Average Picked At: 4.75 Total Times Picked: 67 Average Last Seen At: 3.77 Total Times Seen 214
Pro Rating: 3.5 Pro Comment: This looks premium to me, and one of the best fight spells we’ve ever seen! One mana for +1/+1 and fight during your Main Phase is a pretty big deal, and it will allow your creatures to fight pretty effectively, and then it also has the upside of being an Instant speed Fight effect – and sure, you don’t get the boost – but this card basically gives you the best of both worlds. If your creatures are already pretty beefy, you can cast this as an Instant so you can wreck your opponent out of nowhere, but if your creatures need a little help, you’ll cast it during one of your main phases. It always feels good ot kill their only blocker and attack with a buffed creature too! It does suffer from the dangers of all fight spells – so make sure to pick your spot wisely, and at a time where you don’t have a big risk of getting blown out – but I still think this looks pretty amazing.
Average Picked At: 2.55 Total Times Picked: 11 Average Last Seen At: 2.41 Total Times Seen 18
Pro Rating: 4.0 Pro Comment: This seems really good. A bit hard to cast perhaps, but his multiple abilities, combined with his ability to bring back the lands you discard for them is pretty great. Gaining life can really stabilize you, drawing cards can help you find an answer, and making him indestructible means you can attack with this 5/4 for free. You do have to discard lands for the effects, and you won’t always have them, but you’ll be able to reap the benefits often enough that I think he looks really good
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: 10.28 Total Times Picked: 130 Average Last Seen At: 8.58 Total Times Seen 1337
Pro Rating: 2.0 Pro Comment: This isn’t the most exciting spell payoff ever, especially because it is stapled to such a mediocre creature, but hey – it can block and stuff, and then give you some nice Looting. It has Defender too, and that matters some. It seems like it definitely has a role to play in both UR and UB spell decks – and less of one in UW, since that deck would prefer creatures that can attack.
Average Picked At: 8.00 Total Times Picked: 11 Average Last Seen At: 5.17 Total Times Seen 112
Pro Rating: 2.5 Pro Comment: In the later stages of the game, you’re going to be especially interested in drawing extra cards – and so is your opponent. Because at that point you have enough mana to not worry about the extra cost, but you really need gas. The fact that this is symmetrical makes it sort of weird to evaluate – but overall, I think it ends up being kind of a wash. You and your opponent can both benefit from it, and you get a 2/3 out of the deal. Bad news is, your opponent can take advantage of the effect first, since their draw step is imminent – and if they draw removal after drawing their extra and kill the Loremaster, you’re going to feel pretty awful!
Average Picked At: 6.71 Total Times Picked: 41 Average Last Seen At: 4.69 Total Times Seen 321
Pro Rating: 3.0 Pro Comment: This might be the weakest of all the signpost Uncommons, but it is still pretty good. The problem is that Radha can’t buff herself, so she is quite vulnerable when attacking. Because the ability triggers when she taps, you can use her with Enlist or with Vehicles – and that’s probably the best way to take advantage, since then she isn’t vulnerable, she just offers a big stats boost to something.
Average Picked At: 2.50 Total Times Picked: 82 Average Last Seen At: 2.34 Total Times Seen 143
Pro Rating: 4.0 Pro Comment: Kind of weird how many Oblivion Ring effects there are in this format – but yeah, this is another good White removal spell. It might cost one more than Citizen’s Arrest does, but it can remove all nonland pemernants types, is easier to splash with only one White mana required, and having Flash also enables the card to generate some blowouts that aren’t possible with Sorcery-speed versions of the effect. The incidental life gain is pretty nice too!
Average Picked At: 6.46 Total Times Picked: 13 Average Last Seen At: 5.27 Total Times Seen 117
Pro Rating: 1.5 // 3.5 Pro Comment: There are a good number of Elves in this format, and obviously enough, if you can pair this with some of them, this is super powerful, between buffing them and letting you draw extra cards. I think there are enough Elves that your typical Green deck in the format will probably have 2 or 3 of them. Unfortunately, the baseline here is awful as a two mana 1/1. So, I think it is doable to make this card work, but it won’t just happen organically either.
Average Picked At: 6.91 Total Times Picked: 186 Average Last Seen At: 6.60 Total Times Seen 1018
Pro Rating: 3.0 Pro Comment: This is a pretty nice card, because it can function as a solid removal spell, and you can also use it as a trick! As we usually see with this type of card, you’ll use it as removal about 90% of the time. It is also nice that it is a cheap Instant for spell decks.
Average Picked At: 11.04 Total Times Picked: 115 Average Last Seen At: 8.91 Total Times Seen 1376
Pro Rating: 2.5 Pro Comment: Three mana for a 3/3 is still a pretty good rate these days, so the fact you can kick this to give your board menace is certainly nice. It isn’t the kind of thing that always matters, but it matters often enough to be legitimate upside.
Average Picked At: 3.10 Total Times Picked: 20 Average Last Seen At: 3.16 Total Times Seen 63
Pro Rating: 2.5 Pro Comment: This is a fun callback to the original Lhurgoyf! If you can play this and kick it twice on turn 4, there’s a good chance it will be pretty big! But..it is still just a big vanilla creature that requires set up to even be remotely efficient. This seems like it has a shot in constructed formats, but just like Tarmogoyf and the original Lhurgoyf – this is a lot of work for something that really isn’t all that impactful in Limited even when the stars align. It does get better in a deck that is interested in milling itself for other reasons.
Average Picked At: 2.21 Total Times Picked: 24 Average Last Seen At: 2.14 Total Times Seen 44
Pro Rating: 4.0 Pro Comment: This new Braids looks pretty sweet. A 3-mana 3/3 is a nice starting point, and making your opponent choose between letting you draw and losing life or sacrificing their own permanent is pretty sweet. You won’t want to do that every turn of course, especially if you play this on turn three, but luckily it is a “may” and not a “must” trigger. There will be lots of times where making your opponent make that choice is hugely powerful, and you can even choose a card type they just don’t have if you’re more interested in drawing cards and lowering your opponent’s life.
Average Picked At: 1.70 Total Times Picked: 20 Average Last Seen At: 1.59 Total Times Seen 29
Pro Rating: 4.5 Pro Comment: This is obviously very good. Starts as a bear, and grows throughout the game whenever you cast the most common type of spell in Limited! That would already be pretty close to a solid B, so the fact that it lets you distribute its counters if it dies is enough to push this into the lower bomb range for me. It is certainly fragile at first, and that keeps it from being a completely insane bomb, but as long as you can get a single counter on it before it dies, you’re going to feel good about the investment.
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: 1.27 Total Times Picked: 26 Average Last Seen At: 1.23 Total Times Seen 31
Pro Rating: 4.0 Pro Comment: So, even if she didn’t do the Aura stuff, a 5-mana 4/4 with all these keywords is probably a B. to get full value out of her ETB ability, you probably want to be getting something back from the graveyard, that way you’re actually getting a card back, instead of just getting a discount on one in your hand. Either way though, she’s going to be really good. There aren’t quite enough good Auras and Equipment in this set for her to get a bomb grade, though.
Average Picked At: 6.35 Total Times Picked: 43 Average Last Seen At: 4.91 Total Times Seen 289
Pro Rating: 3.5 Pro Comment: This looks pretty good! It brings reasonable stats to the table, especially because it can’t be blocked by smaller creatures, so adding Enlist to the mix is pretty sweet – it will be hard to block and able to swing really hard.
Average Picked At: 3.37 Total Times Picked: 186 Average Last Seen At: 3.34 Total Times Seen 479
Pro Rating: 3.5 Pro Comment: I think a 4 mana instant that can destroy any creature is already in the lower range of “premium” removal, so adding the upside of life gain is pretty real! It always stinks to spend 4 mana to kill something that your opponent paid less mana for, so the consolation prize is nice! They made sure to make it cost double black so you can’t splash it really, but I still think this is a 3.5
Average Picked At: 6.56 Total Times Picked: 54 Average Last Seen At: 5.52 Total Times Seen 340
Pro Rating: 3.5 Pro Comment: This is the kind of Kicker creature that is sneaky good in Limited. Neither mode of the card is that impressive a – a 5-mana ¾ Flyer or a 7 mana ⅚ Flyer – but the modality is a big deal, and neither mode is terrible either. If you need to play it early, you won’t be ashamed to, and when you cast it late it might be a bit inefficient, but it is pretty likely to be the beefiest flyer on the board.
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.
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