Average Picked At: 4.92 Total Times Picked: 13 Average Last Seen At: 4.36 Total Times Seen 83
Pro Rating: 4.0 Pro Comment: This is a little slow, but it effectively allows you to remove one of your opponents creatures every turn, and the turn you play it, it does actually impact the board by time ebbing one of them. There will be times where your opponent’s board isn’t that concerned about this, and sometimes it will be too slow – but it also has the ability to turn the game around for you.
Average Picked At: 10.17 Total Times Picked: 6 Average Last Seen At: 5.81 Total Times Seen 103
Pro Rating: 2.5 Pro Comment: There aren’t a ton of vampires in this set, but there are a couple of pretty good Common ones in Black, so this will actually buff stuff a decent chunk of the time. On top of that, even if you don’t have Vampires, this seems like a passable card thanks to the Madness, Convoke, and Lifelink upside.
Average Picked At: 2.50 Total Times Picked: 2 Average Last Seen At: 2.91 Total Times Seen 11
Pro Rating: 1.5 Pro Comment: At worst, Karn is a 5-mana 5/5. That’s a passable stat-line, and if you have some other Artifact stuff going on, he can potentially become bigger and give you some “powerstone” mana. Unfortunately, this format doesn’t really have very many expensive Artifacts you’re actually interested in playing, so his upside is a bit limited.
Average Picked At: 6.13 Total Times Picked: 15 Average Last Seen At: 4.18 Total Times Seen 67
Pro Rating: 3.5 Pro Comment: This is a nice removal spell for Green, and will feel especially nuts when you have a legendary to target. There are enough legendaries in the set, partly as a result of Multiverse Legends, that you will actually cast this for one mana sometimes
Average Picked At: 8.67 Total Times Picked: 6 Average Last Seen At: 6.01 Total Times Seen 109
Pro Rating: 2.0 Pro Comment: So this does stone nothing on turns where nothing dies. That’s…really bad. Sure, sometimes you will be able to get a ton of counters and gain a ton of life, and that has the potential to off-set the fact that this is a do-nothing so often. Also, you can play it in your second main phase so that your opponent doesn’t know you’re going to get the bonus, but this type of card always underperforms. You have far less control over making things die than you think.
Average Picked At: 12.40 Total Times Picked: 10 Average Last Seen At: 7.82 Total Times Seen 152
Pro Rating: 0.0 Pro Comment: There aren’t enough noncreature nonlands for this to be worthwhile. Sure, you can maybe rebuy a Battle, or get rid of some incubators that haven’t transformed, but that’s too narrow.
Average Picked At: 2.00 Total Times Picked: 1 Average Last Seen At: 2.77 Total Times Seen 13
Pro Rating: 3.5 Pro Comment: Animating a land into a flying creature every turn is nice, and even if you’re only able to make it a 1/1, it will be able to get in and draw you a card often enough for this creature to be a massive problem for your opponent.
Average Picked At: 1.50 Total Times Picked: 2 Average Last Seen At: 2.50 Total Times Seen 6
Pro Rating: 3.0 Pro Comment: On his own, Tyvar is a 4-mana 5/4 with deathtouch when it attacks. That’s a passable card, and this format does have some other elves around that he can give deathtouch. On the other hand, there aren’t very many creature cards that produce mana in the format, so that part of the card is going to be a little more elusive.
Average Picked At: 9.50 Total Times Picked: 4 Average Last Seen At: 5.69 Total Times Seen 46
Pro Rating: 0.0 // 3.0 Pro Comment: This set has more legendary creatures than normal, but this asks a lot of you. You’re going to need to have a legendary creature in your graveyard or this basically doesn’t do anything, and that’s not easy set up. Black can mill itself some, so it isn’t impossible, but even in this format consistently having something for this to exile is tough. That said, if you do have a legendary with mana value 3 or more in your graveyard, this looks to be a pretty good card, largely because of the ETB effect. If your deck has 4+ legendaries that fit the bill, and enough self-mill, this is probably playable. Otherwise? Not so much
Average Picked At: 10.50 Total Times Picked: 2 Average Last Seen At: 6.04 Total Times Seen 35
Pro Rating: 0.0 Pro Comment: In Limited, this will be a three mana cantrip 99% of the time, and that just isn’t enough to move the needle. You’ll never have or run into enough planeswalkers to make this worth it.
Average Picked At: 8.40 Total Times Picked: 5 Average Last Seen At: 5.64 Total Times Seen 105
Pro Rating: 2.5 Pro Comment: Reanimating a small thing at Instant speed and gaining three life is pretty good. Just putting the creature in your hand is less impressive, but still a passable effect. The trick is having stuff in your graveyard, but it feels like the first copy of this will be a nice thing to have in most Limited decks.
Average Picked At: 1.00 Total Times Picked: 1 Average Last Seen At: 2.00 Total Times Seen 4
Pro Rating: 0.0 // 3.0 Pro Comment: There is an Equipment sub-theme in RW decks in the format, especially if you get some of the multiverse legends in those colors, but the floor here is pretty ugly. If you can’t lower her cost her stat-line is bad, and even then if you can’t trigger her attack trigger, she’s still not going to feel great. She’s definitely a buildaround that isn’t worth playing if you have 2 or fewer equipment, but she becomes more interesting if you have 4 or more.
Average Picked At: 1.57 Total Times Picked: 7 Average Last Seen At: 1.67 Total Times Seen 16
Pro Rating: 2.0 Pro Comment: This is pretty tough to line up correctly. If there is a well-stocked graveyard around, you might find yourself capable of giving it a keyword ability. The problem is, you kind of have to do that, because otherwise this not the most imposing creature. If you play this before there are creatures in the graveyard it will feel particularly horrible, and by the later stages of the game, even if it can gain keyword abilities, it will matter less because your opponent will have better creatures.
Average Picked At: 4.00 Total Times Picked: 5 Average Last Seen At: 4.58 Total Times Seen 28
Pro Rating: 2.5 Pro Comment: Most of the time, exiling a graveyard isn’t that impressive in this format. There also aren’t so many humans at lower rarities that her ability to make them indestructible and hexproof is consistently useful either.
Average Picked At: 2.78 Total Times Picked: 9 Average Last Seen At: 2.18 Total Times Seen 18
Pro Rating: 3.5 Pro Comment: A three mana ⅔ with Flying and Vigilance is already pretty nice, and that’s good — because the other two effects this has aren’t exactly amazing. Hexproof will come up on rare occasions, and this is likely to gain you a few life some of the time too.
Average Picked At: 2.00 Total Times Picked: 2 Average Last Seen At: 3.05 Total Times Seen 21
Pro Rating: 4.5 Pro Comment: This is castable in this format for sure, it has hexproof from most removal in the set and is a huge flyer, so that’s a great place to be. Unfortunately his ability to give two-color spells jump-start is pretty close to irrelevant in the set, but the rest of the card is enough for this to be great
Average Picked At: 2.50 Total Times Picked: 4 Average Last Seen At: 2.77 Total Times Seen 14
Pro Rating: 4.0 Pro Comment: A three mana 2/4 Flyer is a great place to start, and the upside is pretty real. Even just having information about the top card of your library is nice, but sometimes this will be a Flying copy of a fairly formidable creature.
Average Picked At: 9.93 Total Times Picked: 15 Average Last Seen At: 6.33 Total Times Seen 132
Pro Rating: 1.5 Pro Comment: There are very few dragons in this set, especially at lower rarities. So, this will typically just be a three mana 3/2 with Haste. That’s not a terrible card, but not something that always makes the cut either.
Average Picked At: 1.00 Total Times Picked: 1 Average Last Seen At: 1.33 Total Times Seen 3
Pro Rating: 4.0 Pro Comment: So she’s basically a bigger Lotus Cobra, something that is pretty nice in terms of fixing and ramping your mana. Triggering this twice in a turn is doable, but not a walk in the park either. If you can pull that off, that’s when Nissa will feel her strongest, since she will start drawing you creatures. You don’t even need that many Elves or Elementals for that effect to be great, since it effectively just grabs you one from your deck.
Average Picked At: 8.50 Total Times Picked: 2 Average Last Seen At: 4.05 Total Times Seen 22
Pro Rating: 3.0 Pro Comment: This starts out with a reasonable stat-line, and there are enough activated abilities in this set that you can get some pretty good mileage out of tapping your creatures to make mana for them. It works well with Incubators, the double-faced Phyrexians, and more. Obviously, you can also use those creatures to activate Tazri’s own ability, but the set doesn’t have so many activated abilities that I love the sound of that. You’re going to wiff sometimes, and getting one card for that big of an investment isn’t going to feel great.