Average Picked At: 2.47 Total Times Picked: 15 Average Last Seen At: 2.35 Total Times Seen 21
Pro Rating: 3.0 Pro Comment: This..doesn’t seem amazing. Typically his ETB ability will make your opponent discard a single card by the time you play him. And…that’s nice, but not absolutely incredible for what you’re paying. His attack trigger can also put your opponent in real danger of getting milled out, but it will still take quite awhile, and if he attacks enough to mill them out, they are probably dead from damage anyway! His death trigger is the most exciting one, as it will actually impact the board unlike the first two, but it is also in some ways the hardest to get. So yeah, he does a lot, but he’s pretty clunky mana-wise, and while the effects are pretty powerful they are also woefully inconsistent, I don’t think they are nearly as powerful as they look. Maestros does have ways to sacrifice him, at least.
Average Picked At: 12.78 Total Times Picked: 55 Average Last Seen At: 9.66 Total Times Seen 722
Pro Rating: 1.5 Pro Comment: They are trying pretty hard to make Enormous Energy Blade-like cards good. And…that’s pretty tough to do! Obviously, the casting cost and the equip cost are really reasonable for a +3/+3 boost, and at least you can take advantage of it immediately by attacking with the creature you put it on, but the fact that creature gets locked down is rough. Now, its cheap enough you could move it around so it goes on to a creature that you don’t care about being locked down – like maybe one shut down by an Aura – but that end sup being a lot of mana! You can also attack with something you know will result in a trade, so you don’t have to worry about moving it. Basically, this isn’t a bad mana sink to have around in the right situations – and it will definitely make just about any creature into a much better attacker – but the fact that you can’t take advantage of the Equipment on defense is definitely a bummer, as is the downside. I think this is definitely better than Enormous Energy Blade was, but it still isn’t great.
Average Picked At: 10.60 Total Times Picked: 15 Average Last Seen At: 6.57 Total Times Seen 159
Pro Rating: 0.0 Pro Comment: This isn’t really here for Limited. Even with Treasure tokens around, there just aren’t enough artifacts in this set for this to ever matter.
Pro Rating: 2.0 Pro Comment: This rebalanced version of the card seems significantly better than it used to be. Sure, it is a Sorcery and costs one more mana, but I think adding a second body to the board is a pretty big deal, as at the very least it will buy you more time, and sometimes it will even trigger alliance and stuff like that. It still isn’t a great card, though.
Average Picked At: 5.08 Total Times Picked: 48 Average Last Seen At: 4.15 Total Times Seen 284
Pro Rating: 2.5 Pro Comment: This seems like a nice manasink that can load your graveyard and potentially grow the Grifter. It definitely won’t be doing a whole lot early, but in the late game this is the kind of effect that can really help you get there. Still, it does take awhile to get going.
Average Picked At: 9.67 Total Times Picked: 159 Average Last Seen At: 8.30 Total Times Seen 1444
Pro Rating: 1.5 Pro Comment: This can help you fix your mana, or it can be a removal spell. Its pretty bad at both of those things when you look at the total mana you spend for each, but the fact it can do both definitely makes it a decent enough playable.
Average Picked At: 7.39 Total Times Picked: 125 Average Last Seen At: 5.91 Total Times Seen 1015
Pro Rating: 2.0 Pro Comment: Is decent removal, but it is situational enough that it is nowhere near premium. An aggressive deck isn’t super interested in a card like this, because you really want cards that let you kill blockers, and your opponent can also play around a card like this pretty effectively.
Average Picked At: 8.05 Total Times Picked: 22 Average Last Seen At: 5.45 Total Times Seen 142
Pro Rating: 1.5 // 4.0 Pro Comment: This takes some significant set up. You need instants and sorceries in your graveyard and creatures who are worth sacrificing, and while both of things will happen fairly organically with the Maestros, it still feels like a lot of set up that will require a deck with just the right mix of cards to make this work consistently. Even in a Maestros deck, I have a feeling this is a build around.
Pro Rating: 2.5 Pro Comment: This can gain you a lot of incidental life and it has a decent stat-line.
Average Picked At: 7.83 Total Times Picked: 168 Average Last Seen At: 6.79 Total Times Seen 1127
Pro Rating: 3.0 Pro Comment: This reminds me a lot of Goblin Heelcutter or Clamor Shaman, both of which were great cards in aggressive decks in their respective formats. It probably isn’t quite as good as either of them, but it will have a similar impact. You will Blitz this on a turn where it really makes an immediate impact, but its nice you can also just cast it normally if you’re more interested in adding permanently to the board – like if you’re not the beat down when you play it.
Average Picked At: 6.92 Total Times Picked: 51 Average Last Seen At: 5.21 Total Times Seen 355
Pro Rating: 3.5 Pro Comment: This is another very nice charm. You’ll most frequently choose the removal option, but if you happen to have the mana up for this at the right time the fact it can be a counterspell is pretty nice too, especially because you can leave the mana up and choose any of these three effects, so you won’t ever get burned if your opponent plays around it. The reanimation effect is fairly restrictive, but this set has enough multicolored cards that it will work reasonably often.
Average Picked At: 8.50 Total Times Picked: 16 Average Last Seen At: 4.96 Total Times Seen 152
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.
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.
Average Picked At: 3.21 Total Times Picked: 70 Average Last Seen At: 2.96 Total Times Seen 196
Pro Rating: 3.5 Pro Comment: This looks pretty good to me. Even without the effect that gives the Pets counters, this would be like a 2.5 – two unblockable 1/1s for three mana – on an instant – is perfectly fine. Then, you add the counter upside and this looks like it could be pretty amazing. Getting a +1/+1 counter and a shield counter seems very doable.
Average Picked At: 1.25 Total Times Picked: 8 Average Last Seen At: 1.40 Total Times Seen 11
Pro Rating: 4.5 Pro Comment: This looks quite good. Obviously a 4-mana 3/3 with deathtouch can trade for anything, and that’s especially nice because it will also usually reanimate a small creature from your graveyard when it dies. The Connive upside here is pretty real too, as the bigger it gets, the easier it will be to reanimate something, and obviously you can discard the thing you want to reanimate when you DO connive.
Average Picked At: 5.56 Total Times Picked: 62 Average Last Seen At: 4.49 Total Times Seen 324
Pro Rating: 3.5 Pro Comment: This is a neat design. The main idea here is that you get to trigger Alliance twice when you cast Rocco, but being able to search up some stuff is pretty sweet. I mean, if you pay 4 and get a 3/1 and a 1/1, you’re doing pretty well, and things pretty much scale from there. Paying almost anything for X is going to feel good, though make sure you have something to search up. You won’t always at one, for example. The rest of the mana values are probably going to be easier to make work.
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.
Average Picked At: 11.64 Total Times Picked: 42 Average Last Seen At: 7.46 Total Times Seen 478
Pro Rating: 2.0 Pro Comment: This obviously has the potential to get absolutely massive, but it has some pretty awful starting stats that will allow your opponent to pay 1 to 2 mana to kill your five drop, and that’s always pretty rough. What’s more is, losing life on your turn won’t be super easy – so you’re mostly going to be leaning on the life gain angle, which will happen, but it also isn’t a massive theme in this format.
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.
Average Picked At: 1.40 Total Times Picked: 10 Average Last Seen At: 1.13 Total Times Seen 16
Pro Rating: 5.0 Pro Comment: You’ll usually be able to get the first mode going on this going the turn you play this, and that’s pretty good! The Cabaretti are definitely about going wide, so getting the second mode will happen regularly as well, but the third mode is less often. This will often impact the board right away. There will of course be times where Jetmir is just a 4-mana 5/4 too, but the potential to pump your whole board, and it being relatively easy to get the first part going makes this a great card.