Draft Trainer

Core Set 2021 Limited Quiz

Answered: 0/20
Accuracy: 0
Capture Sphere
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.
Frantic Inventory
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 7.00
Total Times Seen 6
Pro Rating: 0.5 // 3.0
Pro Comment: I actually enjoy these “Collect ‘em All” type cards in Limited, as they make for interesting decisions even later on in packs. Obviously, you don’t want to play this if you only have 1, it is woefully inefficient -- and even 2 isn’t really where you should be playing it. I think you need to get at least 3 before you start playing it, and any more than that and it becomes increasingly impressive. It doesn’t hurt that UG has payoffs for drawing cards, and UR has payoffs for spells either. Keep in mind, by the way -- in Limited you can play as many copies of something as you can get your hands on, so you can go higher than 4.
Pursued Whale
Average Picked At: 7.00
Total Times Picked: 1
Average Last Seen At: 3.33
Total Times Seen 3
Pro Rating: 4.5
Pro Comment: This is a nice efficient creature, but being a 7-mana 8/8 isn’t what makes this impressive. Giving your opponent that 1/1 token is pretty nice. It has a little bit of upside for your opponent -- after all, you are giving them an extra body -- but it also has the significant downside of making all of your opponent’s creatures attack, right into this 8/8 body and whatever else you have on the board. There will certainly be times where your opponent would have been attacking anyway, and that’s going to suck -- but a decent amount of the time, this will force them to attack before they want to, right into your board, at which point the game might pretty much be over. The Whale also is hard to kill with removal spells because of all the extra mana it asks for to target it -- adding 3 to the cost is no joke, and it means that even if things go badly and the Whale is killed right away, you aren’t taking a huge tempo hit, because it is likely your opponent is paying at least 5 mana to kill it, and usually more.
Fierce Empath
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 8.00
Total Times Seen 1
Pro Rating: 2.0
Pro Comment: So, to some extent, we can compare this to Elvish Visionary, a card that is always a solid Limited playable. The Visionary is a two mana 1/1 that draws you a card -- the Empath is a 3-mana 1/1 that draws you a card. Obviously the main difference there is that the Visionary draws you a random card from your deck, while the Empath searches up a big ol’ creature. Additionally, there are some real pros and cons there -- with the Empath, if you don’t have something to find, you’re going to be really sad with what you have -- while the Visionary always does something, but it isn’t guaranteed to draw you a big creature the way the Empath is. So, where does the Empath fall with all that said? Well, I think most Green decks will have 3 or so targets for this, and if that’s the case, the Empath is a solid playable. Grabbing your best big creature with this is going to feel good a lot of the time -- I mean, that’s often what you’re hoping you draw with extra draws in the late game anyway, right? But the downsides of the card do keep it from being more than just a solid playable for me.
Frost Breath
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 8.50
Total Times Seen 5
Pro Rating: 1.0
Pro Comment: I am never a huge fan of this type of situational effect. Sure, you can use it offensive, to get some attacks in, or defensively, to make a creature miss two rounds of attacks, but there are too many situations where it doesn’t do anything. For these effects to be worth it they usually need something else going on.
Chandra's Pyreling
Average Picked At: 8.00
Total Times Picked: 7
Average Last Seen At: 6.67
Total Times Seen 25
Pro Rating: 2.5
Pro Comment: So, two mana 1/3s are borderline playables most of the time, and this does come with some upside -- noncombat damage turning this into a ⅔ double striker is no joke, and just the threat of that happening will often mean your opponent is unable to block it effectively, so they have to risk getting hit for 4. As we’ve already seen, there are ways to do noncombat damage -- like the Magemutt and various burn spells, so it isn’t a pipe dream to make that happen. That said, you also will be hard-pressed to end up with a legit burn deck in Limited that can trigger this all the time -- instead, its somewhere in the middle.
Blood Glutton
Average Picked At: 6.00
Total Times Picked: 1
Average Last Seen At: 5.00
Total Times Seen 6
Pro Rating: 2.0
Pro Comment: This doesn’t have great stats, but trading with it and gaining some life is surprisingly decent, and it is a way to repeatedly gain life, something that the life gain decks really want.
Duress
Average Picked At: 12.50
Total Times Picked: 2
Average Last Seen At: 10.50
Total Times Seen 10
Pro Rating: 0.5
Pro Comment: This is too narrow of a discard spell to every play in your main deck.
Silversmote Ghoul
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 3.00
Total Times Seen 2
Pro Rating: 3.5
Pro Comment: A 3-mana 3/1 that can sacrifice itself to draw a card is already solid, but this does a whole lot more. Gaining 3 life a turn is fairly attainable, and even just getting this guy back once is not going to be fun for your opponent, as it will usually represent a 2-for-1. Creatures who don’t stay dead, and just keep coming back and attacking -- even if they are somewhat fragile, like the Ghoul, are excellent in limited, because card advantage really is king, and that’s what he’ll generate for you. I really like that this has a reasonable floor, and an impressive ceiling.
Skeleton Archer
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 10.50
Total Times Seen 6
Pro Rating: 2.5
Pro Comment: There are lots of X/1s in this format, so this really overperforms. Doesn’t hurt that it can go after the opponent too sometimes.
Peer into the Abyss
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 8.00
Total Times Seen 1
Pro Rating: 1.5
Pro Comment: Well, this is pretty wacky, and definitely a “Greatness at any cost” card for Black decks. So, a lot of the time this will help you reload your hand, and not only that, but you’ll end up with some insane card selection, keeping whatever cards are the best in the top half of your deck. Keep in mind, if you are spending the 7 on this, you probably aren’t doing anything else on your turn, so you won’t get to hold on to all of those cards, you’ll have to discard down to 7. The fact that this doesn’t do anything to change the board is a bit of a concern, as if you’re behind you’re just going to end up even further behind after you cast this. Sure, if you get to untap you might be ok, but it will be hard to find the time to cast this -- and don’t forget you’re also lowering your life while you’re at it. It seems too expensive to really be something most decks want.
Chandra, Heart of Fire
Pro Rating: 4.5
Pro Comment: Her first +1 can give you some serious card advantage in the later stages of the games, effectively allowing you to draw 3 cards a turn once you end up in a situation where you don’t have cards in your hand. Sure, you won’t be able to play them all every turn, but the ability will still result in being an additional card on turns in the late game at worst. Her +1 kills small creatures, or can even threaten your opponent by damaging them. A planeswalker who can draw cards and be repeatable removal tends to be good, and that’s what we have here. Her ultimate is no joke either, since she will often be letting you cast enough spells that you can end the game. Theoretically you will have the 5 mana you used to play her +6 thefrom the ability, so you get to search up at least 11 mana worth of spells and just fire them all of on the same turn.
Cultivate
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.
Short Sword
Average Picked At: 12.00
Total Times Picked: 2
Average Last Seen At: 12.00
Total Times Seen 9
Pro Rating: 2.0
Pro Comment: This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
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!
Heartfire Immolator
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 2.00
Total Times Seen 1
Pro Rating: 4.0
Pro Comment: This is a strong Uncommon. You could take Prowess away from this and have it be good, or you could take the Sacrifice effect away and it would probably STILL be good. The two abilities together have synergy too, obviously, since Prowess will raise his power. Basically this is a two drop that is relevant all game long, can attack well and threaten to grow, and has an ability that can function as removal.
Makeshift Battalion
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 5.00
Total Times Seen 3
Pro Rating: 2.0
Pro Comment: This does a good job of supporting both the go-wide deck and the +1/+1 counter deck. But it isn’t stellar – a 3-mana 3/2 won’t be surviving more attacks, and while a 4/3 has a better shot – it isn’t exactly a juggernaut either.
Sanctum of All
Average Picked At: 6.00
Total Times Picked: 1
Average Last Seen At: 3.67
Total Times Seen 12
Pro Rating: 0.0
Pro Comment: This is cute but not worth going down the rabbit hole for. You just won’t get enough Sanctums for it to be worth it. Searching them up is cool, but generally by the time you have mana for this you’ll have found the others, and you’re basically never getting six or more shrines in play to get the bonus going.
Scavenging Ooze
Average Picked At: 1.80
Total Times Picked: 5
Average Last Seen At: 1.67
Total Times Seen 9
Pro Rating: 4.5
Pro Comment: This is a two-mana 2/2 with all kinds of upside. Sure, it needs graveyards to feed on, so it won’t always be able to get big in the early game, but graveyards will end up with cards in them one way or another, and the Ooze’s ability to grow larger, disrupt graveyard strategies, and even gain you life is very powerful. It results in a 2-drop that is not only relevant all game long, but is the best creature on the board all game long in many cases.
Mountain
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 14.00
Total Times Seen 2
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