Draft Trainer

Kamigawa: Neon Dynasty Limited Quiz

Answered: 0/20
Accuracy: 0
Explosive Entry
Average Picked At: 10.76
Total Times Picked: 157
Average Last Seen At: 9.33
Total Times Seen 1513
Pro Rating: 3.0
Pro Comment: This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Reckoner Bankbuster
Pro Rating: 4.0
Pro Comment: The casting cost is great for a 4/4, and the Crew is a little bit high, but it more than makes up for that with its activated ability, which will net you some cards, give you a creature token that can crew it, and even fix your mana a little bit. It may take a few turns to get going, but at times where you don’t have those turns, you’ll probably also just be able to crew it.
Swiftwater Cliffs
Average Picked At: 10.07
Total Times Picked: 59
Average Last Seen At: 7.17
Total Times Seen 489
Pro Rating: 2.5
Pro Comment: Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Favor of Jukai
Average Picked At: 11.63
Total Times Picked: 123
Average Last Seen At: 9.45
Total Times Seen 1526
Pro Rating: 2.0
Pro Comment: Channeling this will be the better deal most of the time, as the tricks we see that offer that same boost and reach always tend to be pretty playable, but it is nice that you can also use this as a more permanent boost in situations where that’s better.
Spirit-Sister's Call
Pro Rating: 3.0
Pro Comment: If you have creatures who give you value with an ETB or death triggered ability, or some tokens lying around, it seems like this will be able to generate some pretty nice value for you. If you don’t, this is going to be less attractive, as you’ll typically just be upgrading one of your permanents a little bit, and there’s also no guaranteeing you have something good to sacrifice and something worth getting back, and that’s pretty rough on a 5-mana Enchantment. The good news is you can get that new permanent right away, so it does something to the board immediately. This has a pretty impressive ceiling, but I think it will be far too inconsistent to get anywhere close to being a bomb.
Clawing Torment
Average Picked At: 8.98
Total Times Picked: 134
Average Last Seen At: 7.58
Total Times Seen 1223
Pro Rating: 2.0
Pro Comment: This can outright kill X/1s, and takes away the ability of all creatures to block – while also slowly bleeding the opponent out. If you’re in a really aggressive Black deck, I can see playing this, but in situations where you aren’t the beatdown, it isn’t going to be very good. Your opponent just won’t always care about their creature getting a little smaller and being unable to block. It is notable that it is an Enchantment you can keep around on the table for awhile, and you kind of want to because it hurts your opponent – and that goes well in the Black-White deck, which wants an Artifact and Enchantment to be around for its various effects This is probably mostly an aggro deck special.
Atsushi, the Blazing Sky
Pro Rating: 5.0
Pro Comment: A 4-mana 4/4 with Trample and Flying is already great, and Atsushi also makes sure that you always get some kind of value out of it, even if it dies immediately. If you can make use of both cards it reveals, you are getting a 3-for-1, and if you really need mana or fixing the Treasure can help you there. Basically, this puts your opponent in a situation where they are going to die to a 4/4 Flyer or give you a ton of value, and that’s a nice choice to give them! Obviously enough, this is a bomb.
Blade-Blizzard Kitsune
Average Picked At: 5.34
Total Times Picked: 53
Average Last Seen At: 4.62
Total Times Seen 330
Pro Rating: 3.5
Pro Comment: 3-mana for a 2/2 Double Striker is actually a great rate, and I kind of think that would probably be a 3.0 in any format. Its just a creature that can punch above its weight class really well, easily take down other cards that are two and three mana, and it hits hard, and it is both a good blocker and attacker. This set has plenty of Auras, +1/+1 counters, and Equipment, all of which go really well with the Kitsune. The Ninjutsu here is some nice additional upside, as sometimes maybe you want to sneak in 4 damage for lethal, or there is some other benefit to casting it that way, but I think you’ll more frequently just cast this for three mana and Ninjutsu it – so, I don’t actually think the Ninja angle here is huge upside.
Goro-Goro, Disciple of Ryusei
Pro Rating: 5.0
Pro Comment: Well, this is a two mana 2/2 with some silly upside! Granting haste to everything is a nice enough upside to have on such a creature, but where it gets really interesting is in its ability to make Dragon tokens if you have some modified creatures. That’s not a huge ask, and it means that this is a two mana 2/2 that can really take over games where you can get that ability going. It does die to a whole lot, but it’s a two drop that is pretty scary all game long. I think it’s a bomb.
Bloodfell Caves
Average Picked At: 9.05
Total Times Picked: 65
Average Last Seen At: 6.71
Total Times Seen 497
Pro Rating: 2.5
Pro Comment: Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Roadside Reliquary
Average Picked At: 7.03
Total Times Picked: 79
Average Last Seen At: 5.67
Total Times Seen 405
Pro Rating: 3.0
Pro Comment: Like Mech Hanger, this is another nice utility land where it is worth running despite the fact that it may make your mana base a little worse. This produces mana for you when that’s what you need, and then when you’re in need of some extra gas, you can sacrifice this. You’re typically going to be able to draw a single card pretty easily, and drawing 2 with it is also going to happen a fair bit. That’s some very nice upside.
Essence Capture
Average Picked At: 10.58
Total Times Picked: 43
Average Last Seen At: 7.60
Total Times Seen 538
Pro Rating: 2.0
Pro Comment: This is a card we’ve seen printed a few times now, and its always decent. Once you get down to two mana, Counterspells get pretty interesting, and while it is unfortunate this one costs double blue, it is still fairly easy to get value out of it, as most decks will have 15+ targets, and the +1/+1 counter is a great thing to tack on.
Imperial Oath
Average Picked At: 5.71
Total Times Picked: 139
Average Last Seen At: 5.28
Total Times Seen 804
Pro Rating: 1.5
Pro Comment: Three bodies + Scry 3 for six isn’t the worst thing ever, but it also isn’t quite as impactful as I’d like a six mana spell to be. Those three bodies can help, but there are also plenty of board states where they don’t do a whole lot for you.
Behold the Unspeakable // Vision of the Unspeakable
Average Picked At: 2.09
Total Times Picked: 112
Average Last Seen At: 2.30
Total Times Seen 213
Pro Rating: 4.0
Pro Comment: While it of course doesn’t add to the board immediately, Chapter One will make it a lot harder for you opponent to punish you for that being the case, so you are very likely to still be in a decent position by the time you untap and get Chapter II, which will either draw you FOUR cards, or let you scry 2 and draw 2 – both of those outcomes are pretty great. The creature it transforms into always won’t be that imposing - and in some cases it may not be able to stick around very, but it is likely to be able to do something at least, and I think that’s acceptable after what you got from Chapter II.
Greasefang, Okiba Boss
Average Picked At: 2.96
Total Times Picked: 23
Average Last Seen At: 3.27
Total Times Seen 80
Pro Rating: 4.0
Pro Comment: This looks pretty darn good, between the great stats and the Vehicle recursion. Obviously, you need some Vehicles in the graveyard to really get there with this, but there are enough of them in this set, that I can see Greasefang doing the job a significant chunk of the time. Even just doing it once is immensely powerful, since you not only get a quick swing in, you also get it back in your hand.
Imperial Recovery Unit
Average Picked At: 5.97
Total Times Picked: 61
Average Last Seen At: 4.64
Total Times Seen 345
Pro Rating: 2.5
Pro Comment: In terms of cost and what it takes to crew it it isn’t the most efficient vehicle ever, but it has the ability to return cards to your hand, and there seem to be enough relevant one and two drops around that you’ll pull that often a reasonable chunk of the time. Even just doing it once is plenty.
Light-Paws, Emperor's Voice
Pro Rating: 3.0
Pro Comment: This is a two mana 2/2 that comes with some pretty impressive upside, as searching up Auras and putting them on him for free is pretty sweet. Now, the Aura does have to have the right mana value and the right name for it to work out, and that won’t always be automatic, but I think this still has some nice upside.
Invoke the Winds
Pro Rating: 4.5
Pro Comment: As is the case with all the cards in this cycle, it is tricky to cast, but very powerful, and it is possible this is the most powerful of the bunch. Stealing an opposing permanent is one of the most powerful things you can do in Magic, as you remove whatever your opponent’s best artifact or creature is and add it to your own board. Untapping it might seem like a little thing, but frequently your opponent’s best thing will be tapped down, so getting it and being able to block with it right away actually matters. 5 mana is a very reasonable price for doing this – the problem is the quadruple Blue cost, which is usually tricky to assemble in Limited. That said, this is certainly powerful enough to take very, very early. Provided you keep it in mind and Blue is open, you should be able to draft fixing and lean a little extra into Blue so that you have a greater-than-normal chance of getting quadruple Blue mana in your deck. You probably need about 12 Blue sources to feel secure about it. While this is certainly hard to cast, I do think it is doable enough in this format, and the card is powerful enough, that it sneaks into the lower bomb range.
Teachings of the Kirin // Kirin-Touched Orochi
Average Picked At: 1.77
Total Times Picked: 30
Average Last Seen At: 2.00
Total Times Seen 66
Pro Rating: 4.0
Pro Comment: This looks pretty good. You immediately add something to the board which is not something most of these creature-sagas do, and because of that you’ll also likely have something to put a +1/+1 counter on with Chapter II. Then, once it transforms, it can attack and gobble up cards in graveyards for value – and because it milled you three cards, it will have a good shot at being able to do one of the things it can do. Now, a 1/1 that becomes a 2/2 won’t always be incredible by the time it comes into play as a creature, and that does hold the card back some, but I still think its quite good overall.
Dokuchi Silencer
Average Picked At: 6.21
Total Times Picked: 73
Average Last Seen At: 4.94
Total Times Seen 354
Pro Rating: 3.5
Pro Comment: This looks pretty good. If you ninjutsu it in, you’ll always have a card to discard to the effect. It sort of makes it a Bone Splinters on a stick, which is pretty good overall. Obviously, if it is able to get in more than once, it can really wreck the opposing board. Turning random creatures in hand to removal spells will usually be worth it.
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