Average Picked At: 7.08 Total Times Picked: 226 Average Last Seen At: 6.61 Total Times Seen 1493
Pro Rating: 3.5 Pro Comment: This is usually not quite premium removal since it is kind of expensive and doesn’t take away static abilities. However, in a set loaded up with Mutate, it gets a lot better, as sometimes your opponent will be taking the risk of mutating, but suddenly that means Capture Sphere can effectively give you a 2-for-1.
Average Picked At: 12.09 Total Times Picked: 140 Average Last Seen At: 9.79 Total Times Seen 2091
Pro Rating: 1.5 Pro Comment: Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Average Picked At: 10.56 Total Times Picked: 133 Average Last Seen At: 8.83 Total Times Seen 2035
Pro Rating: 1.0 Pro Comment: This is modal, but none of the effects on it are especially good.
Average Picked At: 8.60 Total Times Picked: 118 Average Last Seen At: 6.74 Total Times Seen 864
Pro Rating: 3.0 Pro Comment: As always, these provide nice fixing, and the 1 life is a solid bonus.
Pro Rating: 3.5 Pro Comment: Triomes are really nice, giving you three colors of mana AND being cyclable.
Average Picked At: 9.23 Total Times Picked: 47 Average Last Seen At: 6.34 Total Times Seen 564
Pro Rating: 2.5 Pro Comment: The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Average Picked At: 11.72 Total Times Picked: 130 Average Last Seen At: 9.54 Total Times Seen 2111
Pro Rating: 2.0 Pro Comment: This can ping stuff repeatedly, but having to use mana to do it does downgrade it significantly from similar cards we have seen.
Pro Rating: 5.0 Pro Comment: A 4-mana ⅗ double strike as a fail case is really good -- even if it DOES ask for three colors of mana, which is by no means easy to pull off in most formats. However, like all the apexes, he has an easier-to-cast Mutate thanks to Hybrid mana, and his Mutate trigger lets you do 4 to something and gain 4 life, which certainly offsets the risk of mutating. Plus, putting this on top of a Mutation, and holding on to the Double Strike while it gains additional abilities is pretty tempting.
Pro Rating: 4.0 Pro Comment: Lots of times in the early game, you won’t be able to do anything with that Mutate ability, and in those cases just played it as a 3-mana 3/3 is probably wise, since it means if you Mutate on to it in the later game, you’ll still get that trigger. And yeah, in the later game, when you can get something out of Mutating it, it will feel pretty good to do, becuase it also makes sure you don’t get 2-for-1’d. This is another one with Hybrid mana too, so you can conceivably play it in a wide variety of color combinations.
Average Picked At: 9.09 Total Times Picked: 222 Average Last Seen At: 8.26 Total Times Seen 1872
Pro Rating: 3.0 Pro Comment: Another highly situational card with one mana cycling, Startling Development is much better than it looks. The 4/4 part will come up sometimes, and when it does it will be nice! But yeah, the real power here comes from being able to Cycle away for one mana.
Average Picked At: 11.04 Total Times Picked: 167 Average Last Seen At: 8.98 Total Times Seen 2031
Pro Rating: 2.0 Pro Comment: A 6-mana 3/6 with Hexproof, or a 6 mana 3/6 with Flying would be a kind of playable card already, at least in slower decks. But, the fact that this gives you flexibility is great. It can be especially nice t to name Hexproof with this, so that I have an excellent place to put a bunch of other keyword counters and/or Auras. Just going full Voltron on the Pteron with Mutate seems fun too.
Average Picked At: 5.71 Total Times Picked: 51 Average Last Seen At: 4.21 Total Times Seen 330
Pro Rating: 2.5 Pro Comment: Mutating this on to your two drop and turning it into a pinger sounds pretty nice. And yeah, this is part of the cycle of mutate creatures that really pays you off for going tall with Mutate, but that seems pretty dangerous here -- though the idea of being able to do 2+ damage to things with this ability is pretty awesome. Still though, I have a hard time being super high on any of the Mutate creatures who don’t mitigate against the 2-for-1 for you -- this can sort of do it, if you pick off some 1/1s, but that still won’t feel amazing or anything.
Average Picked At: 8.89 Total Times Picked: 192 Average Last Seen At: 7.62 Total Times Seen 1645
Pro Rating: 2.0 Pro Comment: As a ½, it can block the human tokens in this set, and with the death ability it has, it creates a 4 point swing in life. That’s not insignificant. This is not a bad thing to sacrifice to various effects, nor is it a bad thing to mutate on to. But it isn’t exactly amazing in either of those cases either.
Average Picked At: 1.72 Total Times Picked: 46 Average Last Seen At: 1.80 Total Times Seen 66
Pro Rating: 4.0 Pro Comment: This can just be a 4-mana ⅗ with lifelink, a pretty attractive card already.It also holds on to the Mutate upside even if you just cast it normally, so that if mutating ever happens in the future, you still get those Cat tokens. You can also cast it for the mutate cost, and either put it on top of or under another non-Human creature you control. If the creature is bigger than 3/5 you probably want to put the warden underneath it, effectively giving a big creature lifelink and making a couple of tokens. If it is smaller, you probably want to put it on top, making whatever it is into a ⅗ with lifelink, plus whatever abilities it had, and you also get those two 1/1 tokens. Either way, you’re getting a great deal.
Average Picked At: 10.28 Total Times Picked: 170 Average Last Seen At: 8.67 Total Times Seen 1970
Pro Rating: 2.0 Pro Comment: This is always a fine, very replacable card. If you need a land, it can usually find you one, and if you need a creature, it can do that too.
Average Picked At: 7.39 Total Times Picked: 197 Average Last Seen At: 6.87 Total Times Seen 1439
Pro Rating: 3.5 Pro Comment: This type of tempo creature is always great for Blue. You get to add a 2/2 to your board while significantly impacting the board state. Tapping something down could mean that you suddenly have really good attacks. It could also mean that you buy yourself some time against an aggro deck.
Average Picked At: 6.00 Total Times Picked: 76 Average Last Seen At: 5.08 Total Times Seen 399
Pro Rating: 4.0 Pro Comment: A 6-mana 6/4 First Strike is already a pretty nice creature in Limited -- it is hard for opponent’s to set up advantageous blocks on this, and even if you’re behind, First Strike allows this thing to block pretty effectiely too! Then you add the Cycling ability -- which even if it did nothing else would be a nice thing to add to this creature, since you could get rid of it if you were desperate for a land drop and nowhere near the six mana -- but this Cycling ability actually does something, and it is something that can completely alter combat. Giving First Strike to something at Instant speed is nice, especially when it is attached to a creature who can be a scary attacker in the late game. So yeah, I think this is pretty awesome, and definitely worth a first pick.
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: 8.53 Total Times Picked: 287 Average Last Seen At: 7.78 Total Times Seen 1745
Pro Rating: 3.5 Pro Comment: This is a situational discard effect that becomes useless in the late game. However! It has Cycling 1, and that gives everything a big upgrade in this format – you can cycle it away when it doesn’t do a thing, and when it can do a thing it isn’t too shabby.
Pro Rating: 2.5 Pro Comment: A 4-mana ¾ with some Mutate upside is what this is in its most basic form, and that’s fine -- especially because the Mutate upside is pretty powerful, pumping your whole team. Now, it is sort of an awkward card in that Mutate expressly asks you not to go wide, so you’re not always going to be able to get a huge boost out of Mutate here, but it still does enough to make the cut most of the time.