Average Picked At: 10.12 Total Times Picked: 112 Average Last Seen At: 8.36 Total Times Seen 1294
Pro Rating: 2.0 Pro Comment: This is a reprint from the last time the Phyrexian invaded, and it makes for a pretty reasonable combat trick. Getting +2/+2 out of it is easy, and it will often be Giant Growth – and sometimes even better! The set up is real, though.
Average Picked At: 10.08 Total Times Picked: 13 Average Last Seen At: 6.63 Total Times Seen 169
Pro Rating: 0.0 Pro Comment: It seems like Red always gets some wacky chaotic Rare that does cool stuff, but is unplayable in Limited..and I think that’s probably the case here. Obviously, this can result in you getting a bunch of upgraded permanents, but it can also result in you downgrading your permanents. Sure, the ideal thing is to exile tokens or cheap things, and then upgrade them all, but actually creating a board state where that works out isn’t that easy. If you really like gambling, this card might be for you – but for every time it lets you cheat your best permanent into play, it will also effectively lose you the game. You can also exile your opponents stuff, and if they have something insane on their side, obviously you know you can downgrade it – but the situation is equally hard to manipulate in your favor when it comes to your opponent. So yeah, you can choose your opponents best permanents and your worst permanents when you cast this, and that’s cool – but the effect this actually has on the outcome of the game is usually not going to be in your favor, especially because you’ll end up spending a turn just sort of switching things around.
Average Picked At: 6.14 Total Times Picked: 57 Average Last Seen At: 5.01 Total Times Seen 320
Pro Rating: 3.5 Pro Comment: Attacking with this is going to be pretty awesome on most boards, as the buffs it offers yoru creature are enough to really make them great attackers. The downside is you have a Gray Ogre that can die relatively easy in combat, but chances are good that attacking with it will be worth it. As long as it trades while buffing your whole board, you’re going to feel good about it.
Average Picked At: 7.91 Total Times Picked: 35 Average Last Seen At: 5.28 Total Times Seen 336
Pro Rating: 3.0 Pro Comment: This is a nice attack trigger! Whether you get a land on the table or a 1/1 goblin, you’ll be pretty happy. Note, by the way, that even if it IS a land, you don’t have to put it on the table if you’d rather have a 1/1 – although most of the time, getting that land will be better, since it digs you one card deeper into your deck. It has Menace too, so it will be hard for you to attack with this in a situation where your opponent can just kill it – they’ll usually have to give something up.
Average Picked At: 5.00 Total Times Picked: 8 Average Last Seen At: 4.08 Total Times Seen 53
Pro Rating: 0.0 Pro Comment: I don’t think this looks very good for Limited. These sorts of effects that treat creatures into play are never that impressive in Limited, because it is hard for you to have things worth cheating into play – and that is doubly true for a SEVEN mana card. Sure, Chapters one and two can set you up to do something silly, but if you could already cast The World Spell, then you can probably just cast the things that it draws you. This will mostly feel like a 7-mana draw two with some card selection…and that just doesn’t get the job done..at all. Even with Read Ahead, you’re not really going to feel like you’re doing it.
Average Picked At: 2.71 Total Times Picked: 21 Average Last Seen At: 2.28 Total Times Seen 58
Pro Rating: 3.5 Pro Comment: This is a neat design. So, if you pay 5 or less mana total, you get to do it at instant speed, and 5 mana draw three at instant speed tends to be pretty nice. It doesn’t add to the board of course, but the fact its an Instant keeps that from feeling too clunky. I think most of the time you will prefer to play this at Instant speed for that reason, although the upside of it being able to draw way more cards is good. You don’t want to jam too many spells into your deck that don’t actually do something on the board, but this is certainly worth one of those few slots.
Average Picked At: 7.49 Total Times Picked: 57 Average Last Seen At: 5.60 Total Times Seen 361
Pro Rating: 3.0 Pro Comment: This offers a couple of pretty nice payoffs for spells! Obviously, you need to be stocked up on them to take full advantage, and even when you are – there will be times where you can’t make use of either ability. Still, hte upside is very real, and obviously UR is going to have a ton of other spell payoffs, so this will have a home.
Average Picked At: 9.96 Total Times Picked: 113 Average Last Seen At: 8.64 Total Times Seen 1282
Pro Rating: 2.0 Pro Comment: It is a little weird to see a mono-Blue card with Vigilance…but anyway, this seems like a fine two drop. Blue really likes spells, so it will be unblockable a substantial chunk of the time, and even when it isn’t, it is decent on the Vanilla test.
Average Picked At: 12.56 Total Times Picked: 119 Average Last Seen At: 10.76 Total Times Seen 1729
Pro Rating: 1.5 Pro Comment: This isn’t the most efficient Equipment ever, but it isn’t a complete disaster either. It may be particularly good in RW, where you want higher attack than toughness – and it also helps the Equipment and Artifact sub-themes in the set. Still, it probably gets cut from many decks.
Average Picked At: 5.48 Total Times Picked: 133 Average Last Seen At: 5.26 Total Times Seen 792
Pro Rating: 2.5 Pro Comment: This has two modes that are somewhat narrow, but putting them both together does mean most opponents will have enough combined targets for this to do a decent job.
Average Picked At: 1.73 Total Times Picked: 26 Average Last Seen At: 1.52 Total Times Seen 44
Pro Rating: 4.0 Pro Comment: This looks quite good. A two mana 2/2 with Enlist is already something you’d always play, because it is a creature that can really hit hard, meaning it can attack on a wider variety of board states. So, adding the Scry and Indestructible upside makes this a really good card, because it can grow its power and be a relevant attacker every turn, and when you can back it up with an effect that allows it to become indestructible, that’s a big deal! Note, by the way, the tap here is not part of the cost, it is part of the effect – so it can become indestructible even when attacking – and that’s kind of the whole point.
Average Picked At: 4.40 Total Times Picked: 10 Average Last Seen At: 3.62 Total Times Seen 36
Pro Rating: 1.0 Pro Comment: This looks pretty cool! I don’t think it is great in Limited though. Obviously if you’re using combat tricks or Auras you can end up getting some serious value out of this, but there aren’t that many other spells that work with this in Limited, and Auras and combat tricks aren’t exactly known as cards you want to jam a bunch of into your deck
Average Picked At: 7.48 Total Times Picked: 147 Average Last Seen At: 6.81 Total Times Seen 972
Pro Rating: 3.0 Pro Comment: If you can consistently cast this for 4 or less, I think you’ll be reasonably happy with the card, and that does seem like a pretty reasonable outcome. White has plenty of ways to go wide too, so I think you can pretty consistently cast this for a reasonable cost, and sometimes even play it above curve. It will feel kind of disastrous to have this if your opponent is managing to interfere with your development, though.
Average Picked At: 5.02 Total Times Picked: 212 Average Last Seen At: 4.81 Total Times Seen 718
Pro Rating: 3.5 Pro Comment: This looks like a very nice Common. We see three mana 2/2s that spit out a 1/1 a lot, and they are always solid at worst. This one comes with Enlist upside, and it can even use its token! This is probably one of White’s best Commons.
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: 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: 6.13 Total Times Picked: 126 Average Last Seen At: 5.47 Total Times Seen 780
Pro Rating: 3.0 Pro Comment: The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Average Picked At: 1.40 Total Times Picked: 10 Average Last Seen At: 1.45 Total Times Seen 12
Pro Rating: 4.0 Pro Comment: A 5-mana 5/5 with Flying and Ward 2 is excellent. If you stopped there, you’re talking about at least a 4. So, the Domain upside here is pretty darn sweet, since you get to a domain-based Fact or Fiction thing with it, and you’re going to net at least one card most of the time. This hits hard, has evasion, is hard to kill, and draws you cards. Yep, that’s a bomb.
Average Picked At: 4.73 Total Times Picked: 153 Average Last Seen At: 4.62 Total Times Seen 641
Pro Rating: 3.0 Pro Comment: Seems like a solid enough spell payoff. If you can pay 5 for this, you’ll be happy, and that seems like a pretty reasonable occurrence in a Blue-Red deck. Ward 2 means that it won’t be easy for your opponent to kill this without significantly overpaying, and that definitely matters.
Average Picked At: 5.91 Total Times Picked: 150 Average Last Seen At: 5.16 Total Times Seen 789
Pro Rating: 3.0 Pro Comment: The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs