Average Picked At: 1.00 Total Times Picked: 1 Average Last Seen At: 2.29 Total Times Seen 14
Pro Rating: 3.0 Pro Comment: A 3-mana 3/3 is solid in most formats, and this comes with significant upside. It does ask for your deck to have a reasonable number of Knights, Equipments, Auras, and Legendary Artifacts, but having around 5 of those will happen without even trying, and more than that won’t be unusual. In other words, this will be drawing you a card often enough that it is a pretty nice card.
Average Picked At: 1.33 Total Times Picked: 3 Average Last Seen At: 1.20 Total Times Seen 5
Pro Rating: 3.5 Pro Comment: This is a powerful two drop, the kind that can potential run away with the game, since it can give you so much card advantage. Even in a worst case scenario, you can send this in kamikaze-style and still essentially draw a card from your opponent’s library. Now, keep in mind, this isn’t the version of this effect that lets you play lands, it has to be spells, so you’re going to whiff a decent chunk of the time.
Average Picked At: 6.32 Total Times Picked: 34 Average Last Seen At: 6.18 Total Times Seen 212
Pro Rating: 3.5 Pro Comment: This often ends up netting you a 2-for-1. The Trick Adventure helps you run over a blocker, and then you get a 3/2 in play who can trade. This is a very good Common.
Average Picked At: 9.50 Total Times Picked: 28 Average Last Seen At: 8.85 Total Times Seen 294
Pro Rating: 1.5 Pro Comment: In general, one mana 1/1 flyers that don’t do anything else – and this mostly doesn’t do anything else – aren’t that good. This is sort of reasonable in the mill deck, but that’s about it.
Average Picked At: 8.55 Total Times Picked: 33 Average Last Seen At: 8.01 Total Times Seen 258
Pro Rating: 2.0 Pro Comment: This is the kind of card that Blue control decks will be interested in having one of. After they manage to stabilize the board, casting something like this allows them to really pull ahead -- one card getting them three cards is no joke, and would already be an okayish card if that’s all it was. If you can get Adamant with this and add Scry 3 you’re really doing something interesting, as you’re seeing up to 6 cards in your deck, which is a huge number in Limited.
Average Picked At: 6.76 Total Times Picked: 17 Average Last Seen At: 5.43 Total Times Seen 65
Pro Rating: 3.0 Pro Comment: 5-mana for a ⅖ that loots would probably already be kind of ok and this also lets you loot any time you play a huge number of creatures in this format -- since the majority are inf act non-human. Looting is powerful as the game goes on, because it improves the quality of your draws drastically. Additionally, the UR deck especially is interested in drawing you extra cards so you can get various bonuses, and the Sage helps there too.
Average Picked At: 5.00 Total Times Picked: 2 Average Last Seen At: 3.25 Total Times Seen 8
Pro Rating: 2.5 // 4.5 Pro Comment: This reminds me a lot of Serpentine Strike from Battle for Zendikar. Sure, it costs 7 mana, but it gives you 7 mana worth of value, since 7 damage divided around is going to usually be enough for a nice 2-for-1, and will sometimes be able to do even more than that. The fact it can also go to the face is great too, as 7 damage is no joke, and can sometimes just end a game. Obviously, if you’re playing mono-red it is completely absurd, and becomes a complete and utter bomb, since 7 damage to three things is insane. Still, funny thing about it is that it is probably also worth splashing just for the divided 7 damage.
Average Picked At: 1.83 Total Times Picked: 6 Average Last Seen At: 1.67 Total Times Seen 9
Pro Rating: 4.0 Pro Comment: This is a one-mana mana dork, and those tend to be pretty nice in Limited. This one overcomes the downside most of those have too – it can actually do something late, by churning out Food tokens.
Average Picked At: 5.13 Total Times Picked: 15 Average Last Seen At: 4.66 Total Times Seen 60
Pro Rating: 4.0 Pro Comment: This card is pretty nice, a 4-mana 3/2 Flyer is always a playable card in Limited, though not exciting. Then, you add the fact that you get to rummage with it when it comes into play and when it attacks, and you’re looking at a card that can not only beat your opponent down in the sky, but you’re looking at one that can also help you drastically improve your draws throughout the game.
Average Picked At: 12.57 Total Times Picked: 21 Average Last Seen At: 9.67 Total Times Seen 337
Pro Rating: 2.0 Pro Comment: This isn’t efficient as a creature or as mana fixing.
Average Picked At: 9.60 Total Times Picked: 20 Average Last Seen At: 8.83 Total Times Seen 298
Pro Rating: 2.0 Pro Comment: This Equipment gives a fairly efficient boost, and the fact that it can give you Food is pretty nice. While that’s not quite lifelink, it does feel that way sometimes.
Average Picked At: 9.06 Total Times Picked: 17 Average Last Seen At: 8.17 Total Times Seen 265
Pro Rating: 2.0 Pro Comment: This is not the most exciting Adventure payoff around, but hey -- it is a Grizzly Bears with upside that will allow it to attack as a 3/3 sometimes. These days a vanilla Grizzly bear is a C- at best, and a D+ in a lot of formats, but the upside here is nice. Most Green decks will have at least 4 or 5 adventures without trying too hard, and that’s plenty for him to be worth playing. In most formats, decks need a few two drops, and this one seems like a solid option.
Average Picked At: 1.70 Total Times Picked: 10 Average Last Seen At: 2.00 Total Times Seen 18
Pro Rating: 3.0 Pro Comment: There are some rather common creature types in this format – with Knight being the most common – but others like Faeries, Rogue, Soldier, Elves, and Humans are also pretty common. I think you’re happy with this even if you just kill one thing of your opponent’s, and obviously you can usually make that happen with this. If they have multiple creatures with the same type it starts to get silly – even if it is just 2. The downside is that it also effects your creatures with the chosen creature type, but I think since you control what creature type you name, you can always make sure that this works best for you and worst for your opponent.
Average Picked At: 8.88 Total Times Picked: 48 Average Last Seen At: 8.09 Total Times Seen 279
Pro Rating: 2.5 Pro Comment: I am always a fan of Man-O’-Wars, and this is a pretty beefy one. Bouncing opponent’s creatures with your own creature tends to feel pretty great in Limited, because you simultaneously add to your board while taking something away from your opponent. This does have some hoops to jump through to make that happen – but it isn’t that difficult on turn 6 to have an Artifact or Enchantment in this format. I mean, sure, if your deck has very little in the way of those types of permanents, you can’t really play this – but keep in mind Food counts towards that.
Average Picked At: 9.91 Total Times Picked: 32 Average Last Seen At: 8.15 Total Times Seen 323
Pro Rating: 2.5 Pro Comment: 5-mana ¾ flyers have played pretty well lately. Obviously it isn’t a great rate for those stats, but we have seen several of these lately, and they have always been reasonable 5-drops.
Average Picked At: 8.12 Total Times Picked: 24 Average Last Seen At: 7.49 Total Times Seen 277
Pro Rating: 2.0 Pro Comment: Black card draw spells like this are pretty much always a reasonable inclusion as a one-of. The card on the face of it is a two-for-one, but you do have to be careful since it doesn’t impact the board at all, and sometimes doing this early can be dangerous when you could be playing a creature that will help you survive. The Adamant here is a nice bonus, but it doesn’t add a ton to the card – though it will be nice gaining life back after you cast this.
Average Picked At: 10.39 Total Times Picked: 36 Average Last Seen At: 8.72 Total Times Seen 338
Pro Rating: 2.0 Pro Comment: Two mana 2/1s are barely playable these days, but this has a useful creature type and it can pump its power, which is enough to make it a reasonable inclusion in some decks.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 2.00 Total Times Seen 2
Pro Rating: 4.0 Pro Comment: A 6 mana anthem effect isn’t the greatest deal, but permanents who pump your whole board are not to be underestimated – in any creature based deck that is a very real effect, and one that most of the time is going to impact the board immediately. In addition to that, it is a nice mana sink that allows you to produce a Knight every turn. There are legendary spells at uncommon in this format, and that means getting a Knight from the legendary part of the card isn’t a pipe dream. But yeah, with the cost reduction part, even one knight being in play makes this substantially better. I think this falls a little short of bomb status, but not by much.
Average Picked At: 3.40 Total Times Picked: 10 Average Last Seen At: 2.95 Total Times Seen 20
Pro Rating: 3.5 Pro Comment: This card is incredibly swingy. If you get it down on turn two and then just use its mill ability the rest of the game, you probably win in a few turns, and that’s some serious upside! But, getting it late is pretty painful, and it won’t have nearly the same usefulness. Still, there is a legit mill deck in this format, so even though it might become a little less impressive late, in those decks it still does something useful all game long.
Average Picked At: 1.56 Total Times Picked: 9 Average Last Seen At: 2.71 Total Times Seen 15
Pro Rating: 4.5 Pro Comment: This is really powerful – it lets you put your opponent down a card on board, while giving you an army of Faeries to start attacking in the sky with. This can get a bit pricey for bigger creatures, but at least as you scale up your investment, you also get more Faeries. Even just bouncing a 2 or 3 drop with thing is pretty great.