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.
Average Picked At: 14.95 Total Times Picked: 110 Average Last Seen At: 12.12 Total Times Seen 1558
Average Picked At: 10.89 Total Times Picked: 100 Average Last Seen At: 9.05 Total Times Seen 1404
Pro Rating: 2.0 Pro Comment: This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
Average Picked At: 11.74 Total Times Picked: 124 Average Last Seen At: 9.55 Total Times Seen 1596
Pro Rating: 2.0 Pro Comment: This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
Average Picked At: 1.06 Total Times Picked: 18 Average Last Seen At: 1.05 Total Times Seen 20
Pro Rating: 5.0 Pro Comment: A 5-mana 5/5 with Flying and Menace is efficient and incredibly difficult to block. So, your opponent better kill it! But..if they do, you just get to reanimate the best creature in a graveyard! Now, that creature probably isn’t quite as good as Junji, but it still super powerful none the less. The discard effect is generally going to be less good, but if your opponent is low on life, or you don’t have a creature to bring back, you’ll choose that option.
Average Picked At: 10.23 Total Times Picked: 52 Average Last Seen At: 6.93 Total Times Seen 481
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.
Average Picked At: 3.50 Total Times Picked: 30 Average Last Seen At: 3.37 Total Times Seen 73
Pro Rating: 3.5 Pro Comment: Another great land. If you need an Island early, it’ll do that for you, and then in the late game it can be a pretty nice bounce spell. The flexibility this offers is just really good.
Average Picked At: 2.32 Total Times Picked: 28 Average Last Seen At: 2.52 Total Times Seen 47
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.
Average Picked At: 2.62 Total Times Picked: 85 Average Last Seen At: 2.35 Total Times Seen 198
Pro Rating: 3.0 Pro Comment: I’m always pretty concerned about a 4-mana card that doesn’t immediately add to the board in any way – and that’s certainly what we have going on here. Searching up a couple of Forests will be nice, but it isn’t that impactful in the immediate future. Chapter II may be something you don’t even want to do because you may not want to draw another land. Ultimately it will add to the board though, and usually with quite the formidable creature, but like with a lot of these – it taking a couple of turns can be a bit brutal in games where you need something that does something more immediately. Still, if you are able to draw the two lands, and then transform this a couple turns later, it will be a real presence on the board.
Average Picked At: 6.94 Total Times Picked: 175 Average Last Seen At: 6.01 Total Times Seen 966
Pro Rating: 3.0 Pro Comment: This gives you some reasonable value for the cost, and its also a great card to combine with Ninjas, since it is not only evasive, but it also has an ETB ability, so recasting it will give you another token, and that’s some nice value to get on top of whatever it is you did with Ninjutsu.
Average Picked At: 8.18 Total Times Picked: 154 Average Last Seen At: 7.08 Total Times Seen 1063
Pro Rating: 3.0 Pro Comment: It counts itself of course, so even without any other samurais around it attacks as a 3/2. One really nice thing is that you can play this, and then on the same turn attack with another Samurai, and +1/+1 is likely to help it attack more effectively.
Pro Rating: 2.0 Pro Comment: They decided to give this samurai the old Bushido mechanic. It’s a two mana 2/2 that is harder than most two mana 2/2s to block or attack through, and that’s probably enough of an upside for you to play it a decent chunk of the time.
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.
Average Picked At: 4.58 Total Times Picked: 60 Average Last Seen At: 3.72 Total Times Seen 247
Pro Rating: 3.5 Pro Comment: This looks quite good. On its own, it is a two mana 1/1 Trampler that you can put a counter on every end step for one mana, and that’s definitely a quality card. Even without other Shrines, I don’t imagine you’ll ever cut this from your Green decks.
Pro Rating: 1.5 Pro Comment: If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
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.
Average Picked At: 2.36 Total Times Picked: 28 Average Last Seen At: 2.80 Total Times Seen 59
Pro Rating: 4.0 Pro Comment: Like Boseiju, this is a land that can be a removal spell, and that’s pretty awesome. Sure, its situational, and only does 4 damage, but keep in mind – this is a land that you can draw in the late game and it actually does something, and there’s no downside in running it in place of a Plains because it comes into play untapped.
Average Picked At: 8.55 Total Times Picked: 53 Average Last Seen At: 6.55 Total Times Seen 480
Pro Rating: 3.0 Pro Comment: This is a great payoff for attacking with a creature alone, something that will of course be well-supported within the RW color pair. Attacking alone basically draws you a card here, so even if you offer up an attack that will be a trade at best, you’re probably still coming out ahead. While it is definitely going to make the most sense in RW, it gives you a pretty good reason to only attack with one creature a turn in most of the Red decks.
Average Picked At: 8.02 Total Times Picked: 47 Average Last Seen At: 5.94 Total Times Seen 443
Pro Rating: 3.0 Pro Comment: So in the early game this has nice efficient stats, and once it can’t attack effectively any more, it can crew stuff. And…it can crew virtually any vehicle in the format, which means it is going to have a late of late-game viability, especially in the UW deck – but most White decks will have enough Vehicles that he will be good late.
Average Picked At: 8.26 Total Times Picked: 62 Average Last Seen At: 6.24 Total Times Seen 451
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.