Average Picked At: 7.17 Total Times Picked: 29 Average Last Seen At: 6.33 Total Times Seen 235
Pro Rating: 4.0 Pro Comment: This is a great payoff for casting spells. It can give itself flying, and you can store up the counters to use them once you have great stuff to give flying to. Works great with Proliferate too!
Average Picked At: 12.23 Total Times Picked: 60 Average Last Seen At: 10.04 Total Times Seen 886
Pro Rating: 2.0 Pro Comment: One mana tricks have been some pretty serious business of late, and I think this looks like another solid one. This kind of gives you two separate uses, which is great for such a low cost! First it can be used as a traditional trick to help your creature win combat with the +1/+3 boost – but you can also use it before your opponent blocks to make a big creature take to the air and crack in for a bunch of damage – along with some toxic upside
Average Picked At: 6.99 Total Times Picked: 99 Average Last Seen At: 5.81 Total Times Seen 499
Pro Rating: 3.0 Pro Comment: A two mana 2/1 with Lifelink is usually playable anyway, and this will often be a 3/2 or larger on your turn. Seems like a great two drop for aggressive decks that care about artifacts.
Average Picked At: 10.40 Total Times Picked: 73 Average Last Seen At: 9.12 Total Times Seen 808
Pro Rating: 2.5 Pro Comment: This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
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
Average Picked At: 12.42 Total Times Picked: 59 Average Last Seen At: 10.00 Total Times Seen 945
Pro Rating: 1.5 Pro Comment: We’ve seen this before, and it is often the kind of card that spell decks will run, but no one else really wants to play, and even the spell decks would be happier with a lot of other instants and sorceries that draw them cards!
Average Picked At: 12.55 Total Times Picked: 67 Average Last Seen At: 10.13 Total Times Seen 948
Pro Rating: 1.5 Pro Comment: If this only Scried 2 for you, it would probably be a 2.5. Scry 2 is pretty nice card selection Letting your opponent also Scry 1 obviously makes it worse, especially because your opponent can take advantage of their Scry before you can.
Average Picked At: 10.44 Total Times Picked: 62 Average Last Seen At: 8.89 Total Times Seen 769
Pro Rating: 2.5 Pro Comment: This one can get a creature back from your graveyard and draw you a card, and once it does that you get a pretty nice 2-for-1
Average Picked At: 8.50 Total Times Picked: 28 Average Last Seen At: 6.15 Total Times Seen 198
Pro Rating: 3.0 Pro Comment: Divination is a 1.5 level card a lot of the time – and that’s what the base form of this card is - not adding to the board is rough, but getting a 2-for-1 is nice, and this has the potential to only cost a single mana in the later stages of the game, which is pretty amazing. Early you can use this to help you hit a land drop or whatever, and then in the mid-to-late game you can cast this for one, and probably play at least one of the things you draw. At that point, it will feel like it is impacting the board.
Average Picked At: 12.13 Total Times Picked: 23 Average Last Seen At: 8.40 Total Times Seen 323
Pro Rating: 1.0 // 3.0 Pro Comment: Here’s the usual Threaten effect! It is interesting its an Uncommon, which means consistently getting it when you have sacrifice outlets is going to be harder than normal. It is also kind of a bummer that it destroys the equipment immediately, instead of you getting a swing in first. But hey, the Equipment destruction angle does mean that you get to trade 1-for-1 in that situation, and that’s not too bad on top of all the other things that this can allow. As usual, this kind of a card is a build around. If you can’t consistently get that full card of value – by destroying Equipment or by sacrificing what you steal – you’re looking at a card that is pretty much only useful in one situation: When you can use it and win on the spot
Average Picked At: 10.69 Total Times Picked: 55 Average Last Seen At: 8.55 Total Times Seen 722
Pro Rating: 1.5 Pro Comment: In most formats, a three mana mana rock just isn’t worth it. You need to add more meaningfully to the board, and using a card to get a small mana boost can be pretty rough. In theory, this does start doing something in the middle part of the game, but I’m still not in on this.
Average Picked At: 2.98 Total Times Picked: 42 Average Last Seen At: 2.80 Total Times Seen 95
Pro Rating: 3.5 Pro Comment: This looks quite good. It fixes and ramps your mana effectively, and actually can become a 3/3 in the later stages of the game, and that’s enough size to at least be relevant all game long.
Average Picked At: 5.79 Total Times Picked: 14 Average Last Seen At: 4.04 Total Times Seen 67
Pro Rating: 3.0 Pro Comment: I am not normally a fan of filter lands, they tend to be super clunky at fixing your mana – and that’s certainly true here. But, the upside here is pregit legit. I think there are enough artifact creatures in this set that it will feel like a creature land a significant chunk of the time, and those always perform well, since it lets you turn a land into something that actually impacts the board. It obviously has more flexibility than a creature land too! So basically, this is a powerful utility land that can also fix your mana, and I think I’m in for that.
Average Picked At: 1.83 Total Times Picked: 6 Average Last Seen At: 1.56 Total Times Seen 9
Pro Rating: 4.5 Pro Comment: This is the first 8/3 in Magic history, so if you think that stat-line is strange, you’re not wrong! This triggering death abilities more is nice, especially because this format has a decent number of them around. Like the other Domini, it can also become indestructible – in this case by using the graveyard. An 8/3 indestructible is an absolute beast for sure, as your opponent will basically be out of luck when it comes to blocking it effectively. But before you can make this indestructible it dies to several Common and Uncommon removal spells in the format that cost a lot less than 5 mana, and that’s pretty rough. Good news is you can make him indestructible even with no mana up. Bad news is you won’t always have those creatures in the graveyard to get it done.
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.
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.
Average Picked At: 4.80 Total Times Picked: 10 Average Last Seen At: 3.43 Total Times Seen 39
Pro Rating: 4.5 Pro Comment: This is expensive, but it does give you quite the impressive creature. Ward 3 and pay three life is pretty legit, as it makes it harder for your opponent to efficiently deal with the Goliath, and they are going to take a hit in terms of their life no matter what they do – and that’s the fail case here. Then, if you untap with it and cast some noncreature spell, the game is pretty much over, since you make an army of tokens that can either allow you to finish your opponent off or gain a massive advantage on the board. You won’t always find yourself able to do that of course, but you’re still talking about a 6/6 Flyer that is an absolute pain to kill. I think this sneaks into the lower “bomb” range, since it gives you solid value even if the worst-case thing happens, and if it sticks around, you’re just going to win.
Average Picked At: 7.10 Total Times Picked: 90 Average Last Seen At: 6.23 Total Times Seen 514
Pro Rating: 3.0 Pro Comment: A 5-mana 4/5 isn’t the worst rate ever, especially because this can give itself haste! On your next turn whatever you cast gains haste too if you want it to, so it feels like you’re getting a pretty solid return on your investment with this.
Average Picked At: 8.09 Total Times Picked: 90 Average Last Seen At: 7.03 Total Times Seen 570
Pro Rating: 2.0 Pro Comment: This seems like a fine two drop. The ability isn’t exactly efficient, and it is definitely clunky as a sorcery speed only effect, but it can certainly allow you to send in an attacker that couldn’t attack otherwise.
Average Picked At: 9.41 Total Times Picked: 32 Average Last Seen At: 7.32 Total Times Seen 239
Pro Rating: 2.5 Pro Comment: Paying 7 for this is bad, 6 is medium, and 5 is solid. Getting it lower than that is sort of unlikely, although with For Mirrodin!, it will be easier to play more Equipment in this format than in most. Normally you can’t run a ton of it because you need the creatures to put it on, but most of the Equipment in this set gives you both. Still, getting this to 5 is a reasonable expectation, getting below that probably isn’t.