Average Picked At: 1.00 Total Times Picked: 2 Average Last Seen At: 1.38 Total Times Seen 9
Pro Rating: 3.5 Pro Comment: So you’re basically never going to feel like you’re getting a great deal with the front side of this, since you’ll always be overpaying by two – but it does mean that this adds to the board right away. In doing so, you also increase your chances of successfully defeating this Siege and getting Zilortha, who is likely to kill your opponent unless they remove it. You can also pay 0 for X if you ever find yourself in a situation where you’re going to be able to attack and defeat this thing in a single turn.
Average Picked At: 10.18 Total Times Picked: 34 Average Last Seen At: 8.66 Total Times Seen 354
Pro Rating: 2.0 Pro Comment: This isn’t a terrible rate - against most creatures it will be a 5-mana spell that kills the creature and then you Surveil 2. It also isn’t premium, though, as a 5-mana sorcery speed removal spell should probably be able to kill more stuff!
Average Picked At: 12.80 Total Times Picked: 40 Average Last Seen At: 10.83 Total Times Seen 423
Pro Rating: 1.5 // 3.0 Pro Comment: We see this all the time, and its always a build around-type card that works great in decks that can go wide, and pretty bad everywhere else. The good news is, both Red/White and Blue/White look like they’ll be interested in this.
Average Picked At: 6.37 Total Times Picked: 19 Average Last Seen At: 5.54 Total Times Seen 122
Pro Rating: 3.5 Pro Comment: This will often be able to attack as a 4/4 with Vigilance which is pretty nice. Lots of cards make Knight tokens too, so it may get buffed more than once! It has a very reasonable floor too, so it is a quality card.
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: 8.82 Total Times Picked: 17 Average Last Seen At: 6.00 Total Times Seen 114
Pro Rating: 4.0 Pro Comment: This is a powerful sacrifice outlet, even limited to Sorcery speed only! You get a card back, so it is hard not to get nice value out of this, especially if you’re sacrificing something really expendable. There’s also a cheap Threaten effect in the format that is going to combo absurdly with this, but in general, there’s plenty to sacrifice to this, making it another great signpost
Average Picked At: 8.00 Total Times Picked: 20 Average Last Seen At: 6.10 Total Times Seen 162
Pro Rating: 2.5 Pro Comment: This has decent base stats, and you’ll be able to make this effect one-sided enough, especially in Black-White, that this seems like a solid card.
Average Picked At: 3.50 Total Times Picked: 6 Average Last Seen At: 3.29 Total Times Seen 19
Pro Rating: 3.0 Pro Comment: Triple Green can be a bit challenging in Limited, but if you can cast this, it gives you a ton of value, either making your creatures far better or helping you rip through your library. It is true that it doesn’t add to the board immediately, but it is cheap enough and has enough upside that I think it is worth the downside. If this were 2 generic and a Green, I think I would have a hard time not giving it at least a 4.5 – but we do have to factor in the challenge presented by the mana value, especially because you want to get a card like this down pretty early to take full advantage, and outside of mono-Green that’s going to be a challenge.
Average Picked At: 10.16 Total Times Picked: 38 Average Last Seen At: 8.50 Total Times Seen 326
Pro Rating: 2.5 Pro Comment: A one mana ½ that puts its counter somewhere when it dies is playable in this format because there are so many nice payoffs for doing things with counters. The ability to put the counter elsewhere is good too, and you can even get away with attacking into a trade if you have Backed up the creature, because if your opponent blocks you’re going to come out ahead since you keep all those counters
Average Picked At: 11.88 Total Times Picked: 33 Average Last Seen At: 8.70 Total Times Seen 356
Pro Rating: 1.5 Pro Comment: This is a bear that can buff itself when you have some extra mana lying around. We’ve seen many cards like this in recent years, and most of them haven’t been especially impressive. You just don’t find yourself with a bunch of mana lying around until the later stages of the game, so this is often irrelevant between about turn 2 and turn 10, and that’s a problem.
Average Picked At: 2.53 Total Times Picked: 17 Average Last Seen At: 2.71 Total Times Seen 62
Pro Rating: 4.0 Pro Comment: This looks really good. It is sort of a 4-mana 1/1 that gives you a 3/3, and still has the additional upside of helping anything that transforms into a Phyrexian. Note this works not only with the Incubator tokens but also all the cards that transform using Phyrexian mana, so there are a wide swath of cards this makes better, and it already has a great baseline.
Average Picked At: 1.57 Total Times Picked: 7 Average Last Seen At: 2.00 Total Times Seen 11
Pro Rating: 4.0 Pro Comment: Triple Green can be challenging in Limited, but you get a nicely above-rate creature that can transform into a Wurmcoil Engine-like Hydra, and that’s pretty neat. Even if you don’t play this on curve, and way until turn 6 or something, it is still going to be a big problem for your opponent. The mana cost does hold it back and prevent it from straight up bomb status, but because you can still get a ton of value out of it late, this still looks like a really good card to me.
Average Picked At: 8.85 Total Times Picked: 26 Average Last Seen At: 7.82 Total Times Seen 201
Pro Rating: 3.5 Pro Comment: Blue-Green is all about transforming things. This plays well with Incubator and Battles, as well as all the creatures that can transform for Phyrexian mana. Even with just 1 power, this is going to feel like a fairly powerful card, and it can get a lot sillier than that.
Average Picked At: 11.35 Total Times Picked: 17 Average Last Seen At: 9.42 Total Times Seen 400
Pro Rating: 1.5 Pro Comment: One mana for +2/+2 always has me a little bit interested, since it offers a big enough boost for a creature to win a significant number of combats, and It comes at a very low cost. The tempo you get when you use this kind of trick can be amazing! The creature even gets pseudo-vigilance. You can also use this defensively of course, and that’s the only way that Reach will be useful, but you should really only do that in an emergency. It is always dangerous to use a trick on your opponents turn, since during combat they probably have lots of mana untapped. In the end, this seems solid for aggressive Green decks, though I don’t think it will always make the cut.
Average Picked At: 10.04 Total Times Picked: 23 Average Last Seen At: 7.78 Total Times Seen 310
Pro Rating: 1.5 // 3.5 Pro Comment: The baseline here is a little bit below rate, but a creature that comes down and stuns something usually plays quite well in Limited, since you add to the board and really downgrade your opponent’s board. If you’re in Blue-White setting this up so it does that is going to feel great. It will feel well above rate when you can pull that off. I I think the gap in how good this is wide enough that I’m going to give it a build around grade.
Average Picked At: 5.81 Total Times Picked: 36 Average Last Seen At: 5.81 Total Times Seen 233
Pro Rating: 2.5 Pro Comment: A three mana 3/3 with Vigilance is something you usually play, especially when the creature has a useful creature type – so the upside of putting the counter elsewhere and giving something vigilance for a turn makes this quite attractive.
Average Picked At: 7.39 Total Times Picked: 18 Average Last Seen At: 6.03 Total Times Seen 164
Pro Rating: 1.5 Pro Comment: I think you can play this in your main deck and have it perform reasonably well. There are enough X/1s that it can target in typical decks, and against Blue/White it is utterly absurd. What it does to Blue or White creatures will make it feel like a 4.0 and against everyone else it is going to feel like a 1.0 – but I think that makes this a 1.5 overall, if you have enough playables it is probably still better to start in your sideboard.
Average Picked At: 2.12 Total Times Picked: 8 Average Last Seen At: 1.86 Total Times Seen 14
Pro Rating: 4.0 Pro Comment: If you cast this for six and only tap one creature, you’re talking about a 6-mana 8/8 with Trample and Ward 2, and sometimes it will be even larger! You do of course have to weigh the cost of tapping things down, but oftentimes by the time you want to play this you’ll have creatures to tap that won’t really feel like a big cost. Ward 2 also makes it more of a pain for your opponent to deal with it.
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: 2.33 Total Times Picked: 3 Average Last Seen At: 1.78 Total Times Seen 9
Pro Rating: 5.0 Pro Comment: This looks really good. Getting it down to six isn’t a big ask, and once you’re doing that you’re getting a super efficient flying threat that also searches up your best card and lets you cast that card with Convoke. If the Broodlord dies, you still have access to the card too!