Average Picked At: 11.00 Total Times Picked: 2 Average Last Seen At: 6.74 Total Times Seen 48
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: 12.50 Total Times Picked: 4 Average Last Seen At: 7.50 Total Times Seen 31
Pro Rating: 1.5 Pro Comment: This isn’t super well-positioned in this format. It is challenging to find yourself in situations where you can really abuse this, and it often just sits on the table doing very little.
Average Picked At: 15.00 Total Times Picked: 3 Average Last Seen At: 11.36 Total Times Seen 40
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.
Average Picked At: 9.47 Total Times Picked: 17 Average Last Seen At: 7.69 Total Times Seen 97
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: 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.
Average Picked At: 15.00 Total Times Picked: 3 Average Last Seen At: 10.39 Total Times Seen 49
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 2.00 Total Times Seen 5
Pro Rating: 1.0 // 3.0 Pro Comment: So, let’s look at this on the French Vanilla test first -- how good is a one mana 1/1 with Vigilance and Lifelink in a set that has a reasonable number of +1/+1 counters? It is probably kind of ok, something that will make the cut about half the time. But, if your deck is SUPER good at gaining life, this becomes a very real threat, since churning out 4/4 angels is no joke. Even if you can only get a single Angel out of this, you’re more than getting your mana’s worth -- but gaining 7 in a single turn, even in a format with a lifegain archetype -- is going to be a challenge. You have to really get there on life gain for that to ever happen, and I don’ think you should count on it. Now, if you are in a BW deck that can gain some life, even if 7 seems far-fetched, it is probably worth running this guy, just because you might pull it off a couple of times. But I think that, even in a life gain deck that really gets there, it will be kind of hard to achieve.
Average Picked At: 8.00 Total Times Picked: 11 Average Last Seen At: 6.59 Total Times Seen 65
Pro Rating: 1.0 // 2.0 Pro Comment: This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Average Picked At: 8.08 Total Times Picked: 12 Average Last Seen At: 7.38 Total Times Seen 93
Pro Rating: 1.5 Pro Comment: This is something you play sometimes, it is a two-drop that maintains some relevancy all game long because of its ability, even if the creature itself and its ability are pretty darn inefficient.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 2.83 Total Times Seen 6
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.
Average Picked At: 12.25 Total Times Picked: 4 Average Last Seen At: 7.41 Total Times Seen 93
Pro Rating: 1.0 // 2.0 Pro Comment: This card is mostly not very good – it has low toughness for the cost and is very easy to take down. However, it does slot reasonably well into the UB reanimator deck, and that helps make it a more appealing card.
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: 3.25 Total Times Picked: 4 Average Last Seen At: 3.45 Total Times Seen 13
Pro Rating: 3.5 Pro Comment: This is a great pay-off for the +1/+1 counter deck, and it can get really huge in a hurry. It is also nice that it just scales all game long, making it something that can fit pretty much anywhere on your curve.
Average Picked At: 2.33 Total Times Picked: 3 Average Last Seen At: 2.33 Total Times Seen 6
Pro Rating: 4.0 Pro Comment: I always love fight spells that pump your creatures. This is because it makes more of hte creatures in your deck capable of killing something and surviving when they Fight. One of the best things ever is to pump your creature and fight your opponent’s only blocker, only to smash in with your now bigger creature -- and Primal Might really lets you do that. Even at 1G, you’re getting a card that is always a good card in Limited, and you can of course pump even more mana into it if you have it available, which will often allow this to be a Green removal spell that can take down most things. If you are just paying G, you have Prey Upon, a solid card in most formats. And obviously this has way more upside than that. Now, keep in mind, that if your opponent kills your Fighter in response to this, you’re going to be utterly blown out, especially if you put a bunch of mana into it -- so you have to choose your spots, but when you can cast this safely, it is going to wreck a lot of boards.
Average Picked At: 3.00 Total Times Picked: 2 Average Last Seen At: 3.33 Total Times Seen 3
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: 9.80 Total Times Seen 8
Pro Rating: 3.5 Pro Comment: Pack Leader is a really good lord, and is good even on its own. It is a two mana 2/2 that can’t be killed by combat damage when it is attacking, which means that it gives you an attacker every turn that is virtually free -- and your opponent has to respect the fact you might have tricks or other nonsense, so on many board states, they will just have to let it through. Then, you throw in the pump to all Dogs, not to mention the fact that it makes all of them have that damage prevention ability, and you have an impressive little guy right here.
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.
Average Picked At: 7.25 Total Times Picked: 4 Average Last Seen At: 5.32 Total Times Seen 26
Pro Rating: 1.0 Pro Comment: This SEEMS like it would be really sweet, but it is way harder to set up in a way to take full advantage of it than I expected. Mostly it will just be 3 mana to return a permanent, and that’s not worth it.
Average Picked At: 10.69 Total Times Picked: 13 Average Last Seen At: 7.37 Total Times Seen 105
Pro Rating: 1.5 Pro Comment: This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.