Draft Trainer

Phyrexia: All Will Be One Limited Quiz

Answered: 0/20
Accuracy: 0
Cinderslash Ravager
Average Picked At: 3.88
Total Times Picked: 42
Average Last Seen At: 4.02
Total Times Seen 120
Pro Rating: 3.5
Pro Comment: Paying five for this seems eminently doable, and I think that will feel like a pretty good deal! Sometimes you’ll be able to get it out there even earlier, and there are enough 1/1 tokens and X/1s in the set that you’ll get to pick off at least one creature a decent chunk of the time when you play this.
Unnatural Restoration
Average Picked At: 8.62
Total Times Picked: 21
Average Last Seen At: 6.00
Total Times Seen 209
Pro Rating: 1.5
Pro Comment: We see this effect a lot, and a Regrowth that only gets permanents is not usually very good in Limited, especially if that’s all the card does. It isn’t a disaster to play, but can be underwhelming for a lot of reasons! For one thing, it doesn’t do anything until there’s a permanent in the graveyard – and it doesn’t really feel like you’re accomplishing something until there is a worthwhile permanent, so it can be a dead card for awhile!
Koth, Fire of Resistance
Average Picked At: 1.73
Total Times Picked: 11
Average Last Seen At: 1.71
Total Times Seen 19
Pro Rating: 2.5
Pro Comment: This isn’t the most impressive planeswalker for Limited. Sure, he has a +2 that technically draws you a card and a -3 that is technically removal, and those things are usually pretty good – but both are fairly weak versions of that effect. The +2 can only net you a Mountain, and the -3 is dependent on the number of Mountains you can control. Even the ultimate demands you have mountains – though obviously if you can fire off the ultimate and then use the +2 every turn to grab a Mountain you’re going to wind, but that’s going to be tough, since Koth doesn’t do much to protect himself. So, to some extent, Koth is an incentive to go Mono-Red or close to it, and if you can do that, obviously the -3 will kill most stuff, but on a board that is built out at all, your opponent can still easily deal with Koth
Transplant Theorist
Average Picked At: 8.48
Total Times Picked: 33
Average Last Seen At: 6.78
Total Times Seen 262
Pro Rating: 3.0
Pro Comment: I’m already considering playing a 4-mana 2/4 that loots when it ETBs, so the additional artifact upside here is nice! The last ability doesn’t come up a ton, but sometimes if a game goes long, being able to put cards on the bottom of your library is a big deal. Not only can you outlast your opponent, but if you really run out of cards you can basically decide what you draw each turn! Still, about 99% of the card’s value comes from everything else about it, and not the graveyard ability
Necrogen Rotpriest
Average Picked At: 4.00
Total Times Picked: 27
Average Last Seen At: 3.96
Total Times Seen 115
Pro Rating: 3.5
Pro Comment: Black/Green is a grinder Toxic deck, as the Rotpriest shows you. It provides a medium defensive body, along with all kinds of toxic upside – you get to poison stuff more quickly, and granting death touch to toxic stuff is nice all game. On some boards, you’re going to put your opponent in a spot where they have to get a significant number of poison counters or set up an ugly block against your potential deathtouch creature. Threat of activation will be pretty real there!
Charforger
Average Picked At: 7.83
Total Times Picked: 24
Average Last Seen At: 5.92
Total Times Seen 199
Pro Rating: 4.0
Pro Comment: A three mana ⅔ that makes a 1/1 is already a great rate, so the fact that this can save up oil counters and use them to draw cards is pretty amazing. It takes some work to do of course, but as usual Black-Red has ways to make its own stuff die, so it is certainly doable. I think it has the potential to be the best signpost Uncommon in the set between the great rate and ability to draw cards.
Lukka, Bound to Ruin
Average Picked At: 1.50
Total Times Picked: 10
Average Last Seen At: 1.45
Total Times Seen 11
Pro Rating: 5.0
Pro Comment: You either get a 4-mana 3 loyalty planewalker, or a 5-mana 5-loyalty planeswalker. I think you usually will want to pay the full five, because that gives you the option of using his -4 right away, and that’s an ability that will usually allow you to kill something. However, his most consistent ability is probably his -1 anyway, as adding a real presence to the board that can pressure your opponent and protect him is pretty great, and there will be times where his ability to start cranking those out on turn 4 just wins you the game! The +1 is probably the least impressive, but sometimes you’ll want to get your ramp on. All in all, he is going to be pretty effective at removing creatures and protecting hismelf, and that’s usually enough for a walker to be a bomb.
Evolving Adaptive
Average Picked At: 2.76
Total Times Picked: 37
Average Last Seen At: 2.69
Total Times Seen 89
Pro Rating: 3.5
Pro Comment: If you play it early, it is going to get absolutely massive, and is a one drop that can potentially take the game over. It does get worse the later you play it, but it is still likely to grow basically any time you play a creature at that point
Churning Reservoir
Average Picked At: 6.41
Total Times Picked: 27
Average Last Seen At: 4.90
Total Times Seen 174
Pro Rating: 1.0 // 3.0
Pro Comment: This feels like it has the potential to be quite the value engine, as there are lots of Red cards that can do some stuff with oil counters. The token creation effect certainly isn’t the most efficient thing ever, but I can see some decks finding a way to utilize it on turns when they can. This probably needs a buildaround though, as you really need to have a critical mass of oil counters and oil counter payoffs or this just won’t do enough to be worth a card
Free from Flesh
Average Picked At: 9.11
Total Times Picked: 80
Average Last Seen At: 7.90
Total Times Seen 729
Pro Rating: 2.0
Pro Comment: One mana for +2/+2 tends to be a pretty solid boost, as you can very cheaply allow your creature to win a lot of combats. The oil counters really matter for some cards too, though sometimes you’ll end up adding oil counters on something that can’t really do anything with them.
Goldwarden's Helm
Average Picked At: 10.19
Total Times Picked: 70
Average Last Seen At: 8.25
Total Times Seen 749
Pro Rating: 2.0
Pro Comment: You get a three mana 2/3 up front here, which isn’t the worst baseline – especially when you have Equipment and Artifact payoffs in the format. The Boost this offers on its own is certainly very meager, though.
Encroaching Mycosynth
Average Picked At: 7.82
Total Times Picked: 11
Average Last Seen At: 6.23
Total Times Seen 88
Pro Rating: 0.0
Pro Comment: So, this is basically a Mycosynth Lattice that doesn’t hit lands and only affects you. And…that doesn’t seem awful in Limited. Sure, I get it, there’s artifact payoffs in the set, but the impact this has on the board will be pretty meaningless about 99% of the time, and the times where it gives you an actual card worth of value will be even rarer.
Kaito, Dancing Shadow
Average Picked At: 1.82
Total Times Picked: 17
Average Last Seen At: 1.91
Total Times Seen 23
Pro Rating: 5.0
Pro Comment: This looks excellent. He has a -2 that is very good at protecting him – a death touch body is not something your opponent can take lightly, and even if they do find a way to get rid of it, you still get to drain 2 life! He can also draw you cards for no loyalty at all, and Pacify a creature for an entire turn cycle! His static ability is also pretty great, and will at a minimum draw you an extra card when you trigger it, since you’ll use that ability again. Turns where you can make something unable to block to allow you to get in with a creature, then use his triggered ability to return it to your hand, use another loyalty ability to draw a card, and then just recast the creature are going to feel insane, and that isn’t even a Magical Christmas land scenario. Bouncing something to your hand can even be upside if you’re trying to abuse an ETB ability! I think this is a massive bomb – a 4-mana card that can get pretty close to ending the game on the spot. He protects himself, he draws you cards, and he even has an effect that will get pretty close to feeling like removal.
Barbed Batterfist
Average Picked At: 6.29
Total Times Picked: 106
Average Last Seen At: 5.74
Total Times Seen 497
Pro Rating: 2.5
Pro Comment: Two mana 3/1s tend to play pretty well in aggro decks, and that’s what you get up front here – and then you have the option of moving the Equipment to other stuff – like if you really want your token to be a 2/2, or if something else can benefit from the stat boost. +1/-1 certainly isn’t amazing, but this is really cheap to play and equip, which will be especially nice with Equipment payoffs in the set.
Porcelain Zealot
Average Picked At: 4.21
Total Times Picked: 33
Average Last Seen At: 3.71
Total Times Seen 100
Pro Rating: 3.5
Pro Comment: This has bad base stats, but at least it can buff itself in a pinch! +1/+1 every turn can make a difference more often than you might think, and the +2/+2 boost you can give to Toxic creatures really matters, as making them harder to block profitably comes with extra value
Ichorplate Golem
Average Picked At: 3.64
Total Times Picked: 25
Average Last Seen At: 3.66
Total Times Seen 116
Pro Rating: 4.0
Pro Comment: An easy to cast three mana ⅔ isn’t a terrible starting point, and the oil counter upside here feels pretty real in this format. It does probably mean that it is at its best in a UR or RG deck, but I think even if you have 2+ creatures that do something with oil tokens, you’re playing this.
Kemba, Kha Enduring
Average Picked At: 3.62
Total Times Picked: 8
Average Last Seen At: 2.79
Total Times Seen 19
Pro Rating: 4.0
Pro Comment: There is a lot of good Equipment in this set, so Kemba is going to thrive. The free equip when it enters isn’t always going to matter, but when it does it will be pretty insane, especially because Kemba will get an additional +1/+1! And, if the ability to make Equipment way better wasn’t enough for you, in the late game Kemba can generate tons of cat tokens. It is a little bit of a build around maybe, but this can do things that all White decks in the format will be interested in, even if Kemba isn’t doing all of those things in each of those decks.
Chrome Prowler
Average Picked At: 10.24
Total Times Picked: 59
Average Last Seen At: 7.93
Total Times Seen 688
Pro Rating: 1.5
Pro Comment: None of what this does feels especially meaningful. It has mediocre stats and an ETB ability that is underwhelming. A 3/2 with Flash can ambush block stuff, but not that effectively – it just ends up being a surprise trade or chump block. The tap effect will be nice at times, but this just doesn’t feel like it has enough of an impact to make the cut consistently.
Sheoldred's Edict
Average Picked At: 5.29
Total Times Picked: 24
Average Last Seen At: 3.79
Total Times Seen 144
Pro Rating: 2.0
Pro Comment: Edict effects aren’t nearly as good in Limited as in constructed, mostly because most decks have multiples of things in play and can really minimize the downside. This one is an instant, and it gives you three options that should, in theory, allow you to maximize what it can do, but I’m still not overly impressed with this. It is better early, and pretty bad the longer the game goes on
Glissa Sunslayer
Average Picked At: 1.50
Total Times Picked: 16
Average Last Seen At: 1.67
Total Times Seen 24
Pro Rating: 4.5
Pro Comment: Glissa still has both First Strike and Death touch, which makes for a nasty combination! A three mana 3/3 with those two keywords is probably already a B, as it is near impossible to attack through or block. So, the fact she comes with big upside is great! She’s awful to block, but if your opponent lets her through, they are going to give you some serious value! Drawing the card is going to be the option you choose the most, but the other two are nice to have around. I think Glissa gets into the lower bomb range. She is great all game long, and probably takes over the game if left unchecked.
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