Pro Rating: 4.0 Pro Comment: This is great removal, since it can deal with anything, and being uncounterable might even come up on occasion! The downside of course is the mana cost, which you won’t always be able to get when you really want to cast this card, but mana is good enough in this format that this still seems really good.
Average Picked At: 1.44 Total Times Picked: 16 Average Last Seen At: 1.44 Total Times Seen 16
Pro Rating: 5.0 Pro Comment: This is pretty clearly a bomb. It has good flying stats and TWO shield counters, that already is an impressive card – it is a huge flyer that is difficult to kill. When you play it with nothing else on the board, you can lose one of those shield counters to draw a card and make a 1/1. That means your opponent will have a very difficult time ever coming out ahead against this card, and if your board has other counters around well…you just won’t lose.
Average Picked At: 3.80 Total Times Picked: 5 Average Last Seen At: 3.78 Total Times Seen 45
Pro Rating: 0.0 // 3.0 Pro Comment: This can generate an absurd amount of mana in a hurry – but the question becomes, do you really need that much mana by the time you can play this? My guess is that for most decks – probably not. The fact it won’t do anything the turn you play it in most cases is a pretty big liability too. If you have enough treasure synergies and are interested in splashing some stuff or just playing a lot of colors, this could be a powerhouse, but that situation won’t come up often enough for this to work in any deck. This pretty much only works for the Red/Green deck since they can do so much extra work with treasure.
Average Picked At: 7.01 Total Times Picked: 176 Average Last Seen At: 6.21 Total Times Seen 1006
Pro Rating: 3.0 Pro Comment: This is a good Common. A three mana 2/1 that makes a 1/1 – in a color that has lots of pay offs for going wide – is a pretty nice card – probably a C+. So, also having the Treasure option is nice upside – sometimes you’ll want it to help you ramp, and sometimes you’ll be in a deck that cares about Treasure than it does going wide, especially if you’re in Red/Green.
Pro Rating: 1.0 Pro Comment: Looks like they gave Modern and Legacy Death’s Shadow decks a new tool! This isn’t great for Limited, though. You won’t be able to cast this until your life gets to about 10, and at that point it is going to be a vanilla 5-mana 7/7. That’s obviously a good rate, but when you take into account the fact that this was stuck in your hand for a really long time, it doesn’t look nearly as good. Basically, in the mid to late game it will feel efficient, and earlier than that it is going to feel pretty miserable. It is going to be stuck in your hand way too often.
Average Picked At: 6.89 Total Times Picked: 165 Average Last Seen At: 6.19 Total Times Seen 1007
Pro Rating: 2.5 Pro Comment: These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Pro Rating: 3.0 Pro Comment: These all offer really great fixing for a set with three color factions, and adding Cycling to the mix is actually a pretty big deal, because it means if you’re flooding late, this is a land you can just throw away. The fact they all have three land types also provides for some additional upside.
Pro Rating: 3.0 Pro Comment: Trample is less impressive than lifelink for the most part, so this card has actually gotten a little worse! It can still attack as a 3/3 with regularity, though.
Average Picked At: 9.50 Total Times Picked: 137 Average Last Seen At: 8.03 Total Times Seen 1340
Pro Rating: 1.5 Pro Comment: I guess we get a trick like this every set now! And, most versions of it tend to be pretty decent, and I think this one certainly is. +2/+0 is a boost that can allow your creature to win a whole lot of combats, and while it stands a good chance of dying too, Fake Your Own Death makes it not really matter, since the creature comes back! This gets especially spicy with ETB abilities, and there are also some potential Casualty and sacrifice shenanigans that this can enable.
Pro Rating: 3.5 Pro Comment: A Gray Ogre with a shield counter would probably be a 2.5, so the additional upside for attacking with small creatures is nice, especially with all the tokens int his set.
Pro Rating: 2.5 Pro Comment: The main use for this in the format is to copy something you already copied with Casualty. That somes pretty real upside in the format, but still narrow enough that I don't think this is anything special most of the time. Paying the mana for the Casualty spell and then for the ability just won't always be doable. And this does very little when you can't use the ability. A one mana 0/3 is definitely a thing, but will be outclassed before long.
Average Picked At: 10.56 Total Times Picked: 139 Average Last Seen At: 9.08 Total Times Seen 1527
Pro Rating: 2.5 Pro Comment: This is an easier-to-cast Unexpected Windfall. While that card has been great in constructed, it wasn’t that great in Limited. It isn’t a bad card to have around though, as it helps you find some fresh cards while also providing you with some ramping and fixing, and the extra treasure it gives you might even enable you to cast something! But it doesn’t really do anything to immediately impact the game, and that makes it a card that you can cut sometimes.
Average Picked At: 10.51 Total Times Picked: 136 Average Last Seen At: 8.75 Total Times Seen 1388
Pro Rating: 2.0 Pro Comment: This is a decent source of fixing and mana, especially if you’re in a deck that has some Treasure payoffs – but its base stats aren’t especially good.
Average Picked At: 3.11 Total Times Picked: 19 Average Last Seen At: 3.24 Total Times Seen 62
Pro Rating: 4.0 Pro Comment: This type of effect is usually kind of rough since you spend some significant mana and don’t add to the board, but this type around it actually does, albeit with just a 1/1 Citizen. But that’s pretty important – not only does it add something to th eboard, but with both Citizen tribal and Alliance being a thing in the format, there is extra value placed on something like this. So, you end up getting the best creature in your top 5 and a 1/1. Don’t get me wrong, it still isn’t amazing or anything, but far more playable than this effect usually is at three mana. This looks pretty good. Its no Baleful Strix, but a two mana 1/1 flyer that loads your graveyard and gives you a card when it dies is pretty nice. And, if you get the requisite number of mana values in your graveyard, it becomes a pretty imposing aerial attacker that can trade with anything thanks to deathtouch
Pro Rating: 4.0 Pro Comment: 4 mana to do 7 at instant speed is pretty good, and will allow you to kill almost anything – unless it has a pesky Shield counter. Its nice that it has the upside of blowing up artifacts or enchantments if you do lethal damage, and that will probably actually come up sometimes, but most of the card’s value just comes from it being a removal spell – and a really good one.
Pro Rating: 3.5 Pro Comment: This card has a lot of different modes, and I like that. You can use it to bounce an opposing spell or permanent back to the library. Keep in mind that when its worded like this, the controller of the permanent is who makes the decision, but either way – when you are putting a card back on top or bottom of a library, you’re actually trading 1-for-1, unlike when you put something back in your opponent’s hand. Those are the modes you probably choose the most, but you can also do some things to benefit yourself, of course. The most obvious is putting a card back on top of your library that you really want to get back. That isn’t great in terms of value, because you use up a card for only card selection, but the fact that it is an available option is upside on a card that’s already pretty good. You can also rebuy ETB abilities and the like, but again – putting the thing on top of your library is a pretty big cost. Mostly, you’ll use this as removal or a counterspell.
Pro Rating: 5.0 Pro Comment: This looks like a very good 3 mana walker. He can protect himself with Devil tokens, which always wreak havoc in Limited, and while his +1 isn’t incredible, it does pressure your opponent or pick apart their hand. And there are enough demons and devils in the set that gaining life isn’t out of the question either. His ultimate isn’t going to be super easy to get to, but if you can it might finish off your opponent or draw you a ton of cards! Adding Casualty to the mix is particularly spicy, because getting a copy of this planeswalker is pretty awesome, even if it starts with only a single loyalty. Your opponent will have a heck of a time taking down both of them.
Average Picked At: 2.95 Total Times Picked: 22 Average Last Seen At: 2.62 Total Times Seen 50
Pro Rating: 4.0 Pro Comment: You can flash this in to bounce a spell back to your opponents hand, while also getting a Connive trigger that will make it a 4/2 with lifelink in some cases. It isn’t quite a 2-for-1 situation, since you are only gaining tempo and not a whole card, but this is going to feel pretty good when you cast it.
Pro Rating: 2.5 Pro Comment: These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Average Picked At: 5.84 Total Times Picked: 70 Average Last Seen At: 5.12 Total Times Seen 371
Pro Rating: 3.5 Pro Comment: This might be the least exciting of the Charms in this set, but its pretty good. It is a little worse than the others because all three of its modes are kind of situational, and there isn’t really one that is going to feel good as the fall back plan. However, situations where one of those modes are useful will come up often enough that I still like it. If you can kill your opponent or a planeswalker with the first mode, obviously you choose that. +1/+1 and trample to the whole board will be nice if you’re going wide, and sometimes it can basically function as a removal spell. And, paying three mana for two 1/1 tokens is also fine. The Cabaretti are into going wide, and it is nice that this can enable that and pay you off for that.