Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 2.00 Total Times Seen 2
Pro Rating: 4.0 Pro Comment: This is a great removal spell every time we see it. Sure, it costs twice as much as Pacifism, but I think it more than makes up for it. For one thing, it shuts down activated abilities. For another, it can be used on any permanent that might have a problematic activated ability -- most of the time you’ll wnat to put this on a creature obviously, but that flexibility is nice. Finally, it also gains you 4 life -- which makes it a little less painful to tap out to play this or something like that. Overall, Fetters is great because it does a much better job of entirely shutting down a creature than most White removal spells. Also, the life gain has some extra synergy in this format, so that helps too.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 4.00 Total Times Seen 1
Pro Rating: 3.0 Pro Comment: I always like this card when it gets printed! A 3-mana 2/2 that grows progressively larger as the game goes on is nice, especially because you don’t have to contribute any resources to it getting larger. The Coatl gets better the more card draw you have, but even just a +1/+1 counter every turn is pretty nice. Now, the Coatl is pretty inefficient initially, and there will definitely be times where you play this and your opponent can kill it for 1-2 mana, and that’s going to be pretty rough.
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: A 3-mana 2/1 flyer is usually borderline playable, but this also comes with a symmetrical tax effect. As a result of that, you don’t really want to be playing this in a deck that has lots of non-creature spells -- but if your deck is mostly creatures, you’re going to be in business with this, since it will hate on your opponent more than you, in addition to having reasonable stats.
Average Picked At: 10.00 Total Times Picked: 1 Average Last Seen At: 10.00 Total Times Seen 7
Pro Rating: 3.0 Pro Comment: This is a nice Common. 5-mana for 5/5 worth of Vigilance stats across two bodies is a nice deal, especially in a format with some nice go-wide payoffs. You probably don’t want more than two of these since they cost 5, but it will do some nice work for you in any deck.
Average Picked At: 1.00 Total Times Picked: 1 Average Last Seen At: 1.00 Total Times Seen 1
Pro Rating: 4.5 Pro Comment: Teferi brings an interesting static ability to the table -- being able to use loyalty abilities at instant speed is pretty crazy, and it means you can use them on your turn and on your opponent’s turn. His abilities are pretty great, too -- looting twice every turn is no joke, and making an opposing creature phase out can certainly protect him to some degree, and then obviously enough, his ultimate is crazy and will win the game on the spot. I think frequently you’ll play Teferi, loot, and then use the phase out ability on your opponent’s turn to keep him alive for another couple of turns. That will usually be enough to keep him around enough to help you loot three times, plus he absorbs some damage -- and that’s without him having a ton of protection to protect him anyway. Teferi helps you rip through your deck, messes with your opponent’s board, and can end the game with his ultimate.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 7.00 Total Times Seen 1
Pro Rating: 3.0 Pro Comment: This gives you some nice card selection and in a spell deck can often actually represent a pretty real threat, too. It is a little bit awkward alongside the UR signpost, which returns instants or sorceries to your hand, which is a bit of a nonbo alongside the Augur, but I still like it.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 6.00 Total Times Seen 4
Pro Rating: 0. 5 // 2.0 Pro Comment: This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 8.50 Total Times Seen 6
Pro Rating: 1.5 Pro Comment: This does enough different stuff that you can maindeck it without really being disappointed about it, but it is still generally better to bring in out of the sideboard.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 9.00 Total Times Seen 2
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.
Average Picked At: 1.00 Total Times Picked: 1 Average Last Seen At: 3.50 Total Times Seen 4
Pro Rating: 3.5 Pro Comment: This is a little bit expensive, but it can kill pretty much everything and it does at Instant speed, so the 5 mana is well worth it.
Pro Rating: 1.5 Pro Comment: This is here to help constructed formats. In Limited, it won’t be very often that non-token creatures are entering the battlefield without being cast. But, the good news is, that a 2-mana 2/2 Flash is probably a C anyway. It can flash in and take down X/2s that cost more mana, or kill 1/1s, and it has what are perfectly solid stats. It isn’t special in Limited, but it is a solid two-drop. That rare moment when you do manage to get someone with the ETB ability will feel incredible, but it won’t happen much.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 5.50 Total Times Seen 4
Pro Rating: 1.5 Pro Comment: This has terrible stats, but it has a death trigger which allows it to trade for things with 6 power, or – even better, can sometimes allow you to get a 2-for-1. That said, it is hard to overcome the inefficiency here.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 11.00 Total Times Seen 2
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 5.00 Total Times Seen 2
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.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 9.00 Total Times Seen 3
Average Picked At: 2.00 Total Times Picked: 2 Average Last Seen At: 4.10 Total Times Seen 24
Pro Rating: 2.5 Pro Comment: One-mana 1/1s are often not very good in Limited because their board presence is so negligible, and they quickly become irrelevant. This Dog comes with an extra ability that is pretty nice though. He can do a bad Mother of Runes impression, in that your opponent always has to contend with the fact that while the Dog is in play, it can be used to really mess up lots of things -- like combat and removal spells.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 2.00 Total Times Seen 1
Pro Rating: 1.0 Pro Comment: Threaten effects need a lot of work to be good in Limited, and I don’t see the necessary pieces here, even if this does make you treasure. You have to win the game when you cast them or they are virtually useless, and that’s just too narrow.
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: 2.00 Total Times Picked: 1 Average Last Seen At: 2.50 Total Times Seen 2
Pro Rating: 4.0 Pro Comment: I would definitely sign up for a 5-mana 3/3 that had Scry 2 in most decks, but this has a whole bunch of addition text! Prowess means it will often be larger and will really be a nuisance in combat for your opponent, and the fact that it can reduce its cost is pretty crazy too. If you have enough instants and sorceries around, double-spelling this won’t be a crazy thing to do at all -- it will be pretty commonplace, provided you have stuff that costs between 1 and 3, anyway. And if you are casting this for three mana you’re getting an insane deal! So, this gives you a sizable and efficient body in the sky, in addition to smoothing out your draws, and that is a pretty great card for Limited.