Average Picked At: 1.77 Total Times Picked: 22 Average Last Seen At: 1.90 Total Times Seen 42
Pro Rating: 4.0 Pro Comment: This looks really good. Like a lot of these werewolves, just the Human side would be pretty nice. It will impact the board right away, since it can come down and pump a creature that turn. Note, by the way, it can pump itself, so it can be a 3/3 with Haste if that suits you on a particular turn. Basically, the front side of the card is an upgraded version of Valor Singer, a card you always played which we just saw in Forgotten Realms. Then, when its night time, you get an even more powerful creature! One that gives a bigger boost and trample to go along with the Haste! In other words, if it is night time and you play this, you just played a 3-mana 5/4 with Trample and Haste! Yeah, this thing is going to really make the game a challenge for your opponent on both sides, as both are very capable of helping you push through a ton of damage. I think this is a very high pick, though it does fall a little bit short of being a bomb.
Average Picked At: 10.77 Total Times Picked: 146 Average Last Seen At: 8.91 Total Times Seen 1718
Pro Rating: 1.0 Pro Comment: This is a hard counter, but four mana is a ton to have to have available at the right time, and the additional value this gives you just isn’t going to make up for that.
Average Picked At: 9.98 Total Times Picked: 146 Average Last Seen At: 8.60 Total Times Seen 1757
Pro Rating: 3.0 Pro Comment: In most formats, a 4-mana ⅖ isn’t something that Red is interested in, though those are fairly reasonable defensive stats. However, this is a werewolf, and that means that if its already night time you get a 4-mana 6/5, and it also means that it can become one at some point in the game. That’s a pretty nice deal. And yeah, it isn’t always super easy to control what time of day it is, but this still seems like a solid Red Common to me.
Average Picked At: 7.30 Total Times Picked: 179 Average Last Seen At: 6.25 Total Times Seen 1244
Pro Rating: 2.5 Pro Comment: This isn’t going to be premium removal. It will simply be 1G to Fight often enough that it just can’t get there. When you do get the +1/+1 bonus it will feel good for sure, and if it always did that, it would be premium, but as it is, I think it falls short of that designation. Its still decent Green removal of course, but not the kind you go after super hard.
Average Picked At: 4.63 Total Times Picked: 19 Average Last Seen At: 4.17 Total Times Seen 105
Pro Rating: 2.5 Pro Comment: So, if you have a bunch of mana, it can help you load up your graveyard with creatures, which Stickfingers itself feeds off. But there are additional synergies in the set that it can help you with too -- like cards with Disturb and Flashback, for example. I think in a deck that is really hardcore into the graveyard this will be a nice inclusion, but not all decks in the format will be, and there will be times where Stickfingers just isn’t that big and you also don’t really want to pump a bunch of mana into X. That said, BG is of course a graveyard deck, so she seems like a reasonable inclusion in that color pair, but I can’t really imagine her being that great, even there.
Average Picked At: 10.46 Total Times Picked: 147 Average Last Seen At: 8.69 Total Times Seen 1767
Pro Rating: 2.0 Pro Comment: Its nice this is an Instant, it makes it a lot more palatable that it is. Instant speed Divination for three mana is pretty nice, and most Black decks will play the first copy of this. In a pinch, you can also use it to do 2 to your opponent, either to finish them off or trigger a bunch of your pseudo-bloodthirst effects, but mostly you’ll want to be drawing the cards.
Average Picked At: 3.00 Total Times Picked: 88 Average Last Seen At: 3.13 Total Times Seen 222
Pro Rating: 4.0 Pro Comment: You would almost always play a 3-mana 3/2 that loots when it enters the battlefield, especially in a graveyard set! So, the fact that it can give you a second body later in the game is some really great additional upside. Especially because that body will loot on every attack!
Average Picked At: 9.98 Total Times Picked: 161 Average Last Seen At: 8.68 Total Times Seen 1786
Pro Rating: 2.5 Pro Comment: When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Average Picked At: 8.80 Total Times Picked: 176 Average Last Seen At: 7.58 Total Times Seen 1484
Pro Rating: 2.0 Pro Comment: When this is just a 3-mana 3/2, it won’t feel great. But sometimes, it will drain the opponent two life, which will feel like you’re getting your mana’s worth. You’ll probably cut this a significant chunk of the time, but playing it isn’t a disaster.
Average Picked At: 10.02 Total Times Picked: 131 Average Last Seen At: 8.27 Total Times Seen 1693
Pro Rating: 2.5 Pro Comment: A 3-mana ⅔ with Menace is already something you play a decent chunk of the time, so the addition Night and Day value here is pretty great! On its own, it is a 3-mana ⅔ with Menace, and will do a a bit of damage over the course of the game. This is a quality common.
Pro Rating: 3.0 Pro Comment: A 3-mana 3/3 is a great baseline, and this will pump the power of your whole board some of the time. Seems like a singpost Uncommon that will put you into its colors reasonably often.
Pro Rating: 3.0 Pro Comment: So, it is highly unlikely you ever trigger the alternate win condition, but that’s okay! A two mana ⅓ that can draw you extra cards in the late game is actually pretty nice, and gives it relevance all game long. Drawing cards is a very powerful mana sink, and can usually help you outdraw your opponent in the late game. Meanwhile, it is also a two drop that can do some stuff early, though it isn’t exactly stellar at that point in the game. Still, drawing cards with this late seems pretty good.
Average Picked At: 8.41 Total Times Picked: 22 Average Last Seen At: 5.99 Total Times Seen 198
Pro Rating: 0.0 Pro Comment: This is pretty bad in Limited. Predicting what your opponent has is virtually impossible, so most of the time this does stone nothing. Even if you do name a card they have, there’s a good chance they won’t ever draw that one copy of that card anyway, and it won’t matter! You can name cards with Flashback or Disturb with it, but even then you’re not doing much. The one time where I could see this maybe working out is if you side it in again someone who has like 3-4 copies of a really strong Common or Uncommon, because it has a better chance of disrupting that opponent than most, but even then I’m not thrilled about this.
Average Picked At: 9.06 Total Times Picked: 16 Average Last Seen At: 5.15 Total Times Seen 166
Pro Rating: 0.5 Pro Comment: This card mostly screams “Commander” to me, but I don’t think it will be completely useless in Limited. For one thing, it can destroy some normally hard-to-destroy permanent types. And yeah, ramping your opponent in exchange won’t always feel great, but by the late game it won’t matter a ton. Although, in a set with a bunch of expensive abilities you can use from the graveyard it might matter a little bit more. Anyway, you can also use it to target your own stuff for ramp and fixing. However, doing nothing on your turn 3 to cast this is definitely a liability. This is mostly a card that I think you’ll play out of your sideboard when your opponent has scary artifacts and/or enchantments, or a card you’ll run if you’re desperate for fixing.
Average Picked At: 6.28 Total Times Picked: 18 Average Last Seen At: 4.85 Total Times Seen 137
Pro Rating: 3.0 Pro Comment: This starts with great stats. A 3-mana 3/3 with First STrike is relevant pretty much all game long, and Florian does one better by also being a source of card advantage, provided you can cause your opponent to lose life on your turn. And, yeah, a 3-mana 3/3 with First Strike is going to be pretty capable at getting in all on its own, especially if you play it on turn three! BR also has lots of ways of doing 1 or 2 damage to the opponent that will also make the ability work.
Average Picked At: 1.84 Total Times Picked: 32 Average Last Seen At: 2.13 Total Times Seen 55
Pro Rating: 3.5 Pro Comment: This looks pretty good. On the front, it has passable stats and a very real activated ability that will often interfere with how your opponent wants to play the game, and then once he trades for something or counters a spell, he comes back as a Wind Drake. The fact your stuff can’t be countered isn’t huge in Limited, but it is some significant upside on a very nice card.
Average Picked At: 2.04 Total Times Picked: 23 Average Last Seen At: 2.06 Total Times Seen 52
Pro Rating: 4.0 Pro Comment: So, you’re basically never going to Flash this back in Limited, but that’s okay because it is a really efficient removal spell that can also go for your opponents dome. It might be a Sorcery, but the flexibility makes it premium removal for sure.
Average Picked At: 3.62 Total Times Picked: 80 Average Last Seen At: 3.19 Total Times Seen 271
Pro Rating: 4.0 Pro Comment: This is a reprint from our last visit to Innistrad, where it was an excellent removal spell. The stats boost + punch effect is great, and you can even use it sometimes to create a 2-for-1 situation. As always with this type of card, you have to pick your spot with it wisely, because you get blown out sometimes if your opponent can interact, but its still premium, and potential Green’s best Uncommon.
Pro Rating: 3.5 Pro Comment: A three mana ⅔ with Flying and Haste is great! And that’s good, because the rest of the stuff this card does won’t come up a ton. If your opponent really wants to cast a spell that does damage, they can just cast it on the Stalwart, so you aren’t downgrading their spells a huge amount with that. The additional one point of damage thing will come up some of course, as you’re likely to have 1-3 spells that do damage, but it won’t exactly be a huge deal either. So yeah, this is a great efficient creature with upside that is mostly minor.
Average Picked At: 5.52 Total Times Picked: 27 Average Last Seen At: 4.13 Total Times Seen 117
Pro Rating: 3.0 Pro Comment: Like with virtually every Rare dual land cycle, these are pretty nice for fixing, and you’ll take them over most medium cards, but you don’t want to go after them super hard or anything.