Draft Trainer

Ikoria: Lair of Behemoths Limited Quiz

Answered: 0/20
Accuracy: 0
Greater Sandwurm
Average Picked At: 7.86
Total Times Picked: 236
Average Last Seen At: 7.16
Total Times Seen 1566
Pro Rating: 3.5
Pro Comment: This is an imposing presence if you can play it as a creature – but it is super expensive! The good news is that it has Cycling, so you can just throw it away early. This especially potent in the BG reanimator deck, as this is something you can throw away on turn two, and then reanimate on turn 4 or 5, which is often enough to win the game.
Genesis Ultimatum
Average Picked At: 3.10
Total Times Picked: 21
Average Last Seen At: 4.15
Total Times Seen 123
Pro Rating: 4.0
Pro Comment: Like all the ultimatums, this is easier to cast than it looks. If you can cast this, you are very likely to win, so building a control deck that can go the Ultimatum route is very real. Now, most of the other ultimatums just do something inherently powerful, but unfortunately genesis ultimatum does have a little randomness to it that can be pretty painful. You generally need to be putting creatures into play when you tap out for this, and sometimes this might only get you one and a couple of lands. And sure, you get to draw some cards too, but the fact that this can sometimes wiff makes it a little disappointing. Still good, but it stops just short of a bomb.
Island
Average Picked At: 14.80
Total Times Picked: 55
Average Last Seen At: 11.00
Total Times Seen 892
Blade Banish
Average Picked At: 8.40
Total Times Picked: 198
Average Last Seen At: 7.30
Total Times Seen 1576
Pro Rating: 2.5
Pro Comment: This is situational for sure, but this format has a whole lot of big bois, so it is a little better than usual. It is also an Instant, which means you can sometimes really get a blow out.
Archipelagore
Pro Rating: 4.0
Pro Comment: The ideal thing you want to do is play this for the Mutate cost, since it gives you a discount on the card and gives you the powerful Mutate trigger -- tapping down one of your opponent’s creatures for a turn is no joke, especially because if you put the Archipelagore on to something that was on the battlefield the previous turn (which is likely) it can get in there and rumble right away! Obviously, the more it mutates, the more tapping you get to do, and that’s awesome. And yeah, doesn’t hurt that if you have this and no creatures, you can at least pay 7 mana for a 7/7 with some Mutate upside.
Blood Curdle
Average Picked At: 4.01
Total Times Picked: 353
Average Last Seen At: 4.17
Total Times Seen 875
Pro Rating: 4.0
Pro Comment: This is a great common. 4 mana for instant speed kill anything is something you always play and this permanently gives something lifelink. Sure, sometimes that upside won’t mean much, but sometimes it will really matter -- and when it is stapled to an already premium removal spell, I’m pretty happy about it.
Luminous Broodmoth
Average Picked At: 1.15
Total Times Picked: 26
Average Last Seen At: 1.69
Total Times Seen 30
Pro Rating: 5.0
Pro Comment: A 4-mana ¾ flyer is already a great rate for Limited. Then, this has a super powerful ability. Making all of your non-flying creatures come back from the graveyard with flying is insane. The Broodmoth will frequently destabilize the board. I mean, think about it -- you play your Moth, and suddenly you can attack with a bunch of creatures you may not have wanted to attack with before. This puts your opponent in a nasty situation, where they have to decide whether to just take damage, or block them and let them come back as Flyers. In many ways, this means the Broodmoth has an immediate impact on the board, since it will in most cases at least make combat hard for your opponent, even if they untap and kill the moth right away.
Jegantha, the Wellspring
Average Picked At: 2.19
Total Times Picked: 42
Average Last Seen At: 2.09
Total Times Seen 82
Pro Rating: 4.0
Pro Comment: This is one of the easier companions to make into a Companion, as sometimes your deck will just fulfill the requirement without even trying! And like all of these, when you meet their requirement, they effectively are built-in card advantage, even if you do pay a little extra to put it into your hand. Jegantha gives you a 5-mana 5/5, which is nice, and even fixes for you. Since it generally isn’t a big cost to companion it, it is pretty appealing.
Unexpected Fangs
Average Picked At: 10.88
Total Times Picked: 180
Average Last Seen At: 8.86
Total Times Seen 2021
Pro Rating: 1.5
Pro Comment: As a trick, it gives a pretty mediocre stats boost, even if the counter is permanent. The best tricks drastically increase the chance of your creature winning in combat, and this just won’t line up that way often enough. Lifelink permanently is something I can get behind, but I feel like this trick has all the usual risks tricks have, without really being worth it.
Sanctuary Lockdown
Average Picked At: 8.35
Total Times Picked: 72
Average Last Seen At: 6.40
Total Times Seen 535
Pro Rating: 3.0
Pro Comment: That can be truly devastating in some situations, where you have say 4 humans in play, and can just tap down both of your opponent’s blockers at the end of their turn. This means that this card is useful in multiple scenarios, whether being aggressive or defensive. Still, the Human deck is one that doesn’t always come together well in this format, and I think that hurts this card a little bit.
Bonders' Enclave
Average Picked At: 3.49
Total Times Picked: 41
Average Last Seen At: 3.26
Total Times Seen 126
Pro Rating: 4.0
Pro Comment: I often think of lands like this as turning into something completely different in the late game. Early, it produces mana for you -- something you certainly need, but later it can turn into a card advantage engine. Sure, you do need to have a creature with high enough power to take advantage of that, but I think enough decks in this format will be able to draw with that ability in the later part of the game that this is going to be pretty darn good. It doesn’t take up a spell slot in your deck, and yet it can be a card that will win you longer games. It can also be played in any color deck, which is nice. The one hit you take from playing this is that it isn’t so great for your mana, so you may not want to run it in a 3-color deck that doesn’t have good fixing.
Snare Tactician
Average Picked At: 6.39
Total Times Picked: 315
Average Last Seen At: 6.68
Total Times Seen 1432
Pro Rating: 4.0
Pro Comment: A premium Cycling payoff, this one allows you to make the game go long by tapping down opposing things on the opponent’s turn, or it allows your Tactician and other friends to get in for a bunch of damage by tapping down blockers on your turn.
Aegis Turtle
Average Picked At: 12.67
Total Times Picked: 138
Average Last Seen At: 10.32
Total Times Seen 2341
Pro Rating: 1.0
Pro Comment: Purely defensive creatures like this just aren’t worth it these days. Sure, it is an early non-Human you can Mutate on to in a hurry, but you’d much rather be Mutating on to something that gives you some sort of ability, instead of just being a vehicle on which to mutate.
Frillscare Mentor
Average Picked At: 5.82
Total Times Picked: 56
Average Last Seen At: 4.76
Total Times Seen 431
Pro Rating: 3.5
Pro Comment: This has reasonable stats and grants a nice keyword to one of your creatures. Then, you can use its ability as a mana sink in the late game to grow some of the creatures on your board.
Phase Dolphin
Average Picked At: 11.57
Total Times Picked: 167
Average Last Seen At: 9.79
Total Times Seen 2269
Pro Rating: 2.5
Pro Comment: This is a decent creature early since it can help others get in, and it can be particularly nice to mutate on to.
Whisper Squad
Average Picked At: 10.03
Total Times Picked: 209
Average Last Seen At: 8.90
Total Times Seen 1904
Pro Rating: 0.0 // 3.0
Pro Comment: This is unplayable with only one copy, but it gradually becomes more playable the more copies you get. Sure, paying two to get a 1/1 out of your deck doesn’t seem great, but it is actually some very real value, and an effective way to help you go wide. If you end up with 4 copies of this, it will become a pretty nice card.
Skycat Sovereign
Average Picked At: 2.42
Total Times Picked: 36
Average Last Seen At: 2.86
Total Times Seen 94
Pro Rating: 4.0
Pro Comment: Well, two mana for a 1/1 flyer obviously isn’t so good, but this won’t usually be a 1/1 flyer for long, and sometimes it will never be one, assuming you have other flyers in play. The thing that really makes this strong is the activated ability. Every time you use it, you’re adding two additional flying power to the board, and that is definitely the kind of thing that can snowball on your opponent.
Heightened Reflexes
Average Picked At: 12.18
Total Times Picked: 144
Average Last Seen At: 9.89
Total Times Seen 2200
Pro Rating: 1.5
Pro Comment: When tricks cost one mana, I start to get interested, as the pain of getting 2-for-1’s is no longer accompanied with a big tempo hit, and it is just easier to have the spare mana around. Still, this boost isn’t amazing -- +1/+0 and First Strike will win a fair number of combats, but it isn’t really a boost that makes it happen enough.
Narset of the Ancient Way
Average Picked At: 1.79
Total Times Picked: 14
Average Last Seen At: 2.22
Total Times Seen 24
Pro Rating: 3.5
Pro Comment: So, Narset does not do a great job of protecting herself. She helps you ramp and gain life with that +1, which often won’t be the most exciting thing, but it isn’t bad either. Although the limitation to non-creature spells is a bit of a bummer. I think most of her value in Limited will come from her -2, which lets you Loot and then do damage to a creature or planeswalker. Sure, you have to discard a non-land card to get that value, but it will usually be worth it. Just think of it as you are using that card to cast a removal spell. Her ultimate is actually not the most game-breaking one, as in Limited you usually won’t have a ton of non-creature spells. So yeah, I think if you can play her and user her -2 twice, you’re probably doing a pretty good job. Keeping her around longer would be nice too, I’m just saying she can do that -2 twice provided you can protect her for a single turn, and that seems fine.
Narset of the Ancient Way
Pro Rating: 3.5
Pro Comment: So, Narset does not do a great job of protecting herself. She helps you ramp and gain life with that +1, which often won’t be the most exciting thing, but it isn’t bad either. Although the limitation to non-creature spells is a bit of a bummer. I think most of her value in Limited will come from her -2, which lets you Loot and then do damage to a creature or planeswalker. Sure, you have to discard a non-land card to get that value, but it will usually be worth it. Just think of it as you are using that card to cast a removal spell. Her ultimate is actually not the most game-breaking one, as in Limited you usually won’t have a ton of non-creature spells. So yeah, I think if you can play her and user her -2 twice, you’re probably doing a pretty good job. Keeping her around longer would be nice too, I’m just saying she can do that -2 twice provided you can protect her for a single turn, and that seems fine.
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