Average Picked At: 9.33 Total Times Picked: 21 Average Last Seen At: 5.42 Total Times Seen 274
Pro Rating: 2.0 Pro Comment: Most of the time, paying 4 mana for this won’t feel worth it. Most of the time, you’ll do some damage and gain some life up to 12 or 14, and then make like a 6/6 that lowers your life back down to 6. It does this all really slowly too, and the fact that you played this on turn four will often mean your life is pretty low, assuming your opponent has also added to the board. Don’t get me wrong, this does win games sometimes, but it seems like it does very little even more often than that.
Average Picked At: 9.48 Total Times Picked: 109 Average Last Seen At: 7.83 Total Times Seen 938
Pro Rating: 2.0 Pro Comment: This is not an efficient way to removal creatures, but this format has several payoffs for playing Artifacts/historic cards, and having a cheap one around isn’t bad, especially because some of those payoffs let you get Artifacts back from your graveyard, and recurring a removal spell – even an inefficient one, tends to feel pretty good.
Average Picked At: 6.96 Total Times Picked: 102 Average Last Seen At: 5.84 Total Times Seen 671
Pro Rating: 2.5 Pro Comment: This is another piece of Equipment that might be a little bit clunky in most formats, but in this one, Jousting Lance tends to be pretty good. +2/+0 and first strike is enough to make many creatures very difficult to block, so most creature-based decks are pretty interested in this.
Average Picked At: 4.59 Total Times Picked: 39 Average Last Seen At: 4.33 Total Times Seen 183
Pro Rating: 2.5 Pro Comment: This certainly isn’t premium removal, 4 mana for 4 damage at Sorcery speed really never is. The Kicker here is nice, and you’ll sometimes pull that off, at which point it certainly will feel better. Doing 4 to the opponent too is pretty nice! You’ll find yourself unwilling or unable to kick it a decent chunk of the time, though.
Average Picked At: 3.79 Total Times Picked: 61 Average Last Seen At: 3.02 Total Times Seen 151
Pro Rating: 3.5 Pro Comment: This has really good base stats and a useful creature type, and if you are lucky enough to go up against someone who is playing Black, it gets even better.
Average Picked At: 4.09 Total Times Picked: 127 Average Last Seen At: 3.98 Total Times Seen 440
Pro Rating: 3.5 Pro Comment: This is premium removal. One mana to do 2 at instant speed already is, and adding the additional upside of being more potent with Kicker is just great.
Average Picked At: 3.88 Total Times Picked: 24 Average Last Seen At: 3.85 Total Times Seen 76
Pro Rating: 3.0 Pro Comment: Most of the time, this format plays pretty slow and grindy, so a card like Squee, who really doesn’t stay dead no matter the situation, is actually pretty nice. He can block indefinitely if that’s what you need, and he can also be an obnoxious attacker. Now, as a 2/1, he isn’t going to be incredible at either of those things, but still. One note about Squee – he is especially good with Legendary Sorceries, as he can really help you make sure you control a legendary creature, as you always have access to one provided you drew him.
Average Picked At: 4.33 Total Times Picked: 9 Average Last Seen At: 3.75 Total Times Seen 71
Pro Rating: 1.0 Pro Comment: This is pretty difficult to utilize. Not only do you need historic permanents, you also need historic permanents that are worth cheating into play for 4 mana, and while there certainly are some of those, there aren’t so many that this will be worth it. It will just sit on the table doing nothing way too often.
Average Picked At: 5.11 Total Times Picked: 19 Average Last Seen At: 3.61 Total Times Seen 73
Pro Rating: 3.0 Pro Comment: Like most two-color cycles of lands, these are some pretty nice fixing, and they’ll often come into play untapped.
Average Picked At: 9.12 Total Times Picked: 8 Average Last Seen At: 4.66 Total Times Seen 72
Pro Rating: 0.5 Pro Comment: Most of this cycle is pretty good, but that’s not really the case here. Needing to have a legendary creature in play is a pretty big requirement, but even if you do manage to fulfill it, there’s no guarantee this will do anything, since you also need a significant amount of mana to make it do its thing, and you’re still at the mercy of variance. Getting a few lands won’t usually be worth it, you really need to be getting a creature, or you aren’t really getting there, and there aren’t so many legendary creatures that that is super easy.
Average Picked At: 6.95 Total Times Picked: 20 Average Last Seen At: 4.95 Total Times Seen 223
Pro Rating: 1.5 Pro Comment: This 5-mana 9/3 is pretty silly! And, actually fairly playable too. It is a historic spell, which definitely matters, and also a funny place to put something like Arcane Flight.
Average Picked At: 9.57 Total Times Picked: 142 Average Last Seen At: 8.75 Total Times Seen 982
Pro Rating: 2.5 Pro Comment: This is unblockable often enough that it is a pretty nice little two-drop.
Average Picked At: 1.06 Total Times Picked: 18 Average Last Seen At: 1.18 Total Times Seen 22
Pro Rating: 3.5 Pro Comment: When you Equip this the first time it isn’t going to feel amazingly efficient, 6 mana total to give a creature +3/+0 , Vigilance and Trample is not a card you would feel great about. That said, the boost is enough to make virtually any creature into a good attacker, though the lack of a toughness boost does mean your creature isn’t less likely to actually die in combat, but that’s okay, since the Blade just gets equipped to something else for free any time the creature wielding it dies, and that’s where the real value is.
Average Picked At: 4.02 Total Times Picked: 51 Average Last Seen At: 4.11 Total Times Seen 151
Pro Rating: 4.0 Pro Comment: If you end up with enough Wizards and spells (which won’t be very hard in a UR deck), this will be one of your best cards, as it will just make combat a nightmare for your opponent. Pumping your whole board is no joke, and even if Adeliz is alone, she effectively has Prowess for herself, and that’s pretty nice on a creature with Haste and Flying.
Average Picked At: 10.70 Total Times Picked: 90 Average Last Seen At: 9.20 Total Times Seen 1094
Pro Rating: 2.0 Pro Comment: There are enough targets for this in this format that you end up main decking it sometimes.
Average Picked At: 1.71 Total Times Picked: 38 Average Last Seen At: 1.74 Total Times Seen 45
Pro Rating: 4.5 Pro Comment: At worst, Zahid is Mahamoti Djinn. While not as impressive these days as it once was, a 6-mana 5/6 with Flying is still a card that would almost always make the cut in Limited decks! The additional upside here is big too, as casting this for 4 mana quickly puts your opponent under a ton of pressure. There are enough playable cheap artifacts in this set that setting that up isn’t too difficult.
Average Picked At: 1.67 Total Times Picked: 6 Average Last Seen At: 1.50 Total Times Seen 8
Pro Rating: 5.0 Pro Comment: 6-mana for a 6/6 with Flying and Trample that draws you at least one card is great. Don’t get too scared about the life loss side of things, you won’t usually be losing more than 1-2, so even if you’re a little low on life, don’t worry about him killing you.
Average Picked At: 10.39 Total Times Picked: 33 Average Last Seen At: 7.27 Total Times Seen 385
Pro Rating: 0.5 Pro Comment: This basically isn’t worth it unless you end up mono-colored or almost mono-colored. It tends to do some very serious damage to your mana base, and that definitely is not worth the upside of having a scry land.
Average Picked At: 2.54 Total Times Picked: 35 Average Last Seen At: 2.49 Total Times Seen 103
Pro Rating: 4.0 Pro Comment: Draining 1 life any time a Saproling dies is pretty amazing. If you’re in BG, you’re going to have plenty of Saprolings, and even if you don’t, Slimefoot can make his own! Even if you don’t do something like pair them with sacrifice effects, just chumping with Saprolings suddenly becomes a bit of a problem for your opponent. Slimefoot is a great mana sink that can really take over games.
Average Picked At: 11.72 Total Times Picked: 43 Average Last Seen At: 8.66 Total Times Seen 440
Pro Rating: 2.5 Pro Comment: This Memorial is kind of a dud compared the others, blowing up lands just isn’t a big deal in Limited – though, it is nice that it can blow opposing Memorials, and people will be fixing enough in this format that sometimes it has a real effect. Still, it pales in comparison to the others, but it is still a land with some very utility in the late game.