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: 2.40 Total Times Picked: 15 Average Last Seen At: 2.14 Total Times Seen 23
Pro Rating: 4.5 Pro Comment: A 4-mana 4/4 with First Strike is a B, and this has some nice upside. Like the others in the cycle, it allows you to sort of pay Phyrexian Mana for one mana of your Red permanents, and it also pays you off for playing Red permanents – in this case, you get to do 1 damage to something. That ability always does something, whether you are picking off something small or hitting your opponent.
Average Picked At: 1.22 Total Times Picked: 41 Average Last Seen At: 1.23 Total Times Seen 45
Pro Rating: 5.0 Pro Comment: We’re going to see a lot of Kicker costs that aren’t the same color as the card – a returning feature that they really went hard on in the original Invasion Block, so it makes sense! The thing to keep in mind with cards like this is that in an ideal world, you’re at least splashing the kicker mana, and that will be reasonably easy to accomplish in the format. You won’t always be able to kick them, but you will be able to pretty often – and obviously that’s even more true if you’re just all in on all the colors. And, even if you don’t pay the Kicker here, you have a great card in a 4-mana ¾ with Flying and Lifelink. If you do pay the kicker you get to cast Shock twice – you can do it on two separate targets, or to one if you want. And because of lifelink, it is going to feel like Lightning Helix stapled to a nice Flyer. Obviously, you need to at least be splashing one or both of the colors of the Kicker effect to get full value, but that’s very doable.
Average Picked At: 8.86 Total Times Picked: 44 Average Last Seen At: 6.51 Total Times Seen 395
Pro Rating: 3.0 Pro Comment: The base card is pretty solid. Two mana to get a look at up to three cards is a reasonable deal, and if you can kick it the ramp is pretty real! I like that you get to Scry two before your draw, because that means you can increase your chances of hitting a land you need to get the ramp effect to matter. It doesn’t always add to the board, even when you kick it, but it is cheap enough and Instant speed, so that makes that less of a problem.
Average Picked At: 5.40 Total Times Picked: 42 Average Last Seen At: 4.87 Total Times Seen 287
Pro Rating: 2.5 Pro Comment: This is a little bit clunky, but I think pretty solid overall.. Without enlist, a 3-mana ⅓ that does 1 to something when it dies is…kind of alright. Probably a C- at the very best. But, this has Enlist upside that is pretty significant! Even attacking with it as a ⅔ is a pretty big pain for your opponent. Obviously, if you can make it really big it can be really sweet
Average Picked At: 6.51 Total Times Picked: 61 Average Last Seen At: 5.67 Total Times Seen 357
Pro Rating: 3.5 Pro Comment: A one mana 1/1 with Flying and Haste that can’t block is probably a 2.0 at worst. Overall it is a decent rate, and a great place to put equipment/auras/counters, and so on. But what really makes the card good is its ability to return from the dead as a 2/2.
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: 5.94 Total Times Picked: 155 Average Last Seen At: 5.56 Total Times Seen 862
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: 1.38 Total Times Picked: 26 Average Last Seen At: 2.02 Total Times Seen 48
Pro Rating: 4.5 Pro Comment: A 4-mana 4/4 with Menace is a great place to start, and this comes with the same upside as the other Defilers – it can make your Black permanent spells easier to cast at the cost of life. Casting Black permanents is pretty awesome too, as you get to give mance and a stats boost to something, and that will usually mean you can attack with two Menace creatures, which can be hard to deal with all game long.
Average Picked At: 5.03 Total Times Picked: 65 Average Last Seen At: 4.16 Total Times Seen 230
Pro Rating: 4.0 Pro Comment: This is a very good Uncommon. I’m already in on a 3-mana 2/2 Flyer with Flash, so adding the big upside of the Kicker is really nice. You can Flash it in when you’re the one attacking to killa blocker or something – or help you do lethal to your opponent – but it is pretty sweet that you can also use it when your opponent is attacking you, in which cases it will usually account for two bodies, between killing one and blocking out. Paying 6 for this is just going to do a ton of work in many situations. Now, there will be times where you just have to run this out as a Wind Drake, but that’s a pretty decent fail case.
Average Picked At: 4.03 Total Times Picked: 191 Average Last Seen At: 4.29 Total Times Seen 614
Pro Rating: 3.0 Pro Comment: This seems like it is in the lower range of “premium” removal. These sorts of cards seem to be getting worse these days, since so many creatures have ETB abilities. Still, it can deal with any creature or planeswalker, and that’s nice! The double White is a bit of a downer too, as you can’t splash it. But yeah, sounds like I’m super down on it - and I guess I am, at least with how good these type of effects used to be. But this is still one of White’s best Commons!
Average Picked At: 9.50 Total Times Picked: 44 Average Last Seen At: 6.79 Total Times Seen 426
Pro Rating: 2.0 Pro Comment: Most three mana mana rocks, even those that tap for any color, aren’t great in Limited. This could end up being better if the format is slow enough, but playing something like this on turn three can put you in really bad shape. This does come with the additional upside of producing a ton of extra mana, though – provided you have legendary creatures to tap. It feels like there is probably a legendary heavy ramp deck out there that can really use this to ramp, but I think you cut it a lot.
Average Picked At: 7.35 Total Times Picked: 34 Average Last Seen At: 5.26 Total Times Seen 288
Pro Rating: 1.0 Pro Comment: This is kind of a fun reference to old Magic Tomes – like Jayemdae Tome – that cost a ton of mana to draw you cards! Now, luckily you can lower the cost here and I guess once you get it down to about two you won’t feel too bad about it. But, you do still pay a whopping 5 mana up front to not add a real thing to the board, and the advantage this can build for you is pretty slow. I don’t love any of that. This seems too clunky, even in a deck that can get its domain to 5 consistently!
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: 3.28 Total Times Picked: 29 Average Last Seen At: 2.96 Total Times Seen 59
Pro Rating: 4.0 Pro Comment: This lord has some decent starting stats – which isn’t really true of the rest of this cycle! It really benefits from the fact that there are several cards that make soldier tokens, and more soldiers in general than there are of the other creature types in this set that got Rare lords. Getting value out of it even after it dies is great.
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: 1.06 Total Times Picked: 16 Average Last Seen At: 1.06 Total Times Seen 18
Pro Rating: 4.0 Pro Comment: Liliana might be one of the strongest planeswalkers ever printed when it comes to constructed, but in Limited she’s merely…really good. The symmetrical discard isn’t always going to be attractive in Limited, and sometimes her -2 won’t be that impressive either. That said, if you play her on turn three and your opponent has one creature and you make them sacrifice it, they will have a pretty hard time catching back up before you rip apart their hand and use that ultimate. But if you play her when it isn’t turn three, and your opponent has a built out board, she is useful but not going to drastically alter the game in your favor. You’ll just resort to using her +1, which might hurt you more than help you, and you’ll try to get to her ultimate – which definitely is impressive, but getting there isn’t easy if you don’t play her early. But yeah, play her on turn three and she’ll feel like a 5.0. The rest of the time? She’ll feel more like a 3.5. I think that makes her a 4.0.
Average Picked At: 6.44 Total Times Picked: 63 Average Last Seen At: 5.08 Total Times Seen 328
Pro Rating: 3.5 Pro Comment: A two mana ½ that loots is a card you usually play, so the upside of draining the opponent sometimes and letting you cast spells out of your graveyard is really nice. It is pretty neat that they made UB a spell deck this time around too – it is sort of a spells/graveyard deck.
Average Picked At: 3.49 Total Times Picked: 68 Average Last Seen At: 3.36 Total Times Seen 208
Pro Rating: 1.0 // 3.0 Pro Comment: If your deck has three spells this can search it up, it is going to be pretty powerful! If your deck has 0 spells this can search up, you shouldn’t be playing it. Sounds like a pretty classic build around! It is unplayable with 0 spells, and gets slightly better with one, and then significantly better with two and three.
Average Picked At: 3.67 Total Times Picked: 54 Average Last Seen At: 3.33 Total Times Seen 200
Pro Rating: 1.5 Pro Comment: This references an old card that itself referenced Mark Rosewater, so that’s funny! The card doesn’t seem great to me though. It will be a 5-mana 4/4 reasonably often, and even when you do manage to set up Domain pretty well, it is still a huge vanilla creature at best, and that often isn’t enough to get the job done. There are better domain payoffs out there than this.