Average Picked At: 4.45 Total Times Picked: 11 Average Last Seen At: 3.72 Total Times Seen 27
Pro Rating: 3.5 Pro Comment: This has solid base stats, and getting a treasure or two out of him seems pretty likely! Goading creatures is pretty nice too, as it is surprisingly flexible. You can use it to force a small creature to attack into your larger creatures, or you can just use it to get a blocker out of the way on your next turn. This all means Gloin has a real impact on the board all game long
Average Picked At: 2.57 Total Times Picked: 7 Average Last Seen At: 2.50 Total Times Seen 12
Pro Rating: 3.5 Pro Comment: I’m always a pretty big fan of utility lands, and this one is pretty awesome! Lands that do something other than produce mana gives you back some significant value, plus Just having a land that can produce two colors of mana is nice in Limited, so the fact that this can also ping your opponent and then in the really late game basically give you a one-sided Wrath effect is pretty nice! Unfortunately having a legendary artifact to sacrifice is far from a guarantee, so we can’t really give this full credit for having this powerful effect. But still, it fixes your mana and gives you a way to do some extra damage, and on occasion it will completely bust a game wide open in your favor
Average Picked At: 1.67 Total Times Picked: 3 Average Last Seen At: 2.43 Total Times Seen 7
Pro Rating: 5.0 Pro Comment: The Ward means your opponent will often not be able to target it, and when they can they have to 2-of-1 themselves. And they are going to want to target it since if you ever cast two spells in a turn it is going to give you a free card, and that’s tough to beat
Average Picked At: 3.25 Total Times Picked: 4 Average Last Seen At: 3.31 Total Times Seen 31
Pro Rating: 3.0 Pro Comment: A land that Scries is always a nice thing to have, and this has a fairly reasonable hoop for you to jump through, as by the time you want to start Scrying with this you’re fairly likely to have a legendary creature in play
Average Picked At: 5.79 Total Times Picked: 24 Average Last Seen At: 4.21 Total Times Seen 96
Pro Rating: 3.0 Pro Comment: This is nothing fancy, but it is a pretty amazing rate. They do enter tapped, which matters – as this will feel pretty miserable when you’re behind. Playing this on turn two will apply some serious pressure on your opponent, though
Average Picked At: 7.19 Total Times Picked: 64 Average Last Seen At: 5.81 Total Times Seen 341
Pro Rating: 2.0 Pro Comment: A 6-mana 6/4 with Trample isn’t very good, but offering +2/+0 and Trample to something else when it attacks can result in some pretty potent attacks. Adding Mountcycling for only one mana to the mix is a big deal though, as it means you can use this to help you hit a land drop early, and if you get it later in the game it can come down and impact the board
Average Picked At: 8.12 Total Times Picked: 17 Average Last Seen At: 6.44 Total Times Seen 147
Pro Rating: 2.0 Pro Comment: This has a pretty high ceiling, mostly as a result of Chapter II. If you can set it up to reanimate something nice, that’s going to be great. Chapter I and III deliver some value too of course, and is value that is more easily accessible, but it is decidedly less. Making something indestructible for a couple of turns is usually going to have at least some impact on the game, whether it allows you to attack or block more effectively, and lifelink can help alter a race. However, if you aren’t able to reanimate something reasonable with Chapter II, this is going to feel pretty bad overall. I think that really limits just how good this Saga can be. Sometimes it will feel amazing, when you reanimate a bomb or something – other times it will have two medium effects that don’t really get close to being worth the mana.
Average Picked At: 6.17 Total Times Picked: 29 Average Last Seen At: 5.50 Total Times Seen 106
Pro Rating: 4.0 Pro Comment: There are many ways to make tokens in this set, and lots of Food and Food payoffs, so Peregrin’s ability to give you more Food and cash in that food for cards is pretty impressive. The stats are underwhelming to be sure, but this is a very real value engine
Average Picked At: 12.53 Total Times Picked: 36 Average Last Seen At: 9.62 Total Times Seen 522
Pro Rating: 2.5 Pro Comment: This is a surprisingly powerful draw spell for green. You get to see up to four cards and you should be able to make sure you draw a creature most of the time when you play it. On top of that, Scrying is something you’re going to want to do a lot of when you’re playing Green. It doesn’t effect the board, but this feels like it is going to do such a good job of making your draws smoother and more consistent for so little mana that I’m tempted to go all the way up to a 3
Average Picked At: 2.69 Total Times Picked: 16 Average Last Seen At: 3.21 Total Times Seen 48
Pro Rating: 3.5 Pro Comment: Paying three and getting Chapter 1 is going to feel pretty underwhelming, but the Book ends up delivering some really nice value over the next two turns. You end up getting way more than three mana’s worth of value, even if you do end up having to wait for it. Eventually your Army becomes more formidable, and Chapter III will do an excellent job of making almost any board a problem for your opponent. It is a little awkward that the Book itself doesn’t really help you go wide, but it does at least add one body to the board. Overall, I think this looks like it is going to end some games in favor of aggro decks
Average Picked At: 2.00 Total Times Picked: 1 Average Last Seen At: 1.50 Total Times Seen 4
Pro Rating: 4.0 Pro Comment: An indestructible three mana 2/2 is a pretty nice card. It is a great place to stick counters, auras, and equipment, and is a pretty big nuisance! Oftentimes, you’ll get more value out of removing her indestructible counter, though – since buffing herself and another creature and giving them both lifelink is really nice. The threat of activation here is very real too, as one mana can seriously augment one of your creatures at any time
Average Picked At: 8.66 Total Times Picked: 65 Average Last Seen At: 7.59 Total Times Seen 461
Pro Rating: 2.5 Pro Comment: This can’t grab you a land for no mana the way Evolving Wilds can, but the fact it can tap for mana in the mean time makes up for that.
Average Picked At: 3.13 Total Times Picked: 15 Average Last Seen At: 2.77 Total Times Seen 39
Pro Rating: 2.5 Pro Comment: So if you don’t already have an army this gives you a one mana 1/1, and if you already have one, it puts a counter on your army, and then can put another counter on it when it attacks. That sounds pretty good, though there will certainly be times where neither effect really helps you do much, as if you aren’t able to attack with an Army this will feel pretty bad
Average Picked At: 2.86 Total Times Picked: 7 Average Last Seen At: 2.84 Total Times Seen 21
Pro Rating: 3.5 Pro Comment: If your deck has a lot of creatures in it, this is going to be pretty good! Casting things from the top of your library is always pretty sweet, as it effectively gives you a larger hand and lets you draw cards. Chaining multiple creatures together is especially nasty! The fact this also fixes your mana is great, and the Blue-Green deck in the format is into Scrying, further augmenting just how good this can be. It doesn’t hurt that it gives you some fixing and mana either. It does cost 4 mana without any real immediate impact on the board, but I think this delivers enough value to be a fairly high pick
Average Picked At: 2.60 Total Times Picked: 5 Average Last Seen At: 3.05 Total Times Seen 22
Pro Rating: 3.5 Pro Comment: Being able to draw even one card with this is going to feel pretty good, as you normally can’t get that type of value out of your lands. It will enter tapped a lot which is a bummer, but this still looks like it will deliver plenty of value to make it worth it
Average Picked At: 3.12 Total Times Picked: 8 Average Last Seen At: 2.78 Total Times Seen 24
Pro Rating: 3.5 Pro Comment: This does something the turn you play it, which is pretty important! Once you attack and Scry 2, you’ve got a pretty solid shot at revealing a creature that this will let you cheat into play. You’ll wiff sometimes, but in your typical 15-creature deck, you’re normally going to find what you’re looking for. Of course, the creature isn’t always going to be something that its amazing for you to have to put into play tapped and attacking, but an extra body is usually going to be welcome if you already had a good attack. I think this will do enough to be pretty good overall, even if sometimes it won’t quite pan out the way you want it to
Average Picked At: 7.00 Total Times Picked: 15 Average Last Seen At: 5.35 Total Times Seen 112
Pro Rating: 3.0 Pro Comment: Black-Red has lots of creatures with these types, and some sacrifice stuff going on, but I’m still kind of worried that growing this simply won’t be all that easy, and that’s a problem since it starts as a 4-mana 3/3
Average Picked At: 3.95 Total Times Picked: 19 Average Last Seen At: 3.42 Total Times Seen 65
Pro Rating: 3.5 Pro Comment: If you get Amass 2 or more out of this, it is going to feel like a great deal, and by the later stages of the game it could make your Army absolutely massive or just create a massive Army for you. There will be some awkward times where you can only Amass 0 or 1, but you do have two separate graveyards to rely on, so your chances of getting good value out of this are pretty high
Average Picked At: 10.09 Total Times Picked: 11 Average Last Seen At: 7.18 Total Times Seen 170
Pro Rating: 2.5 Pro Comment: His ability to untap is reasonably easy to trigger in Blue-Green, but also not the most exciting thing ever. His ability to grow is where the real value is, but Green/blue is awkwardly a color pair that isn’t that good at killing things outside of combat, which limits just how good this can be. Additionally, his base stats are not remotely impressive
Average Picked At: 3.89 Total Times Picked: 9 Average Last Seen At: 2.92 Total Times Seen 28
Pro Rating: 2.5 Pro Comment: The first two chapters don’t really add to the board in a meaningful way, and paying 4 mana to tutor something up just isn’t a good rate – even if you do get two things out of it by chapter II. There are enough legendaries in the set that you should usually be able to make both of the first chapters actually get you cards, but it won’t just always line up that way either, making it an even bigger problem. Chapter III is where you finally get a nice effect, but it also demands that you have a significant board state to really matter, and that’s also far from guaranteed.