Average Picked At: 1.14 Total Times Picked: 14 Average Last Seen At: 1.22 Total Times Seen 25
Pro Rating: 3.5 Pro Comment: This is Bonesplitter with a whole bunch of upside, and Bonesplitter already tends to be a pretty solid piece of Equipment. +2/+0 for 1 to play and 1 to Equip is just a nice rate, and +2 often enables some nice attacks you didn’t have before. Now, I guess it isn’t all upside, because if you have a creature you would like to get back from the ‘yard later in the game, this won’t let you do it, but I still think the fact that this gets the keyword abilities of the creatures that die is more upside than downside. At the same time, you won’t always have creatures with keyword abilities for this to give other creatures, but still - I like this a lot.
Average Picked At: 6.70 Total Times Picked: 156 Average Last Seen At: 6.11 Total Times Seen 969
Pro Rating: 2.5 Pro Comment: Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
Pro Rating: 3.0 Pro Comment: If you can get this down to about 6 mana, I think you feel pretty good about it. It is a bit of a bummer that it is a Sorcery, so when you cast it you better be doing something pretty significant. The good news is, it won’t be that hard to do something significant with it, since 10 damage is enough to kill pretty much anything, and it is also oftentimes enough to win the game. I do think the clunkiness of the spell is a pretty big problem, but the ceiling is really high.
Average Picked At: 1.00 Total Times Picked: 12 Average Last Seen At: 1.12 Total Times Seen 17
Pro Rating: 5.0 Pro Comment: Like its brethren, this legendary dragon is a bomb, although I think it might have the worst stat-line of the bunch – but that’s only compared to completely absurd Dragons! A 5-mana 5/5 with Flying and Deathtouch is obviously a great rate, and can end the game on its own – and if your opponent ever kills Kura, you’re going to get some sweet value. It will probably make the most sense to make the creature token, as this gives you an immediate board presence that will also be a headache for your opponent. Basically, you are paying 5 mana here for two 5/5s at least, and the token might be even bigger! The land ability is something you will only do on very rare occasions, where maybe getting the right land lets you cast another bomb or something.
Pro Rating: 4.0 Pro Comment: This has a really neat design. Its triggered ability makes it so that your opponent can’t damage it on their first turn after you play it, and its other abilities are pretty nice! Typically, you’re probably going to play it and use the +1, since you won’t have any fear of Katio dying on that next turn, and then you can start making Ninjas to protect the planeswalker too! If you play this on turn three, it will really take over the game. However, in the later game, its abilities look increasingly unimpressive. I don’t quite think its a bomb since it won’t help you out a whole lot if you’re at parity or behind. Instead, its just a really good card.
Average Picked At: 14.93 Total Times Picked: 95 Average Last Seen At: 11.90 Total Times Seen 1496
Pro Rating: 4.0 Pro Comment: This is premium removal. It won’t always be super efficient – in fact it usually won’t be, because you have to spend one more mana than the toughness the creature has – but the fact that you gain that life back is a big deal. Casting this for 6 to kill a 5/5 is going to feel incredibly swingy! Especially at Instant speed. Like with all the Marches, you probably don’t want to be exiling cards to cast it too often, but it does give the card some extra punch – and there will be situations where it makes sense to do – like if you need to exile a card to do enough damage to kill a blocking creature, or to enable you to play another powerful spell on the same turn.
Pro Rating: 4.5 Pro Comment: This new Hidetsugu is a pretty big improvement on the original card! It has a pretty solid statline and two great activated abilities. Giving up creatures to scry is sometimes something you really need – but the other ability is the one that really pushes things over the edge. Not only do you get the chance to play the card he reveals, he also damages any target equal to the mana value of the card you exile! And, in an ideal world, you can set things up with the Scry so that it does something really significant. Now, it isn’t all good. Paying three mana for the effect will mean that you won’t really be able to play the card a significant chunk of the time, and while you can use the ability at Instant speed, you won’t be able to play the thing you reveal on your opponent’s turn unless its an Instant. Still, the fact that it lets you repeatedly damage things is big, and will allow Hidetsugu to take over games. Then, when you can actually play the thing that you reveal, it will feel truly busted! Keep in mind, you can play a land off of it, it just won’t do any damage.
Average Picked At: 11.60 Total Times Picked: 52 Average Last Seen At: 8.68 Total Times Seen 666
Pro Rating: 1.0 // 3.0 Pro Comment: This is a super artifact-centric version of Dig Through Time. Because you have to have a decent number of Artifacts in play to make casting it worthwhile and you need ot hit two of them in the top seven cards of your library, I think this probably has to have a build around grade. This format, as I’ve been saying, has a ton of Artifacts, but this card needs you really be in on them. You probably need 10+ artifacts in your deck to get there with it, and even in this format I don’t think that’s always going to happen.
Average Picked At: 6.85 Total Times Picked: 166 Average Last Seen At: 5.81 Total Times Seen 874
Pro Rating: 3.0 Pro Comment: At worst, this is a 4-mana 4/4, and its much better than that because it allows you to put counters wherever you want. The Channel part of the card is nice too, because sometimes utilizing this more like a trick, or spreading around the modifications is just better anyway. It slots nicely into the RG Modification deck, as well as Green-White Enchantments.
Average Picked At: 14.90 Total Times Picked: 84 Average Last Seen At: 12.05 Total Times Seen 1592
Average Picked At: 6.89 Total Times Picked: 123 Average Last Seen At: 6.29 Total Times Seen 1063
Pro Rating: 3.0 Pro Comment: Chapter I and II will very likely enable attacks you didn’t have before, and that’s a pretty big deal. Especially because this eventually adds meaningfully to the board by giving you a 2/4 Flyer. It will be a bit of a bummer to play on a completely empty board, but that won’t be happening that often. This looks like a good Common to me, one you can first pick sometimes.
Average Picked At: 3.78 Total Times Picked: 9 Average Last Seen At: 2.83 Total Times Seen 38
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.
Pro Rating: 3.0 Pro Comment: So, there are a lot of Sagas in this set, including some at Common, and GW is the color pair that is the most into Enchantments, so Satsuki looks like she can do some pretty nice stuff for you. Accelerating your Sagas is a big deal in this set since they all eventually become Creatures, so getting them to add to the board as quickly as you can is quite good. And then, her death trigger will stand a reasonable chance at getting you something back from your graveyard. She definitely takes a little bit of work to get going, but because GW will fairly organically end up with the kinds of cards she’s good with, I don’t think she needs a build around grade.
Pro Rating: 2.5 Pro Comment: The combat trigger that the Technician has is unfortunately quite narrow. If you aren’t augmenting it in some way, you’ll only be able to put 2 mana or less Artifacts into play with it, and while you’ll probably have some of those in Blue, there aren’t so many that you will consistently be able to actually put something into play with it. Especially if you aren’t drawing extra cards. It is still a 3-mana 2/4 with upside, and being an Artifact And a Ninja is useful too.
Average Picked At: 2.91 Total Times Picked: 64 Average Last Seen At: 2.86 Total Times Seen 142
Pro Rating: 3.5 Pro Comment: Wow. They really did it…this is a ninja turtle! Anyway, a two mana ⅓ with Deathtouch is always playable. Being able to trade for everything is a big deal, and this comes with Ninjutsu and the ability to naturalize something when it hits the opponent…and there is plenty of stuff it can blow up in this format.
Average Picked At: 5.78 Total Times Picked: 73 Average Last Seen At: 4.87 Total Times Seen 341
Pro Rating: 3.0 Pro Comment: This is a two mana 2/2 with some pretty nice upside. There are artifacts aplenty in this set, so having an expendable one around to turn into a 3/1 with Haste isn’t going to be super hard. That said, you also won’t always have an Artifact that is worth sacrificing either.
Average Picked At: 11.25 Total Times Picked: 69 Average Last Seen At: 8.75 Total Times Seen 653
Pro Rating: 0.0 // 2.5 Pro Comment: Your typical Tutor tends to not be great in Limited…and I think that’s mostly the case here. You pay four mana, use up the Anchor and an artifact or creature in play to search up an Equipment or Vehicle and put it on to the battlefield. In other words, you are 2-for-1ing yourself. Now, there are some scenarios where maybe you run this – like if you have an absurd bomb this either an Equipment or Vehicle – but that’s pretty much it. So, if you have some really high costed card that has either of those types, this starts to get pretty interesting, but that’s a very narrow use, and this shouldn’t really be played in your typical Limited deck.
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.
Average Picked At: 6.00 Total Times Picked: 20 Average Last Seen At: 4.22 Total Times Seen 109
Pro Rating: 3.0 Pro Comment: It is hard for any 3-mana 3/3 with upside to be bad – and this certainly isn’t. This set has a whole lot of Artifacts in it, so using its ability will definitely happen – but it is a bit of a finicky ability since it checks for mana values.