Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 3.00 Total Times Seen 1
Pro Rating: 3.0 Pro Comment: This is always pretty good removal for Blue. It doesn’t shut off static abilities, but it does pretty much everything else you’d like from your removal spells.
Average Picked At: 8.33 Total Times Picked: 3 Average Last Seen At: 3.82 Total Times Seen 25
Pro Rating: 3.5 Pro Comment: This is a nice signpost uncommon for UW -- a two mana 2/2 flyer that reduces the cost of Flyers is already great -- but I think what really powers this up is the fact that it becomes a 3/3 on turns where you play flyers -- and potentially even bigger if you can play multiple flyers! The Watcher will threaten the opponent in the air, while helping you quickly deploy your air force.
Average Picked At: 9.00 Total Times Picked: 1 Average Last Seen At: 8.50 Total Times Seen 5
Pro Rating: 2.0 Pro Comment: This trick virtually always allows your creature to win combat, and that’s the kind of trick that aggressive decks are after.
Average Picked At: 11.00 Total Times Picked: 1 Average Last Seen At: 11.00 Total Times Seen 4
Pro Rating: 1.0 Pro Comment: This can block some stuff early and then replace itself late. Neither of those are very exciting.
Average Picked At: 8.00 Total Times Picked: 1 Average Last Seen At: 6.00 Total Times Seen 3
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.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 8.50 Total Times Seen 7
Pro Rating: 1.0 Pro Comment: This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Average Picked At: 1.00 Total Times Picked: 4 Average Last Seen At: 1.20 Total Times Seen 5
Pro Rating: 3.5 Pro Comment: The Simulacrum is usually going to get you a 3-for-1, and that’s pretty great. He gets you a land -- which both fixes and ramps you -- and he draws a card when he dies. Provided you can trade him for something, you’re going to feel pretty great. I also love colorless fixing in Limited, and this is an excellent example of that. He isn’t going to win you the game outright or anything, but the value Solemn Simulacrum can give you is amazing.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 1.00 Total Times Seen 1
Pro Rating: 4.0 Pro Comment: It is easier than it looks to cast this for a reasonable cost, and when you do, you pretty much always get a 2-for-1, and that really reshapes the board.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 3.50 Total Times Seen 2
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.
Average Picked At: 15.00 Total Times Picked: 1 Average Last Seen At: 15.00 Total Times Seen 2
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 1.00 Total Times Seen 1
Pro Rating: 3.0 Pro Comment: This is a pretty classic ramp spell, and it is one I always like in Limited. This is because it also provides great fixing, potentially even enabling you to splash a double-colored card, since it can grab you two lands. This is definitely fixing you’re going to be on the look out for if it looks like you’re going to be a three colored deck, and even if you aren’t, there will be some decks interested in the ramp this can give you.
Average Picked At: 6.75 Total Times Picked: 4 Average Last Seen At: 3.82 Total Times Seen 19
Pro Rating: 3.0 Pro Comment: This is a nice disruptive creature that also comes with some reasonable French Vanilla stats. Even though they get the creature back if they kill him, he will usually have disrupted their plan enough to really cause them problems, while also still getting traded for 1-for-1.
Average Picked At: 10.50 Total Times Picked: 2 Average Last Seen At: 7.00 Total Times Seen 9
Pro Rating: 3.0 Pro Comment: As a colorless land, one does always have to consider the impact it will have on a mana base, and this will be hurting you in that department. However, the activated ability it has is legitimately powerful, and this format has enough creatures of those types -- especially cats and dogs -- that most decks will probably have something like 3-5 creatures that this can put counters on. And, if you get to that point, this is a land that is worth running despite the implications it has for your mana base. Having a regular old land in your deck turn into a source of serious value is a great feeling, and is sort of like getting card advantage out of it, since your opponent’s lands won’t be doing anything remotely like this.
Average Picked At: 12.00 Total Times Picked: 1 Average Last Seen At: 7.00 Total Times Seen 3
Pro Rating: 3.0 Pro Comment: This is a nice aggressive two drop. It starts with reasonable enough stats and then has a very real ETB ability. Giving something +2/+0 is often enough to enable attack that you didn’t have before, and giving the boost to a creature token or an evasive creature feels particularly satisfying. This is a premiere two-drop for White aggressive decks.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 12.00 Total Times Seen 4
Pro Rating: 1.5 // 3.0 Pro Comment: This weird card is mostly here as another way to help the BW deck gain 3 or more life in a turn, thus triggering all the payoffs.
Average Picked At: 1.50 Total Times Picked: 2 Average Last Seen At: 2.00 Total Times Seen 1
Pro Rating: 5.0 Pro Comment: He costs a lot of mana, but if you play him, you’re going to win in almost every situation, and that’s not something you can say about most cards. It will be virtually impossible for your opponent to not get their board wiped by his -X, and then you can just tick him until he wins the game. The mana cost is a big hurdle, but it is one worth jumping over.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 10.00 Total Times Seen 2
Pro Rating: 2.0 Pro Comment: So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
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.
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.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 4.00 Total Times Seen 3
Pro Rating: 2.0 Pro Comment: This will have the stats boost and death touch some of the time, but don’t count on it being consistent, unless you’re in a mill deck, which is definitely a thing in this format, but not something that always works out.