Average Picked At: 4.65 Total Times Picked: 193 Average Last Seen At: 4.29 Total Times Seen 596
Pro Rating: 4.5 Pro Comment: With Aegar in play, if you do more damage to a creature than it has toughness, you get to draw a card -- provided the source of that damage is a Giant, Wizard, or spell. And, of course, that includes Aegar -- which means that if a 2/2 blocks it for example, you get to draw a card. That’s pretty sweet, and this kind of card will really warp games where your opponent might have to choose between blocking more effectively, or allowing you to draw a card -- and that’s never a good choice. Obviously, the UR color pair is about spells and Giants too, so you should have at least a handful of cards in your deck that can trigger this. It isn’t difficult to draw 2-3 cards with Aegar, and I think that makes him a bomb, even if he does require a bit of work to build around.
Average Picked At: 5.23 Total Times Picked: 47 Average Last Seen At: 4.29 Total Times Seen 233
Pro Rating: 3.5 Pro Comment: This is a pretty powerful token payoff for the GW deck, and it does a good job all on its own. If this Saga is just left alone – with your opponent not doing anything to hinder it, and you not doing anything to make it do more, you end up paying 3 mana for four 1/1 tokens, and that’s not a bad deal. Obviously, you can make more than that happen with this, especially because the GW deck is all about tokens. It takes some set up to really take advantage of it, but sometimes it will just make your board drastically expand.
Average Picked At: 12.21 Total Times Picked: 234 Average Last Seen At: 9.78 Total Times Seen 3833
Pro Rating: 1.0 Pro Comment: You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Average Picked At: 2.13 Total Times Picked: 31 Average Last Seen At: 2.07 Total Times Seen 46
Pro Rating: 4.0 Pro Comment: A 3-mana ¼ with Vigilance that taps for mana of any color and lets your other legendary creatures have Vigilance and the ability to tap for mana is a pretty good deal, especially because it seems like most decks in this format will have 3 or so legendary creatures, since there are more than the normal amount of them around. I think this is a great source of fixing and ramp and it has nice defensive stats. Additionally, it is very possible in this format to cast the Prismatic Bridge side, which will normally win you the game.
Average Picked At: 2.41 Total Times Picked: 58 Average Last Seen At: 2.63 Total Times Seen 110
Pro Rating: 4.5 Pro Comment: Chances are good that if you’re in UR, you’ve got a decent number of giants, so Chapter 1 will almost always hurt your opponent more than it hurts you. Chapter II doesn’t have quite the impact on the board, but Scry 3 can really help you set up optimal draws -- and that’s especially useful because chapter 3 lets you draw two cards and discard one if you play something that has a CMC of 5 or greater -- which is pretty likely after you Scry 3. I like that this Saga has its big game-changing chapter as chapter one, instead of chapter three like most of them. And yeah, sometimes, your opponent will be a giant deck too and it won’t be so good, but most of the time? This is going to be really great for the player who casts it.
Average Picked At: 3.07 Total Times Picked: 69 Average Last Seen At: 3.14 Total Times Seen 192
Pro Rating: 3.5 Pro Comment: This gives you great fixing, and that’s hard to say no to in this format.
Average Picked At: 7.50 Total Times Picked: 348 Average Last Seen At: 6.56 Total Times Seen 2549
Pro Rating: 3.0 Pro Comment: This card enables splashes, makes it easier to find your snow mana, and has pretty reasonable stats. He fits into any Green deck really, and that’s nice.
Average Picked At: 5.64 Total Times Picked: 165 Average Last Seen At: 4.41 Total Times Seen 800
Pro Rating: 3.5 Pro Comment: This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Average Picked At: 1.52 Total Times Picked: 21 Average Last Seen At: 1.59 Total Times Seen 33
Pro Rating: 4.5 Pro Comment: A 5-mana 5/4 that does two to your opponent during each of your upkeeps is a good card already. Then, you factor in the graveyard and foretell upside, and you have a considerably better card. This type of effect really puts pressure on your opponent, and the fact that killing the Quakebringer won’t necessarily put an end to his damaging them every turn is great. This is a card where, in an ideal world, you aren’t ever going to use the foretell side of things, because your total investment is 6-mana instead of 5, but, like all of these, if you have the extra mana lying around anyway, fortelling it isn’t a bad plan, since you will get it into play a turn earlier. This is a bomb.
Average Picked At: 8.14 Total Times Picked: 275 Average Last Seen At: 7.20 Total Times Seen 2750
Pro Rating: 1.5 // 3.5 Pro Comment: This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Average Picked At: 5.82 Total Times Picked: 495 Average Last Seen At: 5.55 Total Times Seen 2070
Pro Rating: 3.0 Pro Comment: A two-mana 2/2 is passable. Additionally, the fact it can untap snow lands is pretty nice too, since it will allow you to ramp, and produce two snow mana off of one snow land, which matters for many cards in this set.
Average Picked At: 7.98 Total Times Picked: 360 Average Last Seen At: 7.15 Total Times Seen 2699
Pro Rating: 1.5 Pro Comment: A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Average Picked At: 1.35 Total Times Picked: 23 Average Last Seen At: 2.00 Total Times Seen 32
Pro Rating: 4.0 Pro Comment: Alright so, with Resplendent Marshal you are starting out with a creature with great stats. Then, it comes with a big ol’ textbox that will definitely have an impact most of the time. Now, you do need something in your graveyard to make it do its thing, and if you are just playing the Marshal on turn 3 that might not happen – but it still has the reasonable turn 3 fail-case of just being super efficient. Once the game goes long, and your board gets bigger, the ability will have more of an impact – since you’ll have something in your graveyard for the Marshal to exile, and you’re more likely to have creatures that share a creature type with it. Worth noting, too, that even if she does come down and can’t trigger it, she gets to try again when she dies, so chances are good at least one of those will do something, and sometimes it will be utterly game-ending – I mean, just paying 3 mana for a 3/3 that puts a +1/+1 counter on two or three of your creatures is a pretty incredible deal, and that’s not a Magical Christmas Land scenario. She has a great baseline and huge upside.
Average Picked At: 7.56 Total Times Picked: 81 Average Last Seen At: 5.41 Total Times Seen 802
Pro Rating: 2.5 Pro Comment: This is the kind of card with Foretell that will undoubtedly have people saying “You’ve activated my trap card!” Because it is an instant, you can cast it directly from exile, and being able to do it for only two mana is pretty nice. Sure, your overall investment will have been 4 mana, which isn’t the best in terms of efficiency, but leaving up two mana for this is going to be far easier than leaving up 3. If you know me, I’m not usually a lover of counter magic in Limited, since you have to use it during a very specific window for it to actually do something, but I think this ends up being efficient enough in the end that it will be a counterspell you want to run a lot, especially in Foretell decks. It still has all the downsides counterspells have, but by decreasing the amount you pay to cast it from Foretell, that downside is drastically reduced.
Average Picked At: 6.83 Total Times Picked: 24 Average Last Seen At: 4.75 Total Times Seen 265
Pro Rating: 1.0 Pro Comment: I don’t think I like this a whole lot, mostly just because it is straight up card disadvantage. You give up a card to simply upgrade another one, and that is often not a good strategy in Limited -- attrition is often the way you win. And sure, making some dinky two drop into a copy of your bomb is great, but it just won’t line up that way often enough. They designed a lot of situational cards like this in this set and gave them Foretell, which does make them better -- after all, you only need U available ot mak a creature you cast become a copy of another creature -- and, you can even do it with your opponent’s creatures, which is worthwhile. Now, I don’t think this is quite unplayable, I just think a lot of people will see this and get best case scenario tunnel vision, and that’s just not how this will pan out.
Average Picked At: 11.89 Total Times Picked: 246 Average Last Seen At: 9.45 Total Times Seen 3658
Pro Rating: 1.5 Pro Comment: So, this is a Hill Giant that can become unblockable if you have some Snow mana. That certainly isn’t a good card, but if you are in a controlling Snow deck and you need a win condition well...you probably hope this isn’t it, but it can do the job if you need it to.
Average Picked At: 11.05 Total Times Picked: 120 Average Last Seen At: 8.01 Total Times Seen 1434
Pro Rating: 2.0 Pro Comment: Two mana to exile any of those three types of cards is great -- but letting your opponent put their best permanent into play...not so much. Now, if yo’ure using this to deal with a super high power card, chances are good you’re downgrading their board state, but it won’t always feel like removal since they’ll get something out of the deal. You basically have to look at this as a really expensive removal spell – because you only want to play it late when your opponent can’t really take advantage of the upside. It isn’t entirely unplayable, but it is nowhere near premium removal either! It is mostly just filler.
Average Picked At: 1.26 Total Times Picked: 23 Average Last Seen At: 1.21 Total Times Seen 28
Pro Rating: 5.0 Pro Comment: So, even if you don’t foretell this, you get a 4-mana 4/4 Angel with flying and vigilance -- that on its own is a well above average card. Then, you add the Foretell upside into the mix and things get really silly. I mean, just paying 5 mana to cast this from foretell gives you TWO 4/4 angels, and that is insanely efficient. Now, you did pay two mana on another turn to make that happen, but still, the amount of power this can give you on a later turn is pretty amazing. 7 mana gives you three, which is pretty nice too. I think this will create 2-3 angels often enough that it is a very powerful bomb.
Average Picked At: 8.71 Total Times Picked: 463 Average Last Seen At: 8.02 Total Times Seen 3065
Pro Rating: 2.5 Pro Comment: This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Average Picked At: 10.39 Total Times Picked: 145 Average Last Seen At: 8.49 Total Times Seen 1454
Pro Rating: 2.5 Pro Comment: If you have the right deck composition, this is a nice utility land that can draw you 2 pretty meaningful cards in the late game.