Average Picked At: 12.29 Total Times Picked: 130 Average Last Seen At: 9.92 Total Times Seen 1955
Pro Rating: 0.5 Pro Comment: Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
Average Picked At: 1.50 Total Times Picked: 12 Average Last Seen At: 2.24 Total Times Seen 19
Pro Rating: 4.5 Pro Comment: So, a 5 -mana 3/3 with Flying and Double Strike is already a pretty darn good card. It hits hard in the air and provides a pretty quick clock. The downside is that a 5-mana 3 toughness creature dies for a lot less than 5 mana in some cases, but that’s okay, since this comes with so much additional upside! Giving you hexproof won’t come up a ton, and it won’t always transform either, but if it isn’t transforming you’re probably in pretty good shape! If it does have to transform, it can help dig you out of a serious hole. So, this has a great base line and some solid upside. I think that’s enough to get into the lower tier of “bomb.”
Average Picked At: 8.89 Total Times Picked: 71 Average Last Seen At: 6.73 Total Times Seen 603
Pro Rating: 2.5 Pro Comment: If you can sacrifice a Zombie token to this, its going to feel pretty good, as you aren’t really giving up more than one whole card to draw three cards. There is also other good sacrifice fodder in the format. This doesn’t add to the board at all -- in fact it subtracts from it -- and sometimes that’s going to be a liability. However, the cards it gives you are a pretty big deal, and if you make it to your next turn you’re going to have a significant advantage. I think a lot of Blue decks in this format will be playing the first copy of this.
Average Picked At: 2.27 Total Times Picked: 22 Average Last Seen At: 1.83 Total Times Seen 48
Pro Rating: 4.0 Pro Comment: Basically, when your creatures attack, they get death touch. When they aren’t attacking, they have hexproof. That’s not exactly how this works, but it is how it will play out most of the time, and having those two things be true is great! Of course, Saryth doesn’t count itself, so it can still die to removal, but that’s okay. It will come down and impact the board immediately on most board states. Its nice it comes with the ability to untap a creature too, since it can give you hexproof at instant speed! It can also untap lands, but that won’t come up too much in Limited.
Pro Rating: 3.5 Pro Comment: A 3-mana ⅔ that gets +1/+1 when you cast an instant or sorcery is a pretty solid little card to begin with. It has the kind of stats that make it kind of a pain to block or attack into against an opponent who has mana up and cards in hand. It would probably be a C if that’s all this card was. But, of course, its a werewolf, and if its night time, you get a bigger creature that gets even bigger when you cast an Instant or Sorcery! This thing looks like it will be a real beating.
Average Picked At: 2.90 Total Times Picked: 30 Average Last Seen At: 2.55 Total Times Seen 56
Pro Rating: 4.0 Pro Comment: Protection from Werewolves is a relevant line of text in this format! Though, that isn’t what makes Katilda really, really good -- instead, that’s the insane amount of ramp she can provide for you, plus the nice place to sink that mana. On her own, she’s a two mana 1/1 with relevant protection that can tap for Green or White. That’s something you always play pretty happily, and her ability just gets crazier the more creatures you have! Pumping the whole board permanently is a nice payoff for all that man too, though hopefully you have some other sweet things to do with it. But she is going to provide a big mana boost early, and then in the late game make your board increasingly imposing.
Average Picked At: 2.48 Total Times Picked: 29 Average Last Seen At: 2.30 Total Times Seen 67
Pro Rating: 3.5 Pro Comment: The Egg is a decent blocker early, and one that will eventually become a scary flyer with a powerful spell payoff ability. It will take this egg awhile to hatch in most situations, but the Blue-Red deck likely plays enough spells most of the time to make this a perfectly playable card. Flashback being in the set makes a big difference, because if you drew this after you casted a bunch of spells in a normal format, you wouldn’t be very happy. But because the Egg checks for the mana you spend to cast the card, you really only need to flashback a couple of things for it to transform.
Average Picked At: 10.89 Total Times Picked: 130 Average Last Seen At: 8.90 Total Times Seen 1774
Pro Rating: 2.0 Pro Comment: Rootwalla is back, albeit in Wolf form! This kind of card tends to feel pretty good early, as your opponent just can’t block it because of the threat of activation, and then the fact it can become a 3/3 keeps it relevant in the later game too. Seems like a solid playable for aggressive Green decks.
Average Picked At: 6.57 Total Times Picked: 209 Average Last Seen At: 5.83 Total Times Seen 1093
Pro Rating: 3.0 Pro Comment: This is always really nice fixing, and I tend to like it even more than the rare dual lands here, especially because it throws itself in the graveyard and that definitely matters in this set.
Average Picked At: 9.66 Total Times Picked: 188 Average Last Seen At: 8.30 Total Times Seen 1616
Pro Rating: 2.0 Pro Comment: This seems like a decent trick if you’re a White aggro deck with lots of Humans in it. It gives a decent stats boost that will often allow your creature to win combat. Two mana for just +2/+2 is pretty mediocre for a trick, but the Human upside will make it worth running often enough
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: 3.20 Total Times Picked: 20 Average Last Seen At: 3.20 Total Times Seen 56
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: 5.68 Total Times Picked: 229 Average Last Seen At: 5.56 Total Times Seen 979
Pro Rating: 3.0 Pro Comment: This looks like a nice Common. A two mana 2/1 can trade with lots of stuff, and then the fact that you can get another reasonably costed body out of your graveyard is pretty amazing. I mean, that’s 4 mana for a 2/1 and a ½ Flyer. And sure, you don’t get the bodies at the same time, but that’s still a pretty nice card.
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: 2.11 Total Times Picked: 28 Average Last Seen At: 2.20 Total Times Seen 49
Pro Rating: 4.0 Pro Comment: This isn’t the bomb that Tireless Tracker was, but it is still a very good card. It will be a 3-mana 4/3 with Vigilance that gives you a valuable Clue, and that means it will often represent a 2-for-1. Ideally, you are hoping that you can cash in the clue and still hold on to the stats boost, and that seems reasonably doable with other tokens in this set.
Average Picked At: 1.52 Total Times Picked: 23 Average Last Seen At: 2.04 Total Times Seen 28
Pro Rating: 4.5 Pro Comment: This is a 4-mana 4/4 that lets you steal your opponent’s dead creatures, and that’s great. And sure, they have Decay so they won’t be quite as good as they were on your opponent’s side, but this card is going to be a nightmare to deal with. The turn you play it, it can often alter the game too -- like if you play it and then attack your opponent. Trading isn’t worth it for them any more, but sometimes they’ll just have to block and stuff, and that will be back breaking. Gisa obviously gets even better if you have a lot of kill spells, and Black usually does. I think she gets into the lower bomb range.
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.
Average Picked At: 1.27 Total Times Picked: 15 Average Last Seen At: 1.31 Total Times Seen 16
Pro Rating: 5.0 Pro Comment: Like most planeswalkers, Wrenn and Seven is quite powerful. Typically, you’ll be playing it and using the -3 to get a 5/5 Treefolk that will continue to grow throughout the game, and that’s not a bad deal as fail case! If Wrenn is allowed to stick around, you can use the +1 to find more lands while also loading up your graveyard, and in this format loading up your graveyard will sometimes feel like drawing extra cards thanks to Flashback. The more lands you find, the bigger that token gets, and the more loyalty Wrenn and Seven gets, the more tokens it can make. Even if all you do is use the -3 to make a 5/5, then use the +1, and then use the -3 again to get another big Treefolk, you’re going to feel pretty good! Obviously, if you get to the ultimate, then you’re really in business, and all the stuff you threw in your graveyard just comes back! Because Wrenn can protect itself quite effectively and draw you cards and load up your graveyard in a format where that matters, I think it gets into the lower range of “bomb.”
Average Picked At: 1.50 Total Times Picked: 14 Average Last Seen At: 2.24 Total Times Seen 18
Pro Rating: 4.0 Pro Comment: This has great starting stats as a two mana ⅔ with Death touch. That’s the kind of body that’s great early and is relevant late, since Deathtouch allows it to trade with anything! But then, it comes with the multi-kicker-like effect that lets you sink a bunch of mana into it when you play it later in the game, and you get some serious value when you do, because the Adversary gets larger and makes some Zombie friends. 2B is a little steep, but 6 mana for a ¾ Death toucher and two 2/2 tokens is pretty impressive, even if they have decay.
Average Picked At: 1.25 Total Times Picked: 12 Average Last Seen At: 1.24 Total Times Seen 17
Pro Rating: 4.0 Pro Comment: So, by the time you play this on turn 5, it will usually be at least a ½, and sometimes a ⅔. On occasion, even larger than that, especially in a format with lots of graveyard stuff. That isn’t a great rate, but the fact that it gives you a token on your end step every turn is nice, and that is something that can get out of hand in a hurry, even if the tokens are just 1/2s and 2/3s. I mean, 5 mana for two 2/3s for example isn’t a complete disaster, and it has way more upside than that. And, by the late game, the ooze and its tokens can get significantly larger too. I do think the need for a stocked graveyard and the fact it will often start so very small mean that this can’t really get to “bomb” status, but it is close.