Average Picked At: 8.52 Total Times Picked: 21 Average Last Seen At: 6.60 Total Times Seen 183
Pro Rating: 2.5 Pro Comment: These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Average Picked At: 7.74 Total Times Picked: 35 Average Last Seen At: 6.63 Total Times Seen 241
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: 9.27 Total Times Picked: 22 Average Last Seen At: 7.39 Total Times Seen 168
Pro Rating: 3.5 Pro Comment: A 5-mana ⅔ that makes two 1/1s is pretty nice, and that’s especially true when the UR archetype is about Convoke! The fact this damages Battles and players is some nice additional value that can make a real difference. The question will be whether or not there are enough Convoke spells in the format to support this, but I would guess it will work out.
Average Picked At: 4.75 Total Times Picked: 20 Average Last Seen At: 4.59 Total Times Seen 92
Pro Rating: 3.0 Pro Comment: You can sort of look at this as a 4-mana 3/3 with this Surveil effect. Obviously, it is better than that, because you can pay in installments and the Surveil effect sticks around even if the creature goes down
Average Picked At: 8.58 Total Times Picked: 24 Average Last Seen At: 6.06 Total Times Seen 157
Pro Rating: 1.5 Pro Comment: You can use this to “defeat” a battle, which is probably the strongest thing you can do with it – and you can also use it to get rid of an incubator token in most cases, and there are a variety of other random uses in the format too. The fact it replaces itself is nice, but I still feel like this is probably too narrow to make the cut very often.
Average Picked At: 15.00 Total Times Picked: 27 Average Last Seen At: 12.74 Total Times Seen 601
Average Picked At: 5.72 Total Times Picked: 39 Average Last Seen At: 4.98 Total Times Seen 196
Pro Rating: 3.5 Pro Comment: We have seen this card before, only without the battle part, and it is always premium removal for Green because it can deal with things so efficiently. You always run the risk of getting 2-for-1’d when you cast it if you aren’t careful, but because this is an Instant, finding a spot where your opponent can’t respond is relatively easy.
Average Picked At: 13.55 Total Times Picked: 29 Average Last Seen At: 10.22 Total Times Seen 389
Pro Rating: 1.5 Pro Comment: The fact this Equips for free the first time is nice, and definitely has the ability to make just about anything into a much better attacker. With Flash, you may even find a way to trade a smaller creature for something larger. The fact it costs three to Equip thereafter is rough.
Average Picked At: 2.89 Total Times Picked: 9 Average Last Seen At: 2.57 Total Times Seen 15
Pro Rating: 5.0 Pro Comment: This is very strong. It either comes down and kill something, or comes down and smashes in for 7, and it even has the upside of being Naturalize earlier in the game, which helps offset how awkward this can be in your opening hand sometimes. It is a little challenging to cast, but I think it gets into the lower bomb range.
Average Picked At: 2.44 Total Times Picked: 9 Average Last Seen At: 2.25 Total Times Seen 13
Pro Rating: 4.0 Pro Comment: A three mana 3/3 with flying is still a very good rate, and sometimes this will even flicker something for value. You can even use this to get a blocker out of the way temporarily, so it will almost always do something.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 3.67 Total Times Seen 3
Pro Rating: 4.0 Pro Comment: These keywords make this hard to block. The extra land effect is usually not very impressive in Limited, but when you can drop a land after playing this it will feel nice, especially because you can give up that land later to draw a card! Making your opponent’s creatures enter tapped means it will be easier for you to push damage through, and the nonbasic land upside will come up some too
Average Picked At: 11.87 Total Times Picked: 31 Average Last Seen At: 10.37 Total Times Seen 392
Pro Rating: 1.5 Pro Comment: Paying 2 to loot is kind of a lot – it is hard to have that kind of mana available consistently, and while a three mana ¼ with Vigilance is acceptable, the whole package here seems a little overcosted.
Average Picked At: 8.19 Total Times Picked: 16 Average Last Seen At: 5.93 Total Times Seen 165
Pro Rating: 2.5 Pro Comment: These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Average Picked At: 4.20 Total Times Picked: 25 Average Last Seen At: 3.75 Total Times Seen 76
Pro Rating: 3.0 Pro Comment: If you put the counter on the Negotiator, you basically have a two mana 3/3 – something that I’m happy to play, so the additional upside is awesome.
Average Picked At: 6.16 Total Times Picked: 19 Average Last Seen At: 4.96 Total Times Seen 109
Pro Rating: 3.0 Pro Comment: A three mana 4/2 with Flash is something you’ll pretty much always play, so the fact that this will be a straight up 2-for-1 against some opponents is amazing. If this always drew you a card it would be a 4.0. In Limited, the chances you run into someone playing one of these colors is pretty significant, too. Basically, this will feel amazing against the right opponent and solid against everyone else.
Average Picked At: 3.44 Total Times Picked: 25 Average Last Seen At: 2.74 Total Times Seen 67
Pro Rating: 4.0 Pro Comment: Wow this is a good Oblivion Ring variant. It is harder to cast than Oblivion Ring, but the Ward 3 upside is very, very nice. It always stinks when your opponent manages to have the removal to hit your Enchantment, but this makes it a lot less likely they’ll be able to do that in the early game, and even in the late game that 3 mana tax can really soften the blow.
Average Picked At: 7.45 Total Times Picked: 31 Average Last Seen At: 6.58 Total Times Seen 228
Pro Rating: 2.0 Pro Comment: A Sorcery that always did this for four mana would probably be a 1.5. It is definitely removal, but very clunky, and the fact it can’t be a more permanent answer for many creatures is definitely a problem.
Average Picked At: 6.20 Total Times Picked: 20 Average Last Seen At: 5.25 Total Times Seen 204
Pro Rating: 2.0 Pro Comment: If you play this on an untapped land, you can immediately transform the Incubator, and that’s nice – it means you can actually add something to the board when you play this, and the problem with most cards like this is they don’t do that. This also does a pretty good job of fixing and ramping your mana.
Average Picked At: 1.20 Total Times Picked: 5 Average Last Seen At: 2.57 Total Times Seen 25
Pro Rating: 4.0 Pro Comment: A 4-mana ¾ with Flying and Vigilance is great, although double-White does make it more challenging to cast this super consistently on turn 4. Luckily it has way more upside than that though – shutting off opposing activated abilities and stealing those abilities is sweet, though more often than not it won’t actually do something.
Average Picked At: 11.59 Total Times Picked: 34 Average Last Seen At: 9.37 Total Times Seen 310
Pro Rating: 2.5 Pro Comment: This is Reckless Impulse with a different name, and that was a quality draw spell in Innistrad: Crimson Vow. You’re almost always going to be able to play both cards that you hit with this before the end of your next turn, and this ends up being a two mana draw two most of the time.