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Alchemy Horizons: Baldur's Gate Limited Quiz

Answered: 0/20
Accuracy: 0
You Line Up the Shot
Average Picked At: 9.62
Total Times Picked: 21
Average Last Seen At: 8.22
Total Times Seen 278
Pro Rating: 1.5
Pro Comment: So, this is the usual “Crushing Canopy” type effect we see, but it is actually a little bit better. This is because instead of paying three up front, you can choose to pay in installments. It is also better because it can also just be cycled away for one mana. This card does suffer a bit from the fact there are some adventures in this set that let you deal with the same sorts of things, and they turn into creatures, so those are probably just better than You Line Up the Shot. But still, any time you add Cycling to a card that can be situationally useful, it tends to be playable, and I think that’s what we have here.
Improvised Weaponry
Average Picked At: 6.70
Total Times Picked: 20
Average Last Seen At: 5.25
Total Times Seen 165
Pro Rating: 2.5
Pro Comment: This was pretty nice in Forgotten Realms. It could kill enough creatures in that format that it sort of overperformed. It may not be quite as good here, but 3 mana to do 2 to anything and getting a treasure back is a pretty solid deal.
Incessant Provocation
Average Picked At: 9.04
Total Times Picked: 23
Average Last Seen At: 7.53
Total Times Seen 244
Pro Rating: 1.0 // 3.0
Pro Comment: As usual, the Threaten effect in this set is a build around. There is sacrifice stuff around - Seplucher Ghoul at Common can sacrifice things for free, and if you have cards like that the Provocation will be something you want to play, since you can get rid of their creature permanently and get a bonus on the way there! If you don’t have 3+ ways to sacrifice creatures though, you hope you’re not playing this. It does perpetually force the creature to attack, but that really isn’t going to feel like enough most of the time.
Icewind Stalwart
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.
A-Goggles of Night
Average Picked At: 8.00
Total Times Picked: 1
Average Last Seen At: 7.75
Total Times Seen 8
Robe of the Archmagi
Average Picked At: 5.00
Total Times Picked: 6
Average Last Seen At: 4.83
Total Times Seen 25
Pro Rating: 3.0
Pro Comment: Well, this can draw you a whole lot of cards, and if you have Shamans, Warlocks and Wizards around, the equip cost being one is going to feel pretty amazing. The downside here is similar to what we saw with the Goggles earlier – this doesn’t buff the creature at all, so you need something that is already fairly good at attacking, either because it is big or because it is evasive. And the types where you pay the 4 mana cost and your opponent removes your thing will be brutal! Still, this has the potential to draw a lot of cards, and fairly efficiently too.
Demogorgon's Clutches
Average Picked At: 11.07
Total Times Picked: 27
Average Last Seen At: 8.62
Total Times Seen 289
Pro Rating: 1.5
Pro Comment: This is an underwhelming reprint. It is a Mind Rot with some added value, but the added value is too minimal for it to really be that much better than Mind Rot.
Tasha, Unholy Archmage
Average Picked At: 1.25
Total Times Picked: 4
Average Last Seen At: 1.25
Total Times Seen 4
Pro Rating: 5.0
Pro Comment: This is a pretty cool planeswalker! Her +1 makes it a heck of a lot harder for your opponent to take you down, and even if they do the -1/-1 counters she gives them stick around. Her -2 is also pretty neat, and can be used to protect her, but your opponent getting the choice about the card does mean that sometimes you won’t get something especially useful. Adding Ward 2 to the mix does increase the chances that that creature can stick around and protect her, though - and sometimes you’ll get something pretty awesome! Then, her ultimate is the kind that will win you the game on the spot. I think her +1 and -2 are both quite good, and getting to her ultimate really isn’t that hard. She’s a massive bomb.
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!
Fraying Line
Average Picked At: 4.25
Total Times Picked: 4
Average Last Seen At: 5.42
Total Times Seen 18
Pro Rating: 0.0
Pro Comment: This thing is pretty wacky, but to sum up: Every upkeep it exiles everything that doesn’t have a rope counter on it, unless the player whose turn it is pays two generic mana. Paying that mana also lets them put a rope counter on something. So uh..yeah, this being symmetrical is the big problem, because you just can’t control this enough to have it really be great. Sure, your first turn after you play it you can just not pay 2, but you and your opponent both keep your best creatures, and if your creature isn’t already the best one, that’s pretty miserable. This will often just lead to players paying 2 every upkeep until it is more advantageous for one of them to just exile everything, and I just…don’t like how little control you have over it. I’m not playing this.
Grim Hireling
Average Picked At: 1.00
Total Times Picked: 8
Average Last Seen At: 1.00
Total Times Seen 10
Pro Rating: 4.5
Pro Comment: This is really good. It comes down and makes it so your creatures can generate treasure that turn, AND THEN, it also lets you cash in treasures for removal, which is pretty crazy. It is definitely vulnerable, but the turn you play it can generate value right away, and if left unchecked it will take over the game.
A-Circle of the Land Druid
Average Picked At: 11.50
Total Times Picked: 2
Average Last Seen At: 9.00
Total Times Seen 17
Kobold Warcaller
Average Picked At: 7.43
Total Times Picked: 23
Average Last Seen At: 5.88
Total Times Seen 188
Pro Rating: 2.0
Pro Comment: We have seen a lot of one mana 1/1s that can tap and give haste to things, and they tend to be pretty decent. This is obviously an upgrade, because you don’t actually have to cast your creature for it to get the Haste – you can use this during your opponents end step and then cast the Haste creature on your turn, for example. Plus, the creature will keep haste no matter where it goes! It still isn’t amazing or anything, but seems like a fine one drop for aggressive Red decks.
Mace of Disruption
Average Picked At: 12.29
Total Times Picked: 24
Average Last Seen At: 10.10
Total Times Seen 321
Pro Rating: 1.0
Pro Comment: The idea is that you have duplicates created by Double Team, and while that is going to happen, the fact that the perpetual +1/+0 is so conditional makes this pretty bad, as the initial boost isn’t really enough to make the card worth playing.
Intellect Devourer
Average Picked At: 2.56
Total Times Picked: 9
Average Last Seen At: 2.40
Total Times Seen 11
Pro Rating: 4.0
Pro Comment: Your opponent gets to make the choice of what they exile of course, so that limits just how powerful this can be, but as long as you are getting something with the Devourer it is going to feel pretty good! Taking a card from an opponents hand and then using it is just a great deal, even if it is just a land. Sometimes your opponents hand will be empty, and in those cases this won’t feel great, but it still has a fail case as a 4-mana 2/4.
Unexpected Windfall
Average Picked At: 11.71
Total Times Picked: 14
Average Last Seen At: 8.36
Total Times Seen 248
Pro Rating: 1.5
Pro Comment: This is a card that is great in constructed, but much less impressive in Limited. Spending 4 mana and giving up two cards to get back two cards and a couple of treasure just isn’t as impactful. That doesn’t mean this is bad – but it definitely isn’t something you run in all of your Red decks.
Farideh's Fireball
Average Picked At: 8.20
Total Times Picked: 20
Average Last Seen At: 6.75
Total Times Seen 208
Pro Rating: 2.0
Pro Comment: This is another Forgotten Realms reprint. It was a solid removal spell in that format, though it turned out to be a little clunky. It definitely isn’t premium removal, but I think chances are good that this will perform better in this format than it did in Forgotten Realms.
Grim Bounty
Average Picked At: 3.42
Total Times Picked: 55
Average Last Seen At: 3.33
Total Times Seen 112
Pro Rating: 3.5
Pro Comment: This is a little clunky at 4 mana, but being able to kill anything for that cost was pretty good in Forgotten Realms, and it will be pretty good here too. It is a removal spell that even helps you splash, and gives you the treasure synergy you need.
Jon Irenicus, the Exile
Average Picked At: 1.50
Total Times Picked: 6
Average Last Seen At: 1.89
Total Times Seen 10
Pro Rating: 4.5
Pro Comment: This looks quite good. It has some passable defensive stats and a very powerful effect. It either substantially mills your opponent or draws you a card, and that’s pretty good! I’m not a huge fan of straight up mill win conditions, but because this synergizes with itself, I’m pretty happy. This is going to draw you a card a decent chunk of the time the turn you play it, and it will basically guarantee you draw one off of it every other turn, and that seems like a sweet value engine.
Skanos, Dragon Vassal
Average Picked At: 2.22
Total Times Picked: 23
Average Last Seen At: 2.62
Total Times Seen 40
Pro Rating: 4.0
Pro Comment: So, the base card here is pretty solid. A 5-mana 4/4 isn’t so much, but giving +4/+0 to another attacking creature is the kind of boost that can turn any creature into a threat. Then, once you Specialize he gains a keyword ability and you get to also give a keyword ability to that creature, which is a nice upgrade. Now, he does not exactly repay you for the full card you spend to Specialize with him, so discarding a real card to Specialize him won’t feel amazing, but you can discard lands too, and that certainly will feel amazing. And even discarding a real card in the right situation is well worth it. I think this looks like a strong Uncommon.
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