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Ikoria: Lair of Behemoths Limited Quiz

Answered: 0/20
Accuracy: 0
Brokkos, Apex of Forever
Average Picked At: 1.42
Total Times Picked: 26
Average Last Seen At: 1.97
Total Times Seen 38
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.
Cloudpiercer
Pro Rating: 2.5
Pro Comment: 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
Escape Protocol
Average Picked At: 11.93
Total Times Picked: 46
Average Last Seen At: 8.40
Total Times Seen 748
Pro Rating: 0.0
Pro Comment: You need to do way too much to make this work. It just won’t happen.
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.
Necropanther
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.
Ketria Crystal
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.
Clash of Titans
Average Picked At: 8.50
Total Times Picked: 60
Average Last Seen At: 6.32
Total Times Seen 590
Pro Rating: 2.5
Pro Comment: It is tempting to look at this and think about the 2-for-1 situations, but it turns out is much harder to effectively line this up than it looks. Your opponents creatures have to be just the right size to kill eachother, and if you’re using one of your creatures do to do the fighting, you better hope it is big enough to survive the combat, otherwise you are getting 2-for-1’d yourself! It isn’t bad, just don’t expect it to always do the big thing it can sometimes do.
Memory Leak
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.
Lead the Stampede
Average Picked At: 9.12
Total Times Picked: 52
Average Last Seen At: 6.22
Total Times Seen 576
Pro Rating: 2.0
Pro Comment: Most of the time, this will just be Green Divination, which is fine, but not amazing. Sometimes it will draw you more – but sometimes it will also draw you less.
Monstrous Step
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.
Sleeper Dart
Average Picked At: 12.29
Total Times Picked: 147
Average Last Seen At: 10.04
Total Times Seen 2231
Pro Rating: 1.0
Pro Comment: This isn’t great, and is basically only the kind of card you run when you don’t have enough playables. It replaces itself, but the effect it has is really negligible.
Migratory Greathorn
Average Picked At: 4.30
Total Times Picked: 262
Average Last Seen At: 3.93
Total Times Seen 801
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.
Dreamtail Heron
Pro Rating: 3.5
Pro Comment: I love herons in real life, and I’m glad this one seems pretty sweet in Limited. A 5-mana ¾ Flyer, which this is on a base level, is somewhat passable. It can serve as a finisher in decks that are really lacking one. But this does more than that, of course, thanks to the Mutate mechanic. If you play it first, it is a ¾ Flyer that might draw you a card later if you mutate on it. If you play it second, you can use it to give a beefier creature Flying and draw a card, or make a smaller creature into a ¾ flyer that draws you a card. That drawn card really helps avoid the 2-for-1 that you are potentially going to be dealing with here.
Dirge Bat
Pro Rating: 5.0
Pro Comment: I think in an ideal world, you hang on to this until you can pay the Mutate cost. It is kind of like a 6-mana 3/3 Flying Ravenous Chupacabra -- but one that requires you to have a non-human creature in play. I’m willing to jump through that hoop though, and it won’t be that hard. In a pinch, you also have a 4-mana 3/3 flyer, which is a nice rate anyway. Basically this has a very efficient body and it can kill stuff. That makes it a bomb.
Suffocating Fumes
Average Picked At: 10.38
Total Times Picked: 216
Average Last Seen At: 9.05
Total Times Seen 2009
Pro Rating: 3.0
Pro Comment: Another card upgraded considerably by cycling. Giving your opponent’s team -1/-1 until end of turn will sometimes have a big impact, either cause it kills their X/1s outright, or you can use it to really mess up combat for your opponent. But about half the time, and maybe more, it doesn’t do anything significant, and that’s when you can Cycle it.
Colossification
Average Picked At: 5.04
Total Times Picked: 25
Average Last Seen At: 4.27
Total Times Seen 127
Pro Rating: 2.0
Pro Comment: I have a hard time getting behind Auras that don’t give you some sort of value to offset the colossal risk of getting 2-for-1’d -- and this doesn’t do that. Which is even worse because it costs 7 mana, so you will take a huge tempo hit too. Still, it is the kind of card where, if you get to untap, you have a good chance at winning. It is a very swingy card, but if you are good at making mana and have several evasive creatures, it will probably make the cut.
Void Beckoner
Pro Rating: 3.5
Pro Comment: So, an 8-mana 8/8 Deathtouch would not normally be something I want to play -- that’s because it is just so hard to get to 8 mana! But by adding cycling to this, it becomes much more intriguing. Cycling really lets you get away with playing stupid expensive cards, since if you can’t cast them, you can always turn them in for a card. It is especially nice that this Beckoner also has a trigger with Cycling -- giving something Deathtouch at Instant speed and drawing card is pretty nice. Even if your creature still dies in combat, you end up netting a card out of this, so that fact is offset, especially if you are trading a little guy who could previously only chump block for something scary on the opponent’s side of the table. This also gets an upgrade because BG decks can reanimate him pretty easily.
Wingspan Mentor
Average Picked At: 5.88
Total Times Picked: 76
Average Last Seen At: 5.02
Total Times Seen 438
Pro Rating: 4.0
Pro Comment: A 3-mana 1/3 that gives something permanent Flying is alright nice, and this comes with the added upside of being able to put counters on all your Flyers! This can really take over games, even if you just have one creature to put the counter on.
Nightsquad Commando
Average Picked At: 9.50
Total Times Picked: 218
Average Last Seen At: 8.33
Total Times Seen 1859
Pro Rating: 2.5
Pro Comment: So, if this was a 3-mana 2/3 who always gave you that 1/1 would be quite nice. However, you have to fulfill the “Raid” trigger here to get that 1/1. And while that’s not the craziest hoop to jump through, it won’t always be worth it.
Ivy Elemental
Average Picked At: 6.92
Total Times Picked: 51
Average Last Seen At: 4.73
Total Times Seen 436
Pro Rating: 1.5
Pro Comment: This will never be efficient – you’ll pretty much always feel like you are paying one too much mana for it. Still, it is flexible, it can be a large creature late, and a smaller one early. It also isn’t the worst thing to mutate on to because of those counters.
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