Average Picked At: 12.96 Total Times Picked: 137 Average Last Seen At: 10.60 Total Times Seen 2437
Pro Rating: 0.5 Pro Comment: This is a sideboard card, like usual.
Average Picked At: 5.62 Total Times Picked: 94 Average Last Seen At: 4.54 Total Times Seen 449
Pro Rating: 3.0 Pro Comment: This format has a very real reanimator deck in the BG color pair, and that makes Unbreakable Bond significantly better in this format than in most. You can cycle away a big ol’ creature, and then use this to reanimate it and give it lifelink! That can be a play that ends games. In short, this just will have far more attractive targets than it does in most formats, and that makes it a pretty nice card.
Average Picked At: 2.79 Total Times Picked: 95 Average Last Seen At: 2.70 Total Times Seen 200
Pro Rating: 4.5 Pro Comment: This is pretty silly for an Uncommon. It definitely feels like it could have been a Rare as a result of how complex and powerful it is. So, let’s break this down. At worst, you have a 5-mana 6/6. But this gives you SO much more! If you pay its Mutate cost, or mutate something else on to it, it has a very powerful Mutate trigger that lets you put permanents on to the battlefield for free! You can also make sure it Mutates that first time by paying the Mutate cost for it and putting it on one of your creatures. The first time it Mutates, you get the top permanent from your library -- and sure, good chance it is a land, but a free land isn’t a bad thing. You also have a reasonable chance of hitting something real. Then, if you really stack the Mutate high here, things will get really silly. The free permanents really offset the risk of going all in one mutate creature -- and this is really what the Starrix wants you to be doing.
Average Picked At: 9.77 Total Times Picked: 70 Average Last Seen At: 6.84 Total Times Seen 614
Pro Rating: 2.5 Pro Comment: This is another situational card with Cycling. When this works, it can devastate your opponent. When it is useless (and it will be more often than not) you can Cycle it.
Average Picked At: 10.81 Total Times Picked: 166 Average Last Seen At: 9.14 Total Times Seen 2014
Pro Rating: 2.0 Pro Comment: Two mana 3/1s tend to be fine two drops for aggressive decks.
Average Picked At: 7.44 Total Times Picked: 234 Average Last Seen At: 6.90 Total Times Seen 1429
Pro Rating: 3.5 Pro Comment: This is another very good Cycling payoff who can make life a nightmare for your opponent. Every single time you attack with this your opponent has to make a choice between potentially taking a ton of damage to the face, or throwing a creature in front of it that will probably just die, since First Strike and even just one +2/+0 is enough to make the Marmoset win combat most of the time.
Average Picked At: 3.09 Total Times Picked: 114 Average Last Seen At: 2.96 Total Times Seen 277
Pro Rating: 4.0 Pro Comment: We have seen plenty of 3-mana 3/3s with just one of these keyword abilities be good, getting a combination of two of them is great -- Menace and Deathtouch together are typically a Nightmare for opponent’s to deal with. This thing will be getting in for lots of damage. Menace and Lifelink are pretty nice too -- basically all the combinations are, though I think Menace + Deathtouch will be the best way to go more often than not.
Average Picked At: 4.91 Total Times Picked: 278 Average Last Seen At: 4.92 Total Times Seen 1022
Pro Rating: 4.0 Pro Comment: This is a great removal spell for Green. First, it is NOT a fight card, but a “punch” card – that is, your creature damages the opposing creature, but it doesn’t get damaged itself! That makes it much less risky, even if you do need to be a little careful, since if your creature that is Ramming Through gets killed in response, you get 2-for-1’d. But the upside here is well worth that! As an Instant, you will more easily find situations that aren’t risky, AND it has the Trample upside that will sometimes be crazy. This is premium removal.
Average Picked At: 1.89 Total Times Picked: 19 Average Last Seen At: 2.85 Total Times Seen 43
Pro Rating: 4.0 Pro Comment: Even if your deck doesn’t have a ton of spells, there’s a chance that Rielle could really shine in your deck, and that’s because of her second ability. Keep in mind, when you Cycle, part of the cast of doing so is “Discard a card:” that means that the first time you Cycle each turn with her, you end up drawing two cards. So basically, she is both a spell and Cycling build around -- and the most powerful thing to do would be to be able to take advantage of both of those things, but that won’t always be super easy. However, I do think ending up with a little bit of support for both things is enough too.
Average Picked At: 1.06 Total Times Picked: 18 Average Last Seen At: 1.10 Total Times Seen 22
Pro Rating: 5.0 Pro Comment: Well, this is a bomb. Her static ability means that a decent chunk of the time, you effectively have an additional card in your hand. And it is even possible to rip through more than one card if you have enough mana and creatures on top of your library. Additionally, her +1 is very effective at protecting her, and that’s usually something you want with your Planeswalkers in Limited. Getting a 3/3 is nice, especially because it can have Reach if you want it to. Sometimes you play a walker and yeah, you can make a creature token -- but your opponent has flyers so your Walker isn’t staying around. This Beast does a good job of locking things down even in the air. Her -2 is also quite powerful, especially because it synergizes so well with her static ability, which will make it more likely you can cast a creature on a given turn. Vivien’s one weakness is her relatively low Loyalty, and the fact that she doesn’t exactly raise it quickly -- but that’s nitpicking, especially because she will frequently do a good job of protecting herself with the Beast token.
Average Picked At: 3.93 Total Times Picked: 89 Average Last Seen At: 3.35 Total Times Seen 301
Pro Rating: 3.5 Pro Comment: A three-mana ⅔ with Reach is usually playable, and this has good mutate upside. You can use it to lend reach to a creature who really needs it, if you are mutating it and putting it underneath a big creature, but the more valuable option will usually be to Mutate with this on top, since it will be a ⅘ who also gains the abilities of whatever is underneath it.
Pro Rating: 3.0 Pro Comment: This is another decent peace of fixing and ramp for Green. Paying 3 mana to put this under something bigger, or on top of something smaller, while also searching up a land is a nice deal to me. It helps you splash while also giving you some Mutate synergy.
Pro Rating: 4.5 Pro Comment: This guy doesn’t stay dead, and I always like that, especially in Limited where that type of resilience is crazy. And sure, you have to have something for it to Mutate with, but that isnt’ a big ask. Usually, it will lead to a heavily upgraded creature -- normally you’ll be putting Brokkos on top to get the 6/6 trample, and then you will of course have any abilities of the cards underneath it, which is pretty sweet. The whole graveyard thing means that you will always be able to drasticaly upgrade a creature, even from your graveyard. All the Apex creatures have hybrid mana in their cost too, which means it is easier to paly this than it might seem at first glance, as you don’t even necessarily have to splash anything, since two-color decks can pay for the Mutate cost.
Average Picked At: 6.68 Total Times Picked: 284 Average Last Seen At: 6.26 Total Times Seen 1371
Pro Rating: 3.5 Pro Comment: Another Cycling card that is better than it looks! This one is a bear with a Cycling payoff, in addition to having the great 1 mana Cycling effect.
Average Picked At: 3.48 Total Times Picked: 29 Average Last Seen At: 3.45 Total Times Seen 78
Pro Rating: 3.5 Pro Comment: Triomes are really nice, giving you three colors of mana AND being cyclable.
Pro Rating: 2.5 Pro Comment: So, Edict effects may be extra good in a format with Mutate, since people will more frequently not be going wide as a result. But Edict effects can really let you down by the later part of the game -- like turn 5 when you play this. It can also have a nice effect -- but I mean, is making a creature into a 4/6 for 5 mana, while making your opponent sac something really that great? I don’t think it is. Making your opponent lose their worst creature is pretty close to irrelevant on many boards by that point. Sure, if you stack Mutating it gets sillier, but I’m still not in love with this one.
Average Picked At: 4.61 Total Times Picked: 85 Average Last Seen At: 3.90 Total Times Seen 315
Pro Rating: 4.0 Pro Comment: So, a 4-mana 2/4 with this ability would probably already be good. The ability only asks for a single mana and it draws you a card every turn, more or less -- whether it is putting a land on the table or actually drawing you that card. That’s just the kind of creature who can take a game over with the hand advantage it gives you. Then, of course, you can also Mutate with it, and it has a very low Mutate cost. Most of the time the 2/4 body won’t be all that desirable, but in the early game putting this on top for Mutate will probably be attractive. Later on, just putting this under a big boy will be more ideal. But I think that a significant chunk of the time, you’re just wanting to go ahead and hardcast this thing. 4-mana for a 2/4 with this ability will frequently be better than paying 2 mana to give some other creature the ability and no additional bonuses. Obviously there are Mutate payoffs, which would make that more attractive. But yeah, even withou all the Mutate stuff, Parcelbeast is a good card, and I think the added flexibility makes it even better than that. I think this is a great uncommon, one that you shouldn’t hesitate to snatch up in many first pick scenarios.
Average Picked At: 10.18 Total Times Picked: 209 Average Last Seen At: 8.83 Total Times Seen 1946
Pro Rating: 3.0 Pro Comment: This is a Grizzly Bears with some nice upside. Making mutate creatures bigger and gaining you a bit of life is a very real bonus. And, I think your average Green deck will probably have 3-5 cards with Mutate, so it will be triggering regularly in most decks in this format. Something to keep in mind too, is that if you Mutate ON to this, it will start putting counters on the new Mutate creature, something that might be the ideal path to take sometimes.
Pro Rating: 3.0 Pro Comment: A 9-mana 11/11 trampler just wouldn’t be playable in most formats – but in this one, it is significantly better than just “playable”! That’s partly because it has Cycling, which means when you can’t cast it – which will most of the time – you can just cycle it away. This format also has a very real BG reanimator deck, and you don’t need me to tell you that getting this back for 5 or 6 mana is absolutely silly.
Average Picked At: 6.95 Total Times Picked: 66 Average Last Seen At: 4.78 Total Times Seen 445
Pro Rating: 3.0 Pro Comment: So the mutate trigger here doesn’t technically help you avoid a 2-for-1 most of the time, but it is powerful. Still, it is kind of an awkward card, since Mutate by its very nature does not help you go wide, so board pump on Mutate definitely feels weird. Still, it will frequently have a very real impact on the board state.