Draft Trainer

Core Set 2021 Limited Quiz

Answered: 0/20
Accuracy: 0
Scoured Barrens
Average Picked At: 10.00
Total Times Picked: 6
Average Last Seen At: 6.17
Total Times Seen 37
Pro Rating: 2.5
Pro Comment: This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Basri's Lieutenant
Average Picked At: 4.00
Total Times Picked: 3
Average Last Seen At: 4.00
Total Times Seen 3
Pro Rating: 4.0
Pro Comment: This gives you a lot for the investment. A 4-mana ¾ with Vigilance is usually a playable card, and you have a lot more going on here. You get to add a counter to a creature when he comes down -- which includes Basri. So at worst you’r elooking at a 4-mana ⅘ with Vigilance -- and it will be one that, when it dies, creates a 2/2 Knight with vigilance. Protection from multicolored isn’t a huge factor here, but it does matter a little bit.
Massacre Wurm
Average Picked At: 2.50
Total Times Picked: 4
Average Last Seen At: 2.50
Total Times Seen 4
Pro Rating: 5.0
Pro Comment: A 6-mana 6/5 that gives -2/-2 to only your opponent’s creatures is very powerful. Obviously this can kill X/2s outright, but you can also set up situations where he comes down and kills bigger things too, if you attack your opponent and they block in various ways. The life loss is no joke either, and -- as the name implies, this can really massacre the board and your opponent in many scenarios. You can also play it in your first mainphase to enable attacks, and then force your opponent into ugly blocks they have to do to survive, while they still lose life. Sometimes it will just be a 6/5, but that won’t happen often, and as far as fail cases go, it could be worse!
Village Rites
Average Picked At: 9.87
Total Times Picked: 15
Average Last Seen At: 7.00
Total Times Seen 101
Pro Rating: 1.5
Pro Comment: I think it is fair to compare this to Tormenting Voice. Both cost you two cards to get you two cards. And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose. If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.
Hooded Blightfang
Average Picked At: 3.40
Total Times Picked: 5
Average Last Seen At: 3.25
Total Times Seen 9
Pro Rating: 3.5
Pro Comment: A 3-mana is already a solid playable -- being able to block and survive against so many creatures is great, and with deathtouch around, the best your opponent will be able to do is trade. The Blightfang, though, can actually be aggressive as far as 1/4s go, because it drains 1 life when it attacks, meaning it threatens 2 damage any time it attacks, while gaining you one life, and a ¼ Deathtouch isn’t something that is easy to block on many board states. The planeswalker aspect will come up, but only very rarely. Obviously, the more deathtouch creatures you have, the better, but even on its own, Blightfang is a good card defensively and offensively, and I think it does enough to get into the lower range of first pickable.
Feline Sovereign
Average Picked At: 6.50
Total Times Picked: 2
Average Last Seen At: 3.73
Total Times Seen 17
Pro Rating: 2.5
Pro Comment: There are enough Cats and Dogs in this set that Feline Sovereign’s first static ability will have a very real impact on some board states. Even on its own, the Sovereign represents a 3-mana ⅔ who can blow up artifact or enchantments when it hits the opponent, and that is decent. If your deck even has 3 or 4 other cats, the Sovereign will perform better than that, and I don’t think it is far-fetched to think that will happen.
Terror of the Peaks
Average Picked At: 1.00
Total Times Picked: 1
Average Last Seen At: 1.00
Total Times Seen 1
Pro Rating: 5.0
Pro Comment: Well, this is a bomb. You can really tell because when you chop up the card, it is still really good. Take away any of the three abilities it has, and it would still be incredibly good! But it has all of them -- including a highly efficient evasive body, an effect that punishes opponents if they kill it, and the last ability which really pushes it into insane territory, which lets you turn every creature you play into a removal or burn spell. I like that even if they kill it before you get to untap and go crazy, they are at least taking 3 damage, too.
Temple of Malady
Average Picked At: 4.40
Total Times Picked: 5
Average Last Seen At: 3.22
Total Times Seen 10
Pro Rating: 3.0
Pro Comment: This fix for you and help you smooth out your draws, so they can really play a key role in helping smooth out the beginning of your game. If they are in both your colors you should value them over most medium cards, and if you’re interested in splashing you should value them even more.
Barrin, Tolarian Archmage
Average Picked At: 4.50
Total Times Picked: 2
Average Last Seen At: 3.25
Total Times Seen 4
Pro Rating: 3.5
Pro Comment: This is Man – O’-War with a bunch of upside, and I’m all about that. Bouncing an opposing permanent is typically what you’ll do, and that will feel really good, since you’re adding to your board and subtracting from your opponent. But what really feels great is to bounce one of your own creatures that has an ETB ability, or that is shut down by an Aura, because you not only get to take advantage of THAT, you also get to net an additional card.
Eliminate
Average Picked At: 2.67
Total Times Picked: 3
Average Last Seen At: 2.13
Total Times Seen 9
Pro Rating: 3.5
Pro Comment: This does an efficient job of killing small creatures at Instant speed, and that makes it premium removal.
Discontinuity
Pro Rating: 1.5
Pro Comment: This card is too inconsistent to be really good. You can use something like this a few different ways -- the ideal way is to use it as sort of a reverse time walk -- to use it on your opponent’s turn to make them skip their whole turn. Sometimes, waiting to cast it in response to them doing something is even better, because it will just remove whatever it is from teh stack, effectively countering it and ending their turn. You normally don’t want to be using these on your own turn since you would like to have your whole turn, but this offers some extra incentive to do it -- namely that it only costs TWO mana if you use it on your turn. So when do you do that? Well, it can effectively be a counterspell on your turn -- the most ideal way to use it in that case is probably in response to removal at the end of your turn, since it again -- is effectively countered. Having to use this earlier in your turn can be a real pain, but sometimes it will be worth doing. So, this sort of has two modes, basically -- one where it effectively gives you an extra turn, and another where you can use it as a pseudo-counterspell. How does all of that add up? Well, not amazingly. You’ve gotta have that mana up at the right time, and not adding to the board is rough.
Runed Halo
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 5.00
Total Times Seen 6
Pro Rating: 1.5
Pro Comment: So, this is sort of like removal. It makes it so that you can sort of disregard your opponent’s best creature in play -- except that the creature can still block your creatures and stuff. It is a pretty sweet answer that can deal with your opponent’s bomb, but it doesn’t really answer that creature, it just makes it worse. So we can’t just say this is removal straight up, and it certainly isn’t premium. And yes, you can gain protection from spells and stuff too, but you’ll rarely do that in Limited.
Riddleform
Average Picked At: 10.67
Total Times Picked: 3
Average Last Seen At: 5.76
Total Times Seen 25
Pro Rating: 2.5
Pro Comment: The fail case here is not very good -- an Enchantment that lets you pay 3 mana to Scry 1 is not worth playing. The question becomes: how many times does this have to become a Sphinx to be worth while? And I feel like the answer is: at least twice. And that is perfectly doable within a spells deck, but this card really isn’t going to be the kind of payoff that takes over games for you. It is just a solid payoff you’ll include in your deck.
Rain of Revelation
Average Picked At: 4.25
Total Times Picked: 4
Average Last Seen At: 3.77
Total Times Seen 26
Pro Rating: 3.5
Pro Comment: 4 mana to draw 3 and discard one is a great rate, especially at instant speed. It can help you trigger Prowess on your creatures, or can help you activate effects that give you bonuses for drawing extra cards -- in addition to the fact that it just lets you dig pretty deep into your deck. Blue decks will pretty much always want one copy of this, and I think the first copy is actually something to go after pretty aggressively.
Warden of the Woods
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 3.67
Total Times Seen 11
Pro Rating: 3.5
Pro Comment: This is a nice blocker who attacks reasonably well too. This comes with some additional value that will make things really obnoxious on your opponent, too. If your opponent has to kill the Warden, it is going to really punish them for it -- netting you two cards is no joke, and amounts to a 3-for-1. Most of the time, your opponent just won’t kill this because of that -- but its size is going to make it something they have to kill a decent chunk of the time.
Skyway Sniper
Average Picked At: 9.75
Total Times Picked: 4
Average Last Seen At: 6.16
Total Times Seen 26
Pro Rating: 1.0
Pro Comment: This can pick off small flyers which is nice, but that doesn’t happen as often as you’d think in this format.
Ornery Dilophosaur
Average Picked At: 8.69
Total Times Picked: 16
Average Last Seen At: 7.07
Total Times Seen 104
Pro Rating: 1.5
Pro Comment: This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Quirion Dryad
Average Picked At: 4.20
Total Times Picked: 5
Average Last Seen At: 4.20
Total Times Seen 11
Pro Rating: 1.0 // 3.0
Pro Comment: So, a two-mana 1/1 isn’t good, but it is a two mana 1/1 that gets a +1/+1 counter any time you play a spell that isn’t Green. Now, achieving that can be a bit awkward in Limited -- because, theoretically, if you’re playing a two-drop like the Dryad, you’re probably a base-Green deck -- but the good news is that Green in most Limited formats has really good fixing, so you can definitely end up in a deck that is base Green, but a pretty big chunk of your spells are capable of growing the Dryad. Keep in mind too, that it can work a bit like Prowess -- where you can do stuff at Instant speed to grow her, and sometimes manufacture blowouts when you do. At this early stage of spoilers, I am really hoping there is a GX Multi-color archetype, and that the Dryad is a signpost uncommon -- if that’s the case, she could very well turn into a card that takes over games in that type of deck.
Gadrak, the Crown-Scourge
Average Picked At: 1.00
Total Times Picked: 1
Average Last Seen At: 1.00
Total Times Seen 3
Pro Rating: 3.5
Pro Comment: So, the fail case here is a 3-mana 5/4 Flyer with Defender -- that’s actually a kind of reasonable card in Limited. It can lock down lots of creatures for a reasonable investment. Making a treasure token at your end step for every nontoken creature that died during your turn is pretty nice -- it gives you a solid source of fixing and ramp, something Red doesn’t always have access to. In addition to that, if you have enough artifacts -- which Treasure tokens are -- Gadrak can start attacking, and that will be pretty sweet. Keep in mind, you can play this after a particularly messy combat, you may find yourself making a ton of treasure. Most of the time, it is probably reasonable to expect he makes you one treasure on a given turn -- but that’s still pretty nice.
Sabertooth Mauler
Average Picked At: 9.00
Total Times Picked: 11
Average Last Seen At: 7.23
Total Times Seen 74
Pro Rating: 2.5
Pro Comment: He starts with some pretty mediocre stats, but growing every time something dies means he will overcome that limitation pretty quickly. Note by the way, it will get that counter at the end of the turn whether it is your creature or your opponent’s who died. It tends to get quite large and is able to attack on most turns since it will untap in a lot of different scenarios.
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