Average Picked At: 13.61 Total Times Picked: 28 Average Last Seen At: 10.60 Total Times Seen 425
Pro Rating: 1.0 Pro Comment: We see this type of card every now and then, and usually its unplayable. Animating a land or incubator for a single turn usually isn’t worth doing, but this one does make things a little interesting, since it forces something to block it. This can allow this to feel like a super situational, roundabout way to remove an opposing creature. You can also animate a land and block it as a surprise, but this is usually a dangerous proposition. So yeah, It still feels like this is still far too situational to be worth using, though.
Average Picked At: 7.06 Total Times Picked: 32 Average Last Seen At: 6.81 Total Times Seen 161
Pro Rating: 3.0 Pro Comment: Auras can be really dangerous to use when they don’t give you some sort of value like that, because if your opponent can deal with the creature you put it on, you just got 2-for-1’d and there’s a good chance you’re going to lose. Now, you still have to be careful about when you use this, since they can still respond by removing the creature you target, but as long as you pick the right spot, this is going to feel pretty nice. +2/+2 and Flying is a boost that makes almost any creature into a problem, and Convoke makes casting this even easier.
Average Picked At: 5.93 Total Times Picked: 15 Average Last Seen At: 5.01 Total Times Seen 106
Pro Rating: 3.0 Pro Comment: Three mana for 4 life and a card isn’t the worst deal ever, and you have the potential to get a Serra Angel. Obviously that’s insane value for the investment, but I do think it will take some work to transform this.
Average Picked At: 3.55 Total Times Picked: 20 Average Last Seen At: 3.20 Total Times Seen 71
Pro Rating: 3.5 Pro Comment: You get a 2/2 upfront, and then on the next turn you have the option of making this a 3/3 and getting a 1/1. That’s a pretty nice thing to have around if you don’t have anything to do with three mana, and at some point you’re certainly going to have the time to transform this. It isn’t the most massive upgrade ever, but you do end up getting two Saprolings and a 3/3 in the long run.
Average Picked At: 12.29 Total Times Picked: 28 Average Last Seen At: 10.22 Total Times Seen 370
Pro Rating: 2.5 Pro Comment: A 4-mana 4/3 with Menace is probably a 2.0, so the fact this swings with eight power when it goes after battle is pretty awesome. It really puts your opponent in a horrible spot on a lot of boards, and they are likely to get 2-for-1’d at best.
Average Picked At: 7.47 Total Times Picked: 17 Average Last Seen At: 6.19 Total Times Seen 142
Pro Rating: 3.5 Pro Comment: This can target itself, so it does attack as a 4-mana 4/4 Trample and Haste if you want it to. It also doesn’t have to be attacking for this trigger to happen – as long as you attack with at least one thing, the Geoderm’s ability will go off. Red-Green is the color pair the most interested in battles too, so you have other incentives to attack them – and getting a permanent +1/+1 is a pretty massive upgrade! Of course, haste and trample are themselves great for attacking battles.
Average Picked At: 1.60 Total Times Picked: 5 Average Last Seen At: 2.13 Total Times Seen 15
Pro Rating: 4.5 Pro Comment: This will often feel like a 5-mana ⅗ with Vigilance that puts a 3/2 into play, and that’s amazing! There may be times where he doesn’t have something to exile, but most of the time by the time you play him getting that first 3/2 should be doable, though you do need to have a decent number of spells in your deck to make it happen. You can even get those things back if you decide to sacrifice Spirits, and sometimes that might even let you cheat something into play.
Average Picked At: 3.36 Total Times Picked: 22 Average Last Seen At: 2.77 Total Times Seen 62
Pro Rating: 4.0 Pro Comment: This has an excellent baseline as a Vigilance Wind Drake, and you’ll be able to spit a token out with it often enough for this to deliver some impressive value.
Average Picked At: 1.83 Total Times Picked: 6 Average Last Seen At: 2.20 Total Times Seen 10
Pro Rating: 3.5 Pro Comment: Making a token copy of any creature at Instant speed is really great, and copying spells can be powerful too. If you ever get to do both, this will feel truly insane.
Average Picked At: 1.00 Total Times Picked: 1 Average Last Seen At: 1.00 Total Times Seen 1
Pro Rating: 5.0 Pro Comment: If you are paying 2 or more for this you’re getting a great deal upfront, even without discussing its ability to transform. The synergy here is awesome too, because all of those bodies should make it easier for you to attack this Battle and get Teferi. He’s not the most amazing planeswalker for being this difficult to get, but he’s still pretty great! His -2 buffs all of your tokens and makes them harder to kill, his +1 can help you find stuff, and his -3 can allow you to really mess with your opponent’s board – especially if you still have those knights around. I think this is a bomb.
Average Picked At: 2.81 Total Times Picked: 16 Average Last Seen At: 2.50 Total Times Seen 24
Pro Rating: 4.0 Pro Comment: There’s enough +1/+1 counter stuff in White for this to be an excellent card, especially because at worst you’re getting a two mana 2/2 with Vigilance
Average Picked At: 6.96 Total Times Picked: 24 Average Last Seen At: 6.28 Total Times Seen 121
Pro Rating: 3.5 Pro Comment: As it often it is, Green/White is about +1/+1 counters. So, a two mana 2/2 trampler that gains counters no matter where you put them on your board is really nice.
Average Picked At: 8.32 Total Times Picked: 38 Average Last Seen At: 6.96 Total Times Seen 280
Pro Rating: 2.5 Pro Comment: Going wide and Convoke are two of Red’s big themes in the set, so this seems to do exactly what you want to be doing in Red.
Average Picked At: 6.47 Total Times Picked: 15 Average Last Seen At: 5.49 Total Times Seen 109
Pro Rating: 3.5 Pro Comment: A 5-mana fight spell that gives you a +1/+1 counter isn’t bad, and it also means this is another Battle that increases your chances of being able to attack right away. With 6 defense it might take some time, but the creature you eventually get is pretty nice! Mostly you will lose it to buff your stuff, but the upside of sometimes taking away opposing abilities is definitely nice.
Average Picked At: 3.75 Total Times Picked: 24 Average Last Seen At: 3.18 Total Times Seen 74
Pro Rating: 3.5 Pro Comment: This looks good. A one mana ⅓ with Defender isn’t exactly impressive, but this transforms quite easily. You can play it on turn one and block a little bit, and you effectively get to draw a card when it transforms. Because of Phyrexian Mana, in the later part of the game you can look at this as a 4-mana 3/3 you pay 2 life for that draws you that card, which is also great. So yeah, this is good whether you do it all at once or in installments.
Average Picked At: 7.72 Total Times Picked: 36 Average Last Seen At: 6.65 Total Times Seen 250
Pro Rating: 2.5 Pro Comment: Been awhile since they gave us a creature at a lower rarity that just straight up has Hexproof, and I’m not sure how I feel about it! Obviously, this can lend hexproof to another creature temporarily, but because this always has Hexproof this might just be a case where you’d rather take the two mana ½ Hexproof since your opponent won’t be dealing with it that well. This is a spicy place to put +1/+1 counters and Auras, and there are going to be some games determined by someone just sticking an Aura on this in the early game and going to town.
Average Picked At: 10.38 Total Times Picked: 21 Average Last Seen At: 8.61 Total Times Seen 163
Pro Rating: 3.0 Pro Comment: While a two mana 1/1 Flyer isn’t the best deal, it does mean this Battle gives you an evasive creature that can help you transform this into a solid Vehicle. It will at least be a ¼ Flyer with Crew 1, and that’s not too bad – and sometimes it will be a much bigger problem than that.
Average Picked At: 6.17 Total Times Picked: 29 Average Last Seen At: 5.10 Total Times Seen 124
Pro Rating: 4.0 Pro Comment: A 4-mana 3/3 Menace isn’t amazing, but this can also give you a bit of graveyard value. Getting cards in the opponent’s graveyard has some upside to it in Black in this format too. This can also transform the turn after you play it into a very exciting creature that can take advantage of the graveyard quite effectively.
Average Picked At: 3.86 Total Times Picked: 21 Average Last Seen At: 2.95 Total Times Seen 71
Pro Rating: 3.5 Pro Comment: A two mana ⅓ that gains 3 on ETB is usually a 2.5, so the fact this has late game upside that turns it into a 3/3 that will kill something is pretty nice.
Average Picked At: 8.80 Total Times Picked: 5 Average Last Seen At: 5.94 Total Times Seen 48
Pro Rating: 1.0 // 3.0 Pro Comment: This asks for a lot of things to go right for it to be effective. You need to be able to convoke it, because if you just pay the usual 6 mana for it, you’re unlikely to also be able to play a spell. The good news is that it its an Instant, so using it at the end of your opponent’s turn and casting a spell – even a Sorcery, isn’t a stretch. Basically, If you have enough spells worth copying, this is something you’ll probably play. Problem is, I don’t think it is a foregone conclusion that every Blue deck in the format will be able to use this card, so I think it probably needs a build around. If you’re in Blue-Red – the deck that’s about spells and Convoke – this fits your deck perfectly. If you’re not, you probably won’t be playing it.