Average Picked At: 2.00 Total Times Picked: 2 Average Last Seen At: 1.67 Total Times Seen 3
Pro Rating: 2.5 Pro Comment: Basically, this gives double team to all of your things. This means that you can actually chain double team together. Even if you play a creature that you got from double team, it will gain it again when you cast it, so it just keeps going. That is undoubtedly powerful, and this will give you some significant value. There is a big problem here though, and that’s that this costs 6 mana and won’t really have an immediate impact on the board. Yes, your things gain double team, and sometimes that will make you more willing to attack, but if your creatures were already pretty mediocre attackers, this isn’t going to help you out very much. So, you kind of have to have the right creatures already or this won’t matter. I think that really holds it back.
Average Picked At: 4.46 Total Times Picked: 13 Average Last Seen At: 4.65 Total Times Seen 55
Pro Rating: 4.0 Pro Comment: This is one of the cards that comes directly from Forgotten Realms, and boy – it was powerful as the signpost Uncommon for the Black/Red treasure deck, a role it fills again here. The Black/Red deck was the best deck in that format, and while this format is substantially different, I think Kalain will still be quite good. A two mana ½ that makes a treasure is something you’d basically always play, so the fact that you get to buff every creature you cast using treasure is a pretty big deal. This looks to be a super strong signpost common again.
Average Picked At: 3.67 Total Times Picked: 3 Average Last Seen At: 2.83 Total Times Seen 8
Pro Rating: 1.0 Pro Comment: This seems a little too costly to be worth it. I mean, paying 6 mana you should probably expect to get back around two things..and that isn’t remotely worth it. Yeah, if you pump a ton of mana into it then maybe you’re doing something, but this card also suffers from the fact that none of the White decks in the format are really graveyard decks – I guess Black/White is to some extent, but it isn’t a super big theme.
Average Picked At: 8.44 Total Times Picked: 9 Average Last Seen At: 6.46 Total Times Seen 88
Pro Rating: 1.0 Pro Comment: This trick wasn’t very impressive in Forgotten Realms. It has 2-for-1 potential to be sure, but you’ll be surprised by how often things don’t line up the way you need them to for this to actually do something meaningful.
Average Picked At: 4.50 Total Times Picked: 12 Average Last Seen At: 4.89 Total Times Seen 64
Pro Rating: 3.5 Pro Comment: This is our last signpost Uncommon, and it is another one that is a reprint from Forgotten Realms. It offers a very strong Life gain payoff, as it is basically a better Ajani’s Pridemate, since you get to Scry in addition to getting a counter! A turn two Trelassara can quickly get out of control in a Green/White deck, and it can even be very valuable in the late game.
Average Picked At: 8.19 Total Times Picked: 37 Average Last Seen At: 7.94 Total Times Seen 276
Pro Rating: 3.0 Pro Comment: This is a reprint, and last time we saw it was a pretty good removal spell. In a format with lots of blink effects and some sacrifice stuff this probably gets a little worse, but it still costs three mana to deal with pretty much any threat. Not turning off all its activated or static abilities can be a bummer, but this still looks pretty good for a Blue deck.
Average Picked At: 9.06 Total Times Picked: 16 Average Last Seen At: 6.29 Total Times Seen 205
Pro Rating: 1.5 Pro Comment: Hill Giant stats aren’t something I love, and I’m not sure the ETB ability here will do something often enough to really overcome that. There are certainly creatures with ETB abilities to abuse and the like, but you still won’t have this matter often enough for it to be anything special.
Average Picked At: 11.33 Total Times Picked: 9 Average Last Seen At: 7.98 Total Times Seen 109
Pro Rating: 1.0 Pro Comment: Three mana rocks usually aren’t that good in Limited, even if they can add mana of any color! And this one can only add Blue. The upside, of course, is you get to scry when you cast a Dragon with it. But that isn’t the most exciting payoff. Sure, Scry 2 is nice, but it isn’t something that pays you off for playing this three mana card that doesn’t add to the board in any real way. I guess if you have some really big dragons to ramp into this gets a little more interesting, but there are better ways to ramp in the format.
Average Picked At: 9.00 Total Times Picked: 2 Average Last Seen At: 5.29 Total Times Seen 65
Pro Rating: 1.5 Pro Comment: This is a reprint from Forgotten Realms, and it was pretty mediocre in that Limited format. You can definitely play it in your White decks and it usually won’t feel horrible, but there will be some games where you have no real targets for this. Your typical Limited deck will probably have 4-5 things it can hit, and that’s a little too narrow.
Average Picked At: 10.00 Total Times Picked: 1 Average Last Seen At: 7.75 Total Times Seen 6
Average Picked At: 6.40 Total Times Picked: 5 Average Last Seen At: 5.74 Total Times Seen 35
Pro Rating: 0.5 Pro Comment: There are a decent number of Artifacts in this set, but not really enough for this to be something you want to play. It just won’t do enough most of the time. Sure, you can kill your own artifact to get another temporary copy of it or whatever, but I’m not interested. If your opponent has 5+ artifacts, you can consider siding it in, but that isn’t going to happen very often.
Average Picked At: 12.75 Total Times Picked: 24 Average Last Seen At: 10.38 Total Times Seen 337
Pro Rating: 1.5 Pro Comment: This wasn’t especially good in Forgotten Realms. Sure, it has two modes and everything, but neither of them is especially good, and both are fairly situational. This can be Cancel, or a three mana Faithless Looting, and that just isn’t something you’re always in the market for.
Average Picked At: 8.50 Total Times Picked: 4 Average Last Seen At: 7.88 Total Times Seen 93
Pro Rating: 1.5 Pro Comment: This is a pretty cool card, but not a particularly good one most of the time. It is sweet that you can loot and get your cards back later, but you just have to spend so much mana to make those things happen, you’ll find yourself unable to spend it pretty frequently until the late game.
Average Picked At: 6.14 Total Times Picked: 14 Average Last Seen At: 5.30 Total Times Seen 69
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.
Average Picked At: 12.22 Total Times Picked: 23 Average Last Seen At: 9.98 Total Times Seen 316
Pro Rating: 1.5 Pro Comment: Neither option here is great. Individually, they would probably both be a 1.0. +3/+1 for two mana just isn’t a big enough boost, and making a couple of things unable to block doesn’t always matter either. It isn’t the worst thing in the world to run in your deck, but you probably do cut it more than you play it.
Average Picked At: 12.00 Total Times Picked: 2 Average Last Seen At: 9.25 Total Times Seen 16
Average Picked At: 1.60 Total Times Picked: 5 Average Last Seen At: 1.83 Total Times Seen 7
Pro Rating: 4.0 Pro Comment: This seems really good. I would already be on a 3-mana Enchantment that does 4 damage to anything when it enters. That’s a great removal spell that can also go to the dome. And, on top of that, Uthgardt Fury also changes the rules of damage. The first time I read this I thought it was symmetrical – but NOPE! It only hurts your opponent, and it makes it so their creatures are significantly worse, since damage won’t go away anymore. Now, I do think that’s going to have a more minimal effect than it might seem, but it does definitely make those creatures worse. So this is premium removal with impressive upside.
Average Picked At: 10.21 Total Times Picked: 29 Average Last Seen At: 9.12 Total Times Seen 279
Pro Rating: 2.0 Pro Comment: Having to pay mana to loot is a pretty big downgrade from a merfolk looter type card, even if it is only one mana. Looting is good of course, because it improves the quality of your draws. However, We’ve seen a lot of these lately and they have felt like a 1.5- type card. However, this is a cheap Dragon, something that both UR and UG a going to be interested in, and that definitely matters.
Average Picked At: 7.55 Total Times Picked: 11 Average Last Seen At: 5.51 Total Times Seen 87
Pro Rating: 2.0 Pro Comment: This seems like a decent aura, especially once you get in the graveyard. The fact it can keep coming back is nice, although after the second time you bring it back you are getting negative stats to go with the Haste, which is far less good – those first two activations will be a pretty nice way to add stats and Haste to a creature you play for only one Red mana though. It is probably at its best if you find a way to discard it early, and you never actually cast it the traditional way.
Average Picked At: 8.10 Total Times Picked: 10 Average Last Seen At: 5.40 Total Times Seen 67
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.