Average Picked At: 6.57 Total Times Picked: 7 Average Last Seen At: 5.74 Total Times Seen 48
Pro Rating: 3.0 Pro Comment: This card really overperforms. There are a ton of Elemental in this set to pump its power, and 4 toughness is enough that it can be a real problem for many decks. Combining it with Goblin Smuggler is particularly nasty.
Average Picked At: 7.88 Total Times Picked: 8 Average Last Seen At: 8.85 Total Times Seen 85
Pro Rating: 2.0 // 3.0 Pro Comment: Most of this collect ‘em all cycle is pretty bad if you only have one copy – that’s not true of the Mastiff, who has decent stats and a fine activated ability. The trade off here is that the Mastiff is also the least impressive of the bunch when you end up with multiple copies, as they all have to be in play at the exact right time to really abuse the ability.
Average Picked At: 12.00 Total Times Picked: 11 Average Last Seen At: 9.04 Total Times Seen 80
Pro Rating: 0.0 Pro Comment: This is bad. It is easy to imagine situations where you put this on an opposing creature and steal it when it dies, or put it on one of your creatures that you know will die – but it a lot harder to guarantee your creature dies than it looks, and you often end up spending 3 mana for a minimal effect. It is notable too that the creature you put it on pretty much already has to be worthwhile, and capable of trading with something, otherwise it really isn’t worth it.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 6.55 Total Times Seen 22
Pro Rating: 3.0 Pro Comment: A mana 4/3 does reasonably well on the vanilla test, and the activated ability here is pretty nice. It is going to make combat a nightmare for your opponent, since they have to take into account the fact that anything they block with, even if it survives combat, might just die to this ability. It also works when you’re the one blocking by the way, though BR is mostly supposed to be an aggressive color pair in this set, it being able to be used more defensively is nice too. Now, the cost of that ability is a bit high, but probably worth it.
Average Picked At: 7.00 Total Times Picked: 2 Average Last Seen At: 4.90 Total Times Seen 44
Pro Rating: 3.0 Pro Comment: So, 2 mana 2/2s are always a decent baseline for a card, but this comes with some significant addition value. I think most Red decks will have 4 or 5 elementals in them without even trying, so it seems like most decks can get use out of it. Elementals are one of the best decks in this format too, and this is a key Common for that deck.
Average Picked At: 8.62 Total Times Picked: 8 Average Last Seen At: 8.12 Total Times Seen 78
Pro Rating: 2.0 Pro Comment: This has proven to be pretty solid. Auras can be dangerous as a result of the 2-for-1 risk, but because the Invocation has Flash, you can normally get around that. You can do so by using it as a combat trick of sorts that allows you to kill one of your opponents’ creatures in combat, and then your creature gets to keep the buff! Now, you still have to be careful when you use it, because the 2-for-1 risk is still there, but as long as you are, this ends up being a pretty reasonable card for creature-heavy Green decks.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 5.27 Total Times Seen 25
Pro Rating: 1.5 Pro Comment: I’m never a huge fan of tricks with such conditional boosts, but this does only cost one and will give +1/+1 at a minimum, and sometimes it will give a lot more than that, so you’ll find yourself playing this in decks that can go wide sometimes.
Average Picked At: 15.00 Total Times Picked: 1 Average Last Seen At: 11.50 Total Times Seen 31
Average Picked At: 15.00 Total Times Picked: 4 Average Last Seen At: 11.18 Total Times Seen 32
Average Picked At: 11.67 Total Times Picked: 6 Average Last Seen At: 8.09 Total Times Seen 63
Pro Rating: 1.5 Pro Comment: A 5-mana 2/2 with Vigilance is atrocious, but if you have at least two other creatures in play you are getting a sort of ok deal. More than 2, and you’re going to be reasonably happy with it. The dream is to just curve out with this, and that will certainly happen sometimes. If your opponent has removal for even just one early creature, Squad Captain is going to start looking pretty ugly. It is also not a bad card for the extreme late game during a board stall, since it can get quite large, but overall it is really inconsistent.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 5.00 Total Times Seen 7
Pro Rating: 0.0 Pro Comment: This format would have to have a whole lot of non-land sources of mana for this to be worth it, and it doesn’t have them.
Average Picked At: 3.00 Total Times Picked: 3 Average Last Seen At: 2.90 Total Times Seen 11
Pro Rating: 4.0 Pro Comment: This is a great Uncommon. For 4 -mana you get 5/5 worth of stats across two bodies. This is one of the most imposing and efficient ways to go wide in this format. There are also a few other playable Golems in this set (Meteor Golem, Pattern Matcher, Prismite to a lesser extent) that will get boosted by it too!
Average Picked At: 9.00 Total Times Picked: 1 Average Last Seen At: 4.57 Total Times Seen 9
Pro Rating: 2.5 Pro Comment: This has efficient stats, but it has a kind of wonky ETB ability. When you play it, you have to return a creature, it isn’t a may clause like we often see these days. This means there are plenty of board states where playing this just doesn’t make sense, because there isn’t always something that is worth bouncing. It also means that if he’s alone, the Wavecrasher has to bounce himself! Now, that ability does have upside too – like returning creatures with ETB abilities or getting a creature free from an Aura, but the situations where he is awkward to play are often enough that this isn’t anything special.
Average Picked At: 4.38 Total Times Picked: 8 Average Last Seen At: 3.91 Total Times Seen 26
Pro Rating: 3.0 Pro Comment: This can be whatever mana you need it to be, whereas the other lands in the format just produce two colors. Evolving Wilds is even worth it in a 2-color deck because it makes your mana so much better, but obviously it is really good in decks with 3 or more colors as well. Running 1 basic land of your splash color along with the Wilds now means you have 2 copies of that land, and that’s pretty nice.
Average Picked At: 14.00 Total Times Picked: 5 Average Last Seen At: 12.13 Total Times Seen 35
Average Picked At: 4.58 Total Times Picked: 12 Average Last Seen At: 5.27 Total Times Seen 47
Pro Rating: 3.5 Pro Comment: This is reasonably efficient removal that also damages the opponent some. That’s enough for it to get into the lower range of “premium” for me.
Average Picked At: 5.50 Total Times Picked: 2 Average Last Seen At: 4.77 Total Times Seen 22
Pro Rating: 3.5 Pro Comment: This has been in Magic a long time, and it is always good. You get to add to the board while drawing the best creature in your graveyard, and that feels really good, and is a good way to make sure you outvalue your opponent in the later part of the game.
Average Picked At: 11.00 Total Times Picked: 7 Average Last Seen At: 9.44 Total Times Seen 86
Pro Rating: 1.0 Pro Comment: Cards that lower a creature’s power and not do much else aren’t usually very good in Limited, and I think that’s true here. The kinds of situations where that effect is worth using are just so few and far between. This does replace itself, but that’s not really enough to salvage this card.
Average Picked At: 10.00 Total Times Picked: 4 Average Last Seen At: 6.55 Total Times Seen 33
Pro Rating: 2.5 Pro Comment: If you need fixing, this is a decent place to get it. There are also a few cards in the set that care about lifegain, which might mean they are a little more useful than usual in some decks, but mostly they just make your mana better. Even if you’re just 2 colors, taking these over filler is sometimes a good call, since they really make your mana so much better.
Average Picked At: 6.50 Total Times Picked: 8 Average Last Seen At: 4.91 Total Times Seen 44
Pro Rating: 3.0 Pro Comment: This is a little clunky to be sure, as 4 mana is way more than you normally want to be paying for a removal spell that doesn’t even fully remove a creature, but it does the job well enough. It isn’t quite premium removal, but it is fine to play.