Average Picked At: 12.34 Total Times Picked: 38 Average Last Seen At: 9.28 Total Times Seen 405
Pro Rating: 2.0 Pro Comment: I like the efficiency here. +1/+1 and Vigilance isn’t a boost that set’s the world on fire, but when you can get it with a one mana Equip cost, I’m definitely interested.
Average Picked At: 6.00 Total Times Picked: 35 Average Last Seen At: 5.09 Total Times Seen 186
Pro Rating: 1.5 Pro Comment: Early, the fact this hits a land will feel pretty good. In the later game you won’t really want a land, and if you don’t have enough double-faced cards it will feel especially bad. There aren’t any DFCs at Common either, so actually getting a critical mass where this hits consistently is a challenge.
Average Picked At: 7.83 Total Times Picked: 12 Average Last Seen At: 5.55 Total Times Seen 88
Pro Rating: 4.0 Pro Comment: The Invasion will often significantly upgrade your board – which in turn means you can go after this Battle right away in lots of situations, and don’t forget that GW is into +1/+1 counters, so there is definitely some extra value to be had! The creature you get after you do that is going to continue to offer a nice upgrade to your board every turn.
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: 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: 2.29 Total Times Picked: 7 Average Last Seen At: 2.25 Total Times Seen 13
Pro Rating: 3.5 Pro Comment: The effect this has on the front side does tend to have diminishing returns the longer the game goes on, as the extra tax matters less and less. Furthermore, it ultimately doesn’t even give you a 1-for-1 trade, since your opponent likely gets the spell back later Still, in the early game this can really derail your opponent and in an indirect sort of way this can allow you transform this a little more easily – but I think that’s a little too indirect. This does only have 3 defense, and once transformed it is pretty insane, allowing your board to get massive in a hurry. I think the low defense and the power of this once transformed do enough to balance the card out so that it’s actually pretty good.
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: 1.38 Total Times Picked: 8 Average Last Seen At: 1.33 Total Times Seen 13
Pro Rating: 4.0 Pro Comment: This lets you get back a permanent for 5 mana. That isn’t always going to feel like its worth it, but any of these Battles that led you add to the battlefield seem like they will be fairly nice, because it means you are increasing your chances of being able to attack it. And if you flip this, it becomes pretty insane – effectively spitting out a 2/1 with Flying and Lifelink every single turn.
Average Picked At: 8.25 Total Times Picked: 20 Average Last Seen At: 5.24 Total Times Seen 151
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: 7.69 Total Times Picked: 42 Average Last Seen At: 7.02 Total Times Seen 298
Pro Rating: 3.0 Pro Comment: Black usually gets a nice common that returns creatures from your graveyard to your hand, and this looks like a really good version of that to me. Milling three for both players gets your pretty close to meeting the “reverse threshold” type requirements that several cards have, and it also increases your chance of being able to get back two creatures. It is also an Instant which isn’t something we often see. This means you can use this on the end of your opponent’s turn, and then cast something you get back on your turn which is nice. You don’t usually want more than one of these, because they are so bad in the early game – but honestly, the first copy of this card looks like a must-have for most Black decks, and especially Black-Blue.
Average Picked At: 9.12 Total Times Picked: 34 Average Last Seen At: 7.33 Total Times Seen 290
Pro Rating: 1.5 Pro Comment: So at worst, this is a two mana 2/2, and sometimes you’ll have another Incubator around who is bigger, and you’ll choose to turn that one into a creature. That’s probably usually what this will do, because there aren’t a boatload of targets for this in the format. When you do get to kill an artifact or Enchantment with this it will feel like a pretty sweet 2-for-1, and I think the baseline is solid. Having Artifact and Enchantment hate in your main deck is nice too.
Average Picked At: 10.77 Total Times Picked: 31 Average Last Seen At: 8.57 Total Times Seen 370
Pro Rating: 2.5 Pro Comment: Giving a counter and lifelink until end of turn to something on ETB isn’t too bad, but a 4-mana 3/3 with Lifelink is not a good deal. It sort of feels like both options are a little overcosted here.
Average Picked At: 6.00 Total Times Picked: 5 Average Last Seen At: 5.26 Total Times Seen 48
Pro Rating: 2.0 Pro Comment: This is a massive vanilla creature. Obviously 18 power is enormous, but it can also be chump blocked all day or taken down by a couple of 3 power creatures. If you have ways to give this evasion it will become quite the threat. However, we’ve seen that big vanilla creatures haven’t been that impressive in the past, even if this is the biggest one yet.
Average Picked At: 4.20 Total Times Picked: 25 Average Last Seen At: 3.78 Total Times Seen 79
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: 1.33 Total Times Picked: 6 Average Last Seen At: 1.38 Total Times Seen 8
Pro Rating: 4.5 Pro Comment: This ultimately gives you two bodies, and generally they are going to be of a fairly significant size. The downside here is that casting this and not transforming at least one of them in the same turn is going to feel pretty brutal in many situations, as not adding to the board at all when you spend that much mana can be a pretty serious liability. Still, even in that bad situation, if you are able to untap you’ll usually be in decent shape, and if you can transform one when you cast this you’re usually still getting a nice deal.
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: 5.75 Total Times Picked: 24 Average Last Seen At: 5.45 Total Times Seen 117
Pro Rating: 3.0 Pro Comment: Granting a big stats boost to a few creatures, and giving all creatures Vigilance and Trample seems like a nice deal. This lets you really upgrade your board without sacrificing the ability to block on the following turn, and that can really help turn a race around. As usual, this type of card has the downside of being very mediocre if you don’t have a well-developed board, but even then the fail case isn’t the worst.
Average Picked At: 1.00 Total Times Picked: 1 Average Last Seen At: 1.00 Total Times Seen 2
Pro Rating: 4.0 Pro Comment: This is a powerful three mana planeswalker. Fixing your mana can be really nice, and the +1 does a decent job of protecting Wrenn. Because the land has Vigilance, you can also use it to attack and then use it for mana. The -2 is maybe a little less exciting, but it will generally draw you a card, and the -7 is likely to win you the game. This is going to be hard to beat on turn three, and while it has diminishing returns the longer the game goes on, it is still going to be quite powerful.
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: 2.43 Total Times Picked: 7 Average Last Seen At: 2.20 Total Times Seen 10
Pro Rating: 4.0 Pro Comment: Just the frontside is a really strong card. Giving up creatures or artifacts to drain the opponent’s life is a great way to close out a game. There will be situations where you can’t take full advantage of that ability, but the baseline is still a three mana 3/3 – and the card still has some other upside! If you’re in a spot where the ability on the front isn’t doing anything, you can simply transform Ayara, and she can help you do some damage by bringing back creatures or artifacts.