Average Picked At: 9.11 Total Times Picked: 9 Average Last Seen At: 5.80 Total Times Seen 62
Pro Rating: 2.5 Pro Comment: Between Werewolves and Eldrazi, this has enough targets against most opponents to be worth playing. It offers a very real 2-for-1 when it has a target. But still, there are plenty of times where your opponent doesn’t have anything you can kill with it, and that’s pretty rough.
Average Picked At: 9.17 Total Times Picked: 24 Average Last Seen At: 8.36 Total Times Seen 252
Pro Rating: 2.5 Pro Comment: This is a fairly effective removal spell, as you can often use it effectively even with just a single Wolf or Werewolf. Your deck does need to be loaded up with them for this to be at its best, though – as if you don’t have a wolf or werewolf in play, this does stone nothing.
Average Picked At: 6.11 Total Times Picked: 9 Average Last Seen At: 5.42 Total Times Seen 82
Pro Rating: 2.0 Pro Comment: If you’re a Vampire deck, playing one of these is decent. The fact it has Madness means you can treat it as a trick sometimes that gives First Strike to all of your attackers. Buffing your Vampire is nice too! The problem here is that this card is pretty bad if you’re behind.
Average Picked At: 11.14 Total Times Picked: 14 Average Last Seen At: 9.57 Total Times Seen 295
Pro Rating: 2.0 Pro Comment: This is a decent trick. While the small toughness boost isn’t going to always keep your creature alive, the lifelink can really alter a race in your favor.
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.
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: 4.69 Total Times Picked: 39 Average Last Seen At: 4.53 Total Times Seen 142
Pro Rating: 3.0 Pro Comment: This is a nice one drop. Generating a clue is great value to add to a one mana ½, and it even has a useful creature type.
Average Picked At: 11.08 Total Times Picked: 25 Average Last Seen At: 10.23 Total Times Seen 285
Pro Rating: 2.0 Pro Comment: Last time around, this vanilla 4-mana ⅘ played surprisingly well. It is quite large for the format, and has a useful creature type.
Average Picked At: 10.41 Total Times Picked: 17 Average Last Seen At: 9.10 Total Times Seen 280
Pro Rating: 2.0 Pro Comment: This doesn’t feel amazing no matter how you cast it. If you can Escalate it, the boost it offers your creature and the -1/-1 it gives an opponent’s can be pretty nice, but three mana is steep enough that I don’t love this.
Average Picked At: 9.86 Total Times Picked: 29 Average Last Seen At: 10.15 Total Times Seen 316
Pro Rating: 3.0 Pro Comment: This is a surprisingly good Aura, and one you’re usually going to want one of in your Green decks. 5 mana is a lot, but the fact this gives you a 2/2 means that you do a good job of mitigating against the risk of getting 2-for-1’d.
Average Picked At: 3.33 Total Times Picked: 3 Average Last Seen At: 4.00 Total Times Seen 4
Pro Rating: 2.0 Pro Comment: This is better than it looks! That’s not to say it is good, but I think most people will look at this and think it is unplayable, but it isn’t. A 4-mana 4/9 with Haste can very quickly close out a game and is incredibly difficult to kill. The downside is massive of course, but the upside is worth the risk in some decks.
Average Picked At: 1.00 Total Times Picked: 3 Average Last Seen At: 1.00 Total Times Seen 4
Pro Rating: 5.0 Pro Comment: This has incredible base stats and it is incredibly costly to kill. If your opponent finds a way to kill the Dragon, they get copies of that removal spell for every creature they control, and that usually means they come out way behind. It also has the upside of multiplying your combat tricks, which comes up as well. This is a massive bomb.
Average Picked At: 1.75 Total Times Picked: 4 Average Last Seen At: 1.60 Total Times Seen 5
Pro Rating: 4.5 Pro Comment: If you can consistently get Delirium going, this is an amazing boardsweeper, because you’re always going to come out ahead thanks to the Angel. If you aren’t great at getting Delirium going – and White isn’t always going to get there – the card is obviously much worse, because you pay a ton of mana to wipe the board and then give your opponent a chance to rebuild first.
Average Picked At: 5.19 Total Times Picked: 16 Average Last Seen At: 5.37 Total Times Seen 59
Pro Rating: 4.0 Pro Comment: A two mana 2/2 with First Strike is something you always play, so the fact this can gain double strike in the mid-game is a great upgrade.
Average Picked At: 9.58 Total Times Picked: 33 Average Last Seen At: 8.42 Total Times Seen 287
Pro Rating: 1.5 Pro Comment: This does a solid job of fixing your mana, and it helps you get delirium early by putting an Artifact in the graveyard.
Average Picked At: 1.67 Total Times Picked: 3 Average Last Seen At: 1.60 Total Times Seen 5
Pro Rating: 4.0 Pro Comment: Nahiri can rapidly raise her loyalty and rip through yoru deck with her +2, and her -2 is reasonably effective at killing things. It isn’t awesome that she can only take down tapped creatures, but the turn you play her she’ll often have a nice target, and once she is in play your opponent really has to weigh whether it is worth attacking. In a roundabout way, that ability can protect her, since your opponent obviously has to tap a creature to go after her. Her ultimate is rarely very impressive in Limited, so the fact you can get there quickly doesn’t matter that much. Most of her value comes from her +2 and -2, and that’s perfectly fine.
Average Picked At: 2.33 Total Times Picked: 3 Average Last Seen At: 2.00 Total Times Seen 6
Pro Rating: 4.0 Pro Comment: A three mana sorcery that does 4 to a creature is a premium removal spell, so the fact you can pump more mana into this to get the other two modes is really good.
Average Picked At: 9.08 Total Times Picked: 12 Average Last Seen At: 7.16 Total Times Seen 94
Pro Rating: 2.5 Pro Comment: These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
Average Picked At: 4.50 Total Times Picked: 4 Average Last Seen At: 3.80 Total Times Seen 5
Pro Rating: 3.0 Pro Comment: As long as you have at least one card in play with one of these keywords, Odric will feel worth it. The problem is, you don’t always have a board that gets it going.
Average Picked At: 8.30 Total Times Picked: 10 Average Last Seen At: 6.37 Total Times Seen 91
Pro Rating: 2.5 Pro Comment: Playing these untapped is fairly easy, and they do a good job of fixing your mana.