Average Picked At: 10.90 Total Times Picked: 10 Average Last Seen At: 8.35 Total Times Seen 119
Pro Rating: 0.5 Pro Comment: Yeah, Coercion is never worth it in Limited, and the Delirium upside here may as well be flavor text.
Average Picked At: 2.67 Total Times Picked: 6 Average Last Seen At: 2.83 Total Times Seen 19
Pro Rating: 3.5 Pro Comment: This is an impressive value engine. Getting all of those Clues is a great way to win the game. The downside is that you have to pay 5 mana and not impact the board when you play it, but that’s something you can get away with more in this format than in more recent ones.
Average Picked At: 1.00 Total Times Picked: 1 Average Last Seen At: 1.00 Total Times Seen 1
Pro Rating: 4.5 Pro Comment: A 4-mana ⅘ with Flying and Trample can end the game in a hurry, and it even helps you load your graveyard. And that’s important, because if you don’t have Delirium online the Demon can backfire! The good news is, in most decks milling four cards on turn 4 is likely to get you pretty close to Delirium, if not entirely there.
Average Picked At: 11.11 Total Times Picked: 28 Average Last Seen At: 9.29 Total Times Seen 278
Pro Rating: 2.5 Pro Comment: The stat-line is ugly for the cost, but tapping down an opposing creature every time it attacks can allow you to do tons of damage.
Average Picked At: 9.24 Total Times Picked: 34 Average Last Seen At: 9.25 Total Times Seen 303
Pro Rating: 2.5 Pro Comment: You usually want one of these in Green. It helps you get delirium and helps you get value out of the graveyard.
Average Picked At: 10.00 Total Times Picked: 7 Average Last Seen At: 6.48 Total Times Seen 96
Pro Rating: 2.5 Pro Comment: This can definitely kill some stuff, but because it asks for so much, the end result is often still a 3-for-2, which isn’t exactly amazing. Now, if you have good sacrifice fodder and cards you want to discard anyway, you can offset the downside. This has a high ceiling, but also a miserable floor.
Average Picked At: 8.00 Total Times Picked: 1 Average Last Seen At: 5.19 Total Times Seen 20
Pro Rating: 1.0 Pro Comment: This is not very good in Limited. Most of the time, you 2-for-1 yourself for a slightly better creature than what you already had.
Average Picked At: 1.67 Total Times Picked: 3 Average Last Seen At: 1.67 Total Times Seen 3
Pro Rating: 4.0 Pro Comment: Don’t count on transforming her, but you don’t really need to. Most of her value comes from her extreme efficiency and all those keywords.
Average Picked At: 12.05 Total Times Picked: 19 Average Last Seen At: 9.20 Total Times Seen 286
Pro Rating: 1.5 Pro Comment: Even in this graveyard-centric format, Liliana’s Elite often isn’t worth it. The upside here is that it is a large vanilla creature, and the downside is that it is awful in the early game, and mediocre in the mid-game.
Average Picked At: 1.33 Total Times Picked: 3 Average Last Seen At: 1.33 Total Times Seen 3
Pro Rating: 4.5 Pro Comment: Triple Green can be a little bit rough, but casting this for 6 or so is very doable, and when you do you’re at worst getting a 9/9 with Trample and Haste, and most of the time your board is going to populated by more than just the Decimator – in which case you’re just going to win the game. Now, you won’t always be able to Emerge effectively with this, and that hurts it’s stock a little bit, but I think the Decimator still reaches bomb status.
Average Picked At: 8.14 Total Times Picked: 7 Average Last Seen At: 6.44 Total Times Seen 79
Pro Rating: 2.5 Pro Comment: This format has some quality Auras and Equipment, especially in Green-White, so this is able to return a quality card a decent chunk of the time, and the fail case isn’t too terrible.
Average Picked At: 5.18 Total Times Picked: 11 Average Last Seen At: 4.90 Total Times Seen 37
Pro Rating: 1.5 Pro Comment: A land that grants haste for a single Red mana isn’t especially good, especially when it can only produce colorless mana. It isn’t terrible, mind you – and that’s especially true if you have the Hanweir Garrison – but it also isn’t a land that always makes the cut.
Average Picked At: 1.00 Total Times Picked: 2 Average Last Seen At: 3.20 Total Times Seen 16
Pro Rating: 3.0 Pro Comment: This is really slow, but it is actually a legitimate win condition. Milling your opponent’s stuff can definitely backfire in a format with Delirium and other graveyard stuff, but milling thirteen at a time stands a good chance of finishing your opponent off before it matters too much. You certainly need to be a good control deck to make it work, so keep that in mind.
Average Picked At: 8.00 Total Times Picked: 1 Average Last Seen At: 4.60 Total Times Seen 18
Pro Rating: 1.0 Pro Comment: This format has some interesting things to ramp into, but this still isn’t worth using in Limited. You often don’t have anything to use the mana on, and when you do, it usually isn’t worth using up this card to help you cast it.
Average Picked At: 4.50 Total Times Picked: 2 Average Last Seen At: 3.07 Total Times Seen 15
Pro Rating: 1.5 Pro Comment: Counter magic that is this expensive usually isn’t worth playing in Limited. The three clues are enough upside for this to make a cut in the most controlling decks, but you won’t play it most of the time.
Average Picked At: 10.89 Total Times Picked: 35 Average Last Seen At: 9.46 Total Times Seen 307
Pro Rating: 3.0 Pro Comment: This is a solid Human payoff. The +2/+2 it offers often gives you a much better situation to attack with, and the 3/3 Trample body isn’t the worst thing.
Average Picked At: 10.62 Total Times Picked: 21 Average Last Seen At: 8.68 Total Times Seen 273
Pro Rating: 2.5 Pro Comment: This is certainly clunky, but it deals with anything and drains 2 life, which helps offset how expensive it is.
Average Picked At: 3.00 Total Times Picked: 2 Average Last Seen At: 3.14 Total Times Seen 17
Pro Rating: 2.5 Pro Comment: Black/Red is already loaded up with Vampires and discard outlets, so the Gorger giving all of your Vampires Madness actually comes up. That said, many vampires in the set already have Madness, so it isn’t always going to do something. Still, it is a one mana 2/1 with upside – hard to go wrong there.
Average Picked At: 1.55 Total Times Picked: 11 Average Last Seen At: 1.87 Total Times Seen 18
Pro Rating: 4.5 Pro Comment: A 5-mana 4/4 that gives +4/+4 to one of your creatures when it ETBs is something you would always play – that’s a boost that drastically improves your attacks on a given turn, and Ulrich has way more upside than tha! When it transformers, its fight effect turns it into removal, and if it flips back to Ulrich you get that +4/+4 again. Both sides are bad news for your opponent.
Average Picked At: 1.75 Total Times Picked: 4 Average Last Seen At: 1.75 Total Times Seen 4
Pro Rating: 4.5 Pro Comment: Casting Emrakul for 7 is fairly doable in this format, as the graveyard decks are very real! You already have lots of incentive to get Delirium going, and Emrakul is like the ultimate payoff. Getting her down to 7 mana is very doable if your deck has the right composition. 7 mana is definitely a ton, but you’re going to win almost every time you cast her. Taking over your opponent’s turn and making all kinds of bad decisions – like attacking into Emrakul and pointing their removal at their own stuff – is absolutely backbreaking, especially when stapled to a creature this massive.