Average Picked At: 4.33 Total Times Picked: 3 Average Last Seen At: 4.96 Total Times Seen 40
Pro Rating: 0.0 Pro Comment: Even in this set, there aren’t enough activated abilities for this to be worth it. Sure, incubators transform for free and stuff, but you’re not going to have enough of them in Blue to justify this, especially because all this does is reduce the cost of those abilities. That just isn’t worth a card.
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: 2.75 Total Times Picked: 4 Average Last Seen At: 1.92 Total Times Seen 13
Pro Rating: 4.0 Pro Comment: If you play this on turn two and your opponent can’t kill it, they’re probably going to lose. Menace is hard to stop in the early game, especially when the creature just keeps on growing. Things will snowball out of control in a hurry, and you’ll probably have won the game even before you get to tutor something. It does get less impressive the longer the game goes on, but a Menace creature is also at least something of a problem.
Average Picked At: 11.19 Total Times Picked: 16 Average Last Seen At: 7.22 Total Times Seen 128
Pro Rating: 1.0 Pro Comment: This has a very high ceiling, but it asks too much for Limited. You need to have a well-built board with lots of creatures and a graveyard stocked with creatures, and that’s some really awkward tension.
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: 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: 12.00 Total Times Picked: 1 Average Last Seen At: 2.80 Total Times Seen 11
Pro Rating: 3.5 Pro Comment: If Samut can come down and hit the opponent right away, you’re going to feel pretty great. If you play it on turn three, you have a pretty reasonable shot at pulling that off too since not many things can effectively take it down in combat that early. It does get worse the longer the game goes, but it does work well with other cards that have Haste.
Average Picked At: 4.00 Total Times Picked: 4 Average Last Seen At: 3.33 Total Times Seen 9
Pro Rating: 1.0 Pro Comment: There really aren’t enough Dragons in this set for Sarkhan to become a copy of consistently. He’s mostly just got semi-passable stats and might give you some very rare upside.
Average Picked At: 8.00 Total Times Picked: 2 Average Last Seen At: 3.92 Total Times Seen 28
Pro Rating: 4.0 Pro Comment: Making three 3/3s with Menace and Vigilance is quite good for six mana, so the fact that this ramps you too is a nice cherry on top
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: 5.23 Total Times Picked: 13 Average Last Seen At: 4.48 Total Times Seen 80
Pro Rating: 3.0 Pro Comment: The set doesn’t have an enormous number of humans at lower rarities, but this works pretty well in the UW Knight deck, since most of the best cards for the deck happen to be humans. Even if you just have around 5, this is certainly worth playing.
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: 5.25 Total Times Picked: 4 Average Last Seen At: 3.30 Total Times Seen 24
Pro Rating: 3.0 Pro Comment: When you cast rats or legendaries from your graveyard this will feel great, and that isn’t impossible, especially because the set has more legendaries than normal, and Blue-Black has lots of self-mill effects. A three mana ¾ with Menace and Ward 1 isn’t bad either
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: 5.00 Total Times Picked: 9 Average Last Seen At: 3.12 Total Times Seen 46
Pro Rating: 3.5 Pro Comment: This will usually allow you to remove your opponent’s best creature, though sometimes you’ll only be able to get rid of something less important than that.
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: 9.00 Total Times Picked: 5 Average Last Seen At: 6.38 Total Times Seen 58
Pro Rating: 0.0 Pro Comment: There aren’t enough Planeswalkers in the set for this to work out. Heck, even if you are lucky enough to get one, this still isn’t worth playing just to make that one card in your deck better.
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.
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.