 3/6 is some decent size, especially for Crew 1 – although I don’t love paying 4 mana for it. The idea is that you get to rebuy ETB abilities and stuff when you crew it, and that will be nice, but most of the time this is just going to be a vanilla creature.
Average Picked At: 4.16 Total Times Picked: 62 Average Last Seen At: 3.45 Total Times Seen 224
Pro Rating: 2.5 Pro Comment: This is interesting. Obviously it can be a really efficient removal spell, but there will also be times where you draw this and you just don’t have the cards for it to matter. Even if you do Kick it, there’s a chance you’re paying 5 to draw one and do 1 damage, and that just isn’t going to be very good. In the early game it can kill lots of stuff, and if you’re a control deck that often has a full grip of cards, it can be potent – but that just doesn’t work out that often in Limited. This will have a pretty wild range overall. The ceiling is nice, the floor is awful. There may be a UR deck in this format that can really take full advantage of this, but I’ll believe it when I see it.
Average Picked At: 10.62 Total Times Picked: 108 Average Last Seen At: 8.73 Total Times Seen 1306
Pro Rating: 1.5 Pro Comment: This is functional reprint of Chrome Cat, a card that usually didn’t make the cut in Streets of New Capenna. That’s probably true here too. This format does have some Artifact stuff going on, so it will probably be a little better than the cat – but unless you’re a deck desperate for Artifacts or a three drop, you probably won’t run this. It just doesn’t do enough.