Average Picked At: 9.81 Total Times Picked: 90 Average Last Seen At: 7.92 Total Times Seen 943
Pro Rating: 2.0 Pro Comment: This is basically Black Divination, and that means having one copy of it in your Black decks is usually decent.
Average Picked At: 2.67 Total Times Picked: 12 Average Last Seen At: 2.67 Total Times Seen 19
Pro Rating: 4.5 Pro Comment: Jhoira will turn a ton of your deck into cantrips, which is pretty great and can definitely snowball on your opponent. Her own stats aren’t great, and she can get blown up before doing anything for you, but if left unchecked the card advantage she gives you will be amazing.
Average Picked At: 8.85 Total Times Picked: 103 Average Last Seen At: 7.36 Total Times Seen 842
Pro Rating: 1.5 Pro Comment: Yep, there’s a common with hexproof in this set! This is a great place to put Auras like Arcane Flight, and is sort of passable as top curve in other Blue decks too.
Average Picked At: 5.82 Total Times Picked: 39 Average Last Seen At: 4.49 Total Times Seen 206
Pro Rating: 3.0 Pro Comment: Shanna is often just a large vanilla creature which gets a little bit of upside against creature abilities, but you know, two mana for a creature that can potentially get larger is quite good. Of course, the flipside is that she can also shrink at an inopportune time.
Average Picked At: 3.50 Total Times Picked: 8 Average Last Seen At: 2.64 Total Times Seen 23
Pro Rating: 4.0 Pro Comment: This is pretty dang strong if you are a Wizard deck, and still passable if you aren’t. Now, actually copying a spell with it won’t happen a ton, just because you are paying 4 mana for Naru Meha, so you have to be casting something pretty cheap to copy it. This is certainly doable, I’m just saying there will be plenty of times where you can’t make that part of the card do its thing. Pumping all your Wizards is great, especially at Instant speed, and can sometimes manufacture blowouts.
Average Picked At: 4.55 Total Times Picked: 38 Average Last Seen At: 3.75 Total Times Seen 140
Pro Rating: 3.0 Pro Comment: There are enough Saprolings and Fungi in this set that the Thallid ends up pumping a decent number of creatures.
Average Picked At: 9.22 Total Times Picked: 109 Average Last Seen At: 7.35 Total Times Seen 886
Pro Rating: 2.5 Pro Comment: Early in the game, the Druid gives you a reasonable body, and in the late game in can gain you a ton of life, enough that it can often allow you to stabilize, and that’s some really nice upside! You won’t always get the opportunity to kick it, of course.
Average Picked At: 9.33 Total Times Picked: 94 Average Last Seen At: 7.83 Total Times Seen 883
Pro Rating: 2.5 Pro Comment: Another card with Kicker where neither the unkicked OR kicked version seems very efficient, but the upside offered by that flexibility is very real. Kicking this late and Threatening an opponents creature will add a lot of damage to the board in most cases, and will often really allow you to attack in a situation where it didn’t look like a good idea.
Average Picked At: 2.70 Total Times Picked: 10 Average Last Seen At: 2.69 Total Times Seen 35
Pro Rating: 0.0 // 4.5 Pro Comment: This is the best card in this cycle of Legendary Sorceries, but – like with all of them, actually setting it up isn’t very easy. You need a decent number of Legendary creatures to make it happen, and you won’t always have that going for you. When you do though, this ends up letting you reanimate the best creature (or planeswalker) in the graveyards AND kill your opponent’s best creature, and that is often enough to win the game.
Average Picked At: 2.27 Total Times Picked: 48 Average Last Seen At: 2.10 Total Times Seen 82
Pro Rating: 4.0 Pro Comment: This is awesome every time we see it. It will often just feel like removal that you can move around all game long, and it can be useful whether you’re being defensive or on the beat down.
Average Picked At: 8.39 Total Times Picked: 31 Average Last Seen At: 6.05 Total Times Seen 328
Pro Rating: 1.0 Pro Comment: Even with a lot of Wizards in this set, it is pretty hard to set this up, and even when you do, it isn’t really going to be great in most situations.
Average Picked At: 3.78 Total Times Picked: 46 Average Last Seen At: 3.57 Total Times Seen 169
Pro Rating: 2.0 Pro Comment: This is one of the more underwhelming Sagas in the set. You have to have a creature to put the counters on in the first place, and often times you won’t have that on turn two. Then, it sort of puts all of your eggs in one basket, and that’s a dangerous plan. Now, it isn’t unplayable or even close to it, but it won’t do what you want it to as often as you might think.
Average Picked At: 7.22 Total Times Picked: 50 Average Last Seen At: 5.88 Total Times Seen 278
Pro Rating: 3.0 Pro Comment: This is a land that will draw you the best creature in the top 5 of your library late, and that’s some nice utility!
Average Picked At: 2.26 Total Times Picked: 53 Average Last Seen At: 2.28 Total Times Seen 97
Pro Rating: 3.5 Pro Comment: There are lots of reasonable Equipment and Auras in this set, but even if there weren’t, Danitha would be quite good. A 3-mana 2/2 with those keywords is just going to do a lot of work. But yeah, the fact that there are good Auras and Equipment that she discounts for you, AND the fact that she’s great with them, makes her even better.
Average Picked At: 4.77 Total Times Picked: 30 Average Last Seen At: 4.52 Total Times Seen 202
Pro Rating: 3.5 Pro Comment: Hallar starts with a nice baseline, and then gets progressively larger as the game goes on, while also doing extra damage to your opponent. Even if you only have like 5 cards with Kicker, Hallar is going to feel pretty good.
Average Picked At: 2.38 Total Times Picked: 45 Average Last Seen At: 2.83 Total Times Seen 96
Pro Rating: 4.5 Pro Comment: Tatyova’s “landfall” effect is incredibly good, as gaining life and drawing a card is bonkers, and it will allow you to just get absurd card advantage. Now, Tatyova is a 5-mana 3/3, which is pretty miserable, and also means it dies to a whole lot of removal. The best thing to do is wait until you can play Tatyova and a land in the same turn, that way you get some value no matter what, and if you’re allowed to draw even 1-2 other card with Tatyova after that, you’re probably just going to win.
Average Picked At: 5.12 Total Times Picked: 103 Average Last Seen At: 4.80 Total Times Seen 537
Pro Rating: 3.5 Pro Comment: Both modes on this are quite good, and can allow you to go wide in a hurry. In BG there are some significant Saproling/go wide payoffs too, which make it even nicer.
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: 10.65 Total Times Picked: 80 Average Last Seen At: 8.31 Total Times Seen 1001
Pro Rating: 1.5 Pro Comment: The idea here is that you can bounce a Saga or other Historic thing to your hand that will give you value when you play it again, but a lot of the time this is just a 5-mana 4/4, and that’s not really something you want.
Average Picked At: 4.36 Total Times Picked: 33 Average Last Seen At: 4.73 Total Times Seen 181
Pro Rating: 3.0 Pro Comment: Rona is pretty glacial, but she does become a pretty nice source of card advantage. Even if you only ever take advantage of the one thing she exiles, you’re probably going to get a 2-for-1 out of the deal. Exiling cards from your library for 4 isn’t exactly efficient though, and the effect is also incredibly random, so you won’t always be getting something worthwhile.