Draft Trainer

Alchemy Horizons: Baldur's Gate Limited Quiz

Answered: 0/20
Accuracy: 0
A-Carnelian Orb of Dragonkind
Average Picked At: 10.00
Total Times Picked: 1
Average Last Seen At: 7.75
Total Times Seen 6
Soulknife Spy
Average Picked At: 8.88
Total Times Picked: 33
Average Last Seen At: 7.70
Total Times Seen 224
Pro Rating: 3.0
Pro Comment: Another Forgotten Realms reprint, and this was one of the few Blue Commons in that set that I would describe as “Good.” A card that draws you a card when it hits the opponent is pretty sweet when it comes with solid stats, and this definitely does. If you can give it evasion in some way, it becomes a must kill, and even when you aren’t able to do that, it still becomes something your opponent better trade for.
Viconia, Nightsinger's Disciple
Average Picked At: 2.72
Total Times Picked: 18
Average Last Seen At: 2.75
Total Times Seen 30
Pro Rating: 4.0
Pro Comment: This looks pretty nuts for an Uncommon. It starts out with good base stats and a graveyard hate effect, and then with Specialize it can become one of five other creatures depending on the color of the card or the type of land you discard. The fact you can discard lands and get this to turn into one of those other creatures is what really makes them seem awesome. Once it becomes the other form of Viconia, you end up getting back the card of value back that you discarded to specialize anyway, especially if you discarded a land!
Gnoll Hunting Party
Average Picked At: 4.67
Total Times Picked: 15
Average Last Seen At: 3.76
Total Times Seen 42
Pro Rating: 4.0
Pro Comment: I think if you can make this cost 5, you feel fine about that, and anything less than that is pretty amazing. The whole Double Team thing will give you another copy of this fairly large creature, and that second copy is going to cost five at the worst, because you had to attack with the Hunting Party to get Double Team to do its thing. A 4/4 with First Strike is not something that can be ignored, and you can get two of them here! This looks pretty good in a deck with lots of creatures.
Iron Golem
Average Picked At: 10.19
Total Times Picked: 26
Average Last Seen At: 8.87
Total Times Seen 293
Pro Rating: 1.0
Pro Comment: This has solid stats, but the whole has to block and attack thing is a pretty big downside. You end up in situations where the trades are super ugly for you, or worse – you can’t even trade because they have a large creature.
Arcane Archery
Average Picked At: 9.44
Total Times Picked: 32
Average Last Seen At: 8.13
Total Times Seen 234
Pro Rating: 2.0
Pro Comment: I don’t normally like 3 mana tricks, even if they give sizable boosts and trample like this. One and two mana tricks are usually where its at. Three mana is a ton, and it means that you have less opening to use a trick, and it means you are taking a greater risk if things go sideways. However, this trick definitely gives back for the risk that you take, since it substantially upgrades your next creature spell.
Red Dragon
Average Picked At: 3.00
Total Times Picked: 6
Average Last Seen At: 2.93
Total Times Seen 33
Pro Rating: 2.5
Pro Comment: A 6-mana 4/4 Flyer is definitely overcosted, and I do think the ETB ability here does enough to make up for that, but it is still nothing more than a decent playable. You don’t even usually want more than one, even in a dragon deck.
Wild Shape
Average Picked At: 11.00
Total Times Picked: 9
Average Last Seen At: 8.27
Total Times Seen 92
Pro Rating: 1.0
Pro Comment: This was not good in Forgotten Realms. Sure, it has a bunch of modes, but the only one that tends to matter is the Hexproof one, and that effect is pretty darn narrow. It feels good when you blank removal with it of course, but there are lots of situations where there is just no real way to use this card effectively.
Alaundo the Seer
Average Picked At: 3.57
Total Times Picked: 7
Average Last Seen At: 3.53
Total Times Seen 23
Pro Rating: 3.5
Pro Comment: It basically lets you loot – which is always good, but instead of discarding the card, you effectively give it suspend! Now, the suspend will be quite high on expensive cards, which is what you probably want to discard more often than not. There will be times where you just can’t wait for something like this. You also can’t play lands off of this, and if you want to load your graveyard this doesn’t do that either. However, the card selection + the value it can give you in a few turns seems pretty nice.
Valiant Farewell
Average Picked At: 10.25
Total Times Picked: 24
Average Last Seen At: 8.22
Total Times Seen 290
Pro Rating: 2.0
Pro Comment: This doesn’t seem like an amazing combat trick. That’s because it costs two mana and only offers +2/+0 to your creature, and without a toughness boost, that means your creature’s chances of surviving combat are significantly lower. Now, it does replace itself, and it also offers a permanent boost to your next creature. And that value certainly helps this card out, but it still means that in a lot of situations you’ll use up this trick and a creature, and end up not really gaining anything on the board. So the tempo doesn’t seem awesome. The times where you can use this and keep your creature alive will feel absurd, though!
Dread Linnorm
Average Picked At: 4.68
Total Times Picked: 38
Average Last Seen At: 3.97
Total Times Seen 129
Pro Rating: 3.0
Pro Comment: Like a lot of Adventure cards, neither side of this thing blows you away. The trick is expensive for what it does, and fairly situational, and the creature is big and only sort of hard to block. But when you get both on one card, it is a completely different thing. It isn’t that difficult to generate a 2-for-1 with it. You have to pick your spots for the trick to work well to be sure, but it can help your creature win combat and it can even counter a removal spell. So, using that trick in the mid-game, and then slamming this 7/6 late is going to feel pretty good. You probably don’t want more than one copy of this in the end, but I do think that first copy is a pretty nice Common.
Clever Conjurer
Average Picked At: 10.85
Total Times Picked: 26
Average Last Seen At: 9.56
Total Times Seen 324
Pro Rating: 2.0
Pro Comment: This is another Forgotten Realms reprint, and it was fairly unimpressive in that format. It can help you ramp, which is cool, but the fact you can’t use the ability at instant speed is a huge bummer, as it makes the card wayyy worse. It can’t be used to threaten to untap things when your opponent attacks you and things like that.
Kardum, Patron of Flames
Average Picked At: 1.67
Total Times Picked: 3
Average Last Seen At: 1.50
Total Times Seen 4
Pro Rating: 3.5
Pro Comment: So, a 4-mana 4/3 with Haste is probably a 2.5 at worst, and then this comes with what is mostly upside, since it will seek and exile cards every time it attacks. A 4/3 is big enough on most boards that your opponent does have to make a decision about Kardum. Then, when it dies you get some pretty serious value. Now, you do have to use those cards quickly or you lose them, but you’ll be able to get at least one card out of Kardum most of the time. His first flame counter may not do anything, but the remaining triggers should do something! There will be times when Kardum can’t attack and stuff, but when that’s the case you can just threaten to trade him off. Make sure if you play Kardum that you value one mana cards a tiny bit more, since you really need him to be able to seek on the first trigger.
Gate to Tumbledown
Average Picked At: 6.60
Total Times Picked: 5
Average Last Seen At: 4.85
Total Times Seen 71
Pro Rating: 2.5
Pro Comment: So, these five gates don’t fix mana for you at all, and coming into play tapped can be a liability, but they mostly make up for that by being capable of drawing you a card in the late game – and the card you draw is always a nonland, and that’s a big deal. There is only one Gate payoff in the set, and it isn’t good.
A-Lantern of Revealing
Average Picked At: 12.00
Total Times Picked: 2
Average Last Seen At: 9.25
Total Times Seen 16
Guildsworn Prowler
Average Picked At: 4.91
Total Times Picked: 33
Average Last Seen At: 4.43
Total Times Seen 124
Pro Rating: 3.0
Pro Comment: I think this is a good Common. A two mana 2/1 with death touch is generally going to be a 2.5, since it is fairly cheap and can trade for anything. When you can draw a card off of this, it will feel particularly absurd. Obviously, if it would draw you a card even if it was blocking, it would probably be a B because it would always be a 2-for-1. But if you do find a way to draw that card, it will feel pretty nice! It can be a nice sacrifice outlet, in addition to being a nice attacker and blocker.
Basilisk Collar
Average Picked At: 2.25
Total Times Picked: 4
Average Last Seen At: 2.00
Total Times Seen 5
Pro Rating: 4.0
Pro Comment: This has been great Equipment every time we’ve seen it. Those two keywords are just great together, as making a creature capable of killing any other creature while it also gains you life is huge. It makes it hard for your opponent to race, while also making it challenging for them to attack.
Lizardfolk Librarians
Average Picked At: 9.20
Total Times Picked: 35
Average Last Seen At: 9.25
Total Times Seen 318
Pro Rating: 3.0
Pro Comment: Like all the Double Team cards, this has a built-in 2-for-1. Now, the 2/4 stats aren’t exactly exciting, but the fact you end up Scrying 4 and only using up one card to do it isn’t too bad when added to the statline. You don’t always want to attack with a 2/4, because obviously it has better stats for blocking – but it is hard for most of these Double Team cards to not be solid or better.
Yuan-Ti Scaleshield
Average Picked At: 3.50
Total Times Picked: 2
Average Last Seen At: 2.44
Total Times Seen 9
Pro Rating: 1.5
Pro Comment: This kind of effect always looks like it would be amazing, especially among less experienced players. I mean, Indestructible and Hexproof, what can possibly stop you! And yeah, there are situations where it can be good. But there are also lots of situations where it just doesn’t do enough. Yes, you can list off a lot of situations where this does something: like if you are in combat and you can save several creatures and kill a few of theres, or in response to removal – and while that is a lot of different situations, things don’t line up for this to do its thing often enough to be worth playing. A lot of the time, this just feels like an overcosted Fog, and Fog doesn’t tend to be good in Limited, because you go down a card without any impact on the board. We’ve seen this effect at two mana before and it wasn’t very good in Limited, so upping the cost to three doesn’t really interest me. Now, this does draw you a creature card if your opponent has cast a big enough spell, and when you can net a card and get the indestructible effect you’re going to be in business, even if you have to use this as a Fog, because the card replaces itself. But I’m still concerned there will be too many situations where you can’t really fire this off effectively.
Genasi Rabble-Rouser
Average Picked At: 5.36
Total Times Picked: 33
Average Last Seen At: 4.93
Total Times Seen 136
Pro Rating: 3.0
Pro Comment: This is a pretty strong Common. A two mana ⅓ with the ability to pump its power for one and a Red is probably pretty close to a 2.5, so obviously adding Double Team to the mix is pretty nice. This is a nice two drop for aggressive Red decks.
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