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.
Average Picked At: 2.95 Total Times Picked: 93 Average Last Seen At: 2.74 Total Times Seen 223
Pro Rating: 3.0 Pro Comment: This seems pretty nice! A two mana 1/1 that draws you a card is always playable in Limited, and this one makes sure you hit your next land drop. And, because he can transform into a 3/3 with Lifelink, that means he can stay relevant all game long. Now, you do have to jump through a few hoops to get him to transform, and assembling a coven won’t always be a walk in the park, but it is also reasonably doable. Note, by the way, that he can transform at Instant speed.
Pro Rating: 4.5 Pro Comment: Obviously, this set has a lot of Wolves and Werewolves, especially in RG, so the payoff here is pretty powerful! Tovolar counts himself too, so you have a real shot at drawing cards with this ability. Keep in mind too that the effect triggers for every wolf or werewolf that hits the opponent, so you can draw multiple cards in a single combat. Transforming Tolovar will definitely be doable, and onc yeou do you get an even better card -- a 4/4 that can also pump Werewolves and wolves and give them trample, which works great with the card draw effect. If it is already night in the game, this ends up starting out as the scarier side too, which will definitely happen some. He will be a bomb in virtually any RG deck.
Average Picked At: 9.47 Total Times Picked: 154 Average Last Seen At: 7.72 Total Times Seen 1473
Pro Rating: 3.0 Pro Comment: This will get you a pretty nice 2-for-1 most of the time, especially since as a 2/1, it stands a pretty good chance of trading with something in addition to getting you back a key instant or sorcery.
Average Picked At: 2.50 Total Times Picked: 22 Average Last Seen At: 2.16 Total Times Seen 39
Pro Rating: 3.0 Pro Comment: Letting your opponent investigate is a pretty real downside. It means your opponent ultimately gets a 2-for-1. The good news is, this does deal with the creature or planeswalker very efficiently, and in some ways it is better to use earlier, because your opponent probably won’t have time to use that clue for awhile. In the later game, meanwhile, they’ll just be cracking it right away, and that’s not going to feel great. You can of course target your own stuff with it too in a pinch, in which case it is a really bad version of cycling, and sometimes that will be worth doing if you’re desperate. The downside here is real enough that I think this falls short of “premium” despite the fact that it is both unconditional and efficient.
Average Picked At: 8.15 Total Times Picked: 173 Average Last Seen At: 6.89 Total Times Seen 1339
Pro Rating: 2.5 Pro Comment: You can flash this in to ambush block an X/3, and most X/3s will cost more than the Commando, so that’s nice! The additional utility of blowing up artifacts and enchantments doesn’t hurt either. This is a solid Common.
Average Picked At: 8.26 Total Times Picked: 62 Average Last Seen At: 6.06 Total Times Seen 458
Pro Rating: 3.0 Pro Comment: This has a really neat design, since it will constantly go back and forth. Both sides of the card have a relatively efficient ability. 2 to draw a card, or 1 to tap down a nonland permanent, is pretty nice! Now, you do pay 3 mana up front for something that often won’t impact the board right away -- and keep in mind even when it transforms it stays tapped, so you can never use both abilities in one turn. You’ll use one or the other, and there will definitely be times where you wish you could just stick on one side of the card. But still, this looks like it will grind out value over the course of a long game, both drawing you cards and either slowing down your opponent or allowing you to pressure them thanks to the tap ability. If this format is really fast, this might nto be great -- but with Flashback and Disturbed, it seems kind of unlikely this format will be super fast.
Average Picked At: 11.67 Total Times Picked: 118 Average Last Seen At: 9.71 Total Times Seen 1966
Pro Rating: 1.5 Pro Comment: This format doesn’t have a ton of artifacts, but having the option to destroy an artifact on a decent combat trick certainly makes it more flexible.
Pro Rating: 4.0 Pro Comment: Transforming this guy isn’t super easy, but that’s okay, because the Jerren side is pretty powerful! A 3-mana ⅔ that makes a 1/1 when it enters the battlefield is already a high quality card, and then he comes with all kinds of additional human upside, in the ability to crank out more tokens and give humans life link. Those two things together can help you control your life total to some degree, but needing the 13 life and the 6 mana is pretty rough. The transformation will go down sometimes, don’t get me wrong, but it will be something like 10% of the time if I had to guess. He falls a little short of being a bomb.
Average Picked At: 2.07 Total Times Picked: 81 Average Last Seen At: 2.09 Total Times Seen 135
Pro Rating: 3.5 Pro Comment: Drawing when a creature dies is nice, even if they did cap this at only once a turn. The stat line here is pretty ugly, but I think the Opportunist could be a very real engine, especially if you have some Zombie tokens around, trading those in recklessly for cards is going to feel pretty good.
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: 2.11 Total Times Picked: 28 Average Last Seen At: 2.22 Total Times Seen 50
Pro Rating: 4.0 Pro Comment: This is a Wind Drake with all kinds of upside. First, it pumps one of the most common creatures in the format, and if yo’ure in Blue, its going to be tough to end up in a deck where this doesn’t pump like 5 of your creatures. And second, it gives you a discount on both flashback and Disturb. And don’t forget all those Disturb creatures are spirits too!
Average Picked At: 1.64 Total Times Picked: 22 Average Last Seen At: 1.65 Total Times Seen 40
Pro Rating: 4.0 Pro Comment: So, I would pretty much always play this card even if it was only ever Suspicious Stowaway. An unblockable creature that loots for you every turn is a pretty nice thing to have around, and would be at least a 3.0. Then you add the Nighttime version of the Stowaway to the mix and it gets even crazier, since it hits harder and now just straight up draws you cards. He is small and fragile on both sides, dying to almost every removal spell in the format but he will run away with the game in a hurry if your opponent doesn’t have it.
Average Picked At: 3.07 Total Times Picked: 76 Average Last Seen At: 2.89 Total Times Seen 213
Pro Rating: 4.0 Pro Comment: This seems really strong. A 3-mana 3/3 with Ward 1 is already something you’d play a significant chunk of the time, but the night/day payoff here is very real! Your deck does need to have a relatively low curve to consistently draw a card with it, but drawing one card with this over a course of a game doesn’t seem far-fetched -- and that’s a 2-for-1!
Average Picked At: 8.58 Total Times Picked: 195 Average Last Seen At: 7.49 Total Times Seen 1511
Pro Rating: 2.5 Pro Comment: The idea here is to sacrifice something to it that isn’t a big deal, like a Zombie token, and if you do that then yeah – a 7/6 with Menace on turn 5 is pretty imposing. You can also just straight up pay 7 for it, which isn’t great but its not a disaster either. This seems like some decent top curve for some Black decks in the format – especially UB and BW – but I think you’ll find you cut it a pretty significant chunk of the time for cards that are just better.
Pro Rating: 5.0 Pro Comment: The day-time side here is really great for only four mana. Even if all you do with her is make two 2/2 wolf tokens, you’re kind of doing alright. And, what’s great is, she can come down and make those Wolf tokens to protect her, and that will often be enough for you to start using the +1 effectivley, since you’ll have the mana to do it on your next turn. And, that +1 is pretty darn real, and really gives your opponent a hard time. Also, it can help transform her, since you can just use her +1 on your turn, and pass, at which point she enters werewolf mode. That said, werewolf mode is certainly less impressive than her Human side. The ramp is nice, and the ability to rumble as a 5/5 doesn’t hurt either, but the wolf token making ability is definitely the most powerful one on the card! Still, she can shift between the two sides pretty effectively, as the mana the Moon’s Fury side gives you can help you double spell. Plus, you have to keep in mind your opponent also has to figure out whether they want to alter the time of day with their own turn. I think the whole package here is definitely a bomb.
Pro Rating: 4.0 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: 6.56 Total Times Picked: 80 Average Last Seen At: 5.53 Total Times Seen 410
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: 3.5 Pro Comment: Like a lot of DFCs, this has some great flavor! Its also a pretty good card. A two mana ⅔ that mills you is exactly what a lot of decks in this format will want, since the graveyard can really be abused as a resource. Then, when the game gets late, Ludevic can transform into Olag. The cost to transform is a little steep with double blue and double black, but it is definitely doable. And, as long as you exile at least one thing, Olag will be a 5/5 copy of that card, and that definitely has some potential. It takes a long time to really to get to where you can transform Ludevic, but its nice that he’s useful before his Hubris takes over as a more imposing creature.
Average Picked At: 6.94 Total Times Picked: 18 Average Last Seen At: 4.76 Total Times Seen 132
Pro Rating: 3.0 Pro Comment: The Zombies you get won’t last forever of course, and they can’t block, but getting enough stuff into your graveyard for this to be efficient doesn’t seem too crazy. Its great it has Flashback too, since that means you can mill it and still get the value -- or it just means you can do it all over again after your first batch of Zombies go down. It takes some very real set up, but this seems pretty good to me overall.