Draft Trainer

Khans of Tarkir Limited Quiz

Answered: 0/20
Accuracy: 0
Tranquil Cove
Average Picked At: 7.25
Total Times Picked: 8
Average Last Seen At: 6.05
Total Times Seen 57
Pro Rating: 3
Pro Comment: Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Kin-Tree Warden
Average Picked At: 11.00
Total Times Picked: 8
Average Last Seen At: 9.91
Total Times Seen 87
Pro Rating: 1.5
Pro Comment: It's hard for any Morph creature to be unplayable, since they are all Gray Ogres with upside, but this one is very underwhelming.
Kheru Spellsnatcher
Average Picked At: 1.00
Total Times Picked: 1
Average Last Seen At: 1.00
Total Times Seen 1
Pro Rating: 3
Pro Comment: If you can Morph this the effect is completely insane, as it counters a spell and steals it. That means you're always getting a 2-for-1. The downside is that you have to leave a ton of mana up and hope your opponent plays into it.
Dig Through Time
Average Picked At: 2.25
Total Times Picked: 4
Average Last Seen At: 2.75
Total Times Seen 6
Pro Rating: 3.5
Pro Comment: This can be a little bit slow, but you can definitely get your graveyard going in this format, and drawing the two best cards from your top seven for only two mana is a pretty big deal.
Pine Walker
Average Picked At: 2.80
Total Times Picked: 5
Average Last Seen At: 3.67
Total Times Seen 8
Pro Rating: 4
Pro Comment: A 5-mana 5/5 is no joke, and the Morph upside here is great, as it grants one-turn Vigilance to your Morphers -- including itself.
Meandering Towershell
Average Picked At: 3.00
Total Times Picked: 1
Average Last Seen At: 3.17
Total Times Seen 7
Pro Rating: 1.5
Pro Comment: This is a horrible attacker for obvious reasons, but it is a massive creature that can clog up the ground, and it has high toughness in a color where that matters, so it does make the cut in the right deck.
Mer-Ek Nightblade
Average Picked At: 2.67
Total Times Picked: 3
Average Last Seen At: 2.83
Total Times Seen 7
Pro Rating: 3.5
Pro Comment: This often comes down and gives other creatures you control death touch right away, and even when it doesn't it can buff itself very efficiently.
Deflecting Palm
Average Picked At: 10.00
Total Times Picked: 1
Average Last Seen At: 4.25
Total Times Seen 5
Pro Rating: 0
Pro Comment: This is way too situational. Only redirecting damage to your opponent just isn't what you want to be doing most of the time. It's the world's most conditional and random burn spell.
Force Away
Average Picked At: 6.00
Total Times Picked: 5
Average Last Seen At: 6.47
Total Times Seen 37
Pro Rating: 2.5
Pro Comment: This is decent without Ferocious, but if you can take the loot on to it you're going to feel really happy.
Set Adrift
Average Picked At: 7.33
Total Times Picked: 3
Average Last Seen At: 6.67
Total Times Seen 31
Pro Rating: 3
Pro Comment: It isn't very hard to make this a lot cheaper with Delve, and making your removal cheap always feels great.
Unyielding Krumar
Average Picked At: 10.20
Total Times Picked: 5
Average Last Seen At: 7.39
Total Times Seen 61
Pro Rating: 1.5
Pro Comment: This is awful if you can't give it Vigilance, and passable if you can.
Sultai Charm
Average Picked At: 5.75
Total Times Picked: 4
Average Last Seen At: 5.33
Total Times Seen 20
Pro Rating: 4
Pro Comment: The removal mode is the one that's useful the most option, but having a way to deal with problem enchantments or dig deeper into your deck in a pinch is nice too.
Arc Lightning
Average Picked At: 1.75
Total Times Picked: 4
Average Last Seen At: 1.67
Total Times Seen 6
Pro Rating: 4
Pro Comment: At worst, this is three mana to kill something with three toughness which is plenty good. At it's best, it can pick off three creatures. And that's without talking about the fact that it can hit your opponent too!
Necropolis Fiend
Average Picked At: 1.00
Total Times Picked: 1
Average Last Seen At: 1.00
Total Times Seen 1
Pro Rating: 3.5
Pro Comment: This card has some awkward tension. To cast it you have to exile stuff, but then it wants to exile even MORE stuff for it's activated ability. It's still a big flyer you can play efficiently, and one with upside, but it's sometimes hard to really get it going.
Salt Road Patrol
Average Picked At: 9.75
Total Times Picked: 8
Average Last Seen At: 9.12
Total Times Seen 82
Pro Rating: 2
Pro Comment: This has an almost passable starting stat-line, and it's ability to grow can make it ito an impressive creature if the game goes long enough.
Naturalize
Average Picked At: 11.50
Total Times Picked: 8
Average Last Seen At: 9.86
Total Times Seen 96
Pro Rating: 0.5
Pro Comment: Not enough targets for this. Bring it in out of the sideboard.
See the Unwritten
Average Picked At: 2.00
Total Times Picked: 3
Average Last Seen At: 2.56
Total Times Seen 9
Pro Rating: 2
Pro Comment: A 4-mana draw can be quite powerful, even when you're just getting lands. This offers some serious fixing in a format where you're happy to have it, too.
Icy Blast
Average Picked At: 1.75
Total Times Picked: 4
Average Last Seen At: 2.00
Total Times Seen 14
Pro Rating: 2.5
Pro Comment: If you can't get Ferocious going this is pretty much unplayable. If you can get Ferocious, this can shift the game wildly in your favor. But even then, you need a board state to really take advantage.
Temur Charm
Average Picked At: 4.29
Total Times Picked: 7
Average Last Seen At: 4.46
Total Times Seen 22
Pro Rating: 4
Pro Comment: The first two modes carry most of the weight here, as it can be an efficient fight spell or a counterspell. The third mode comes up rarely, but when it's good, it tends to be really good.
Dragon Grip
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 6.11
Total Times Seen 13
Pro Rating: 2.5
Pro Comment: This can be quite the combat trick in a deck with lots of 4 power creatures, as it tends to take something down and then stick around and offer a very relevant buff. It also works nicely in Jeskai decks because of Prowess.
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