Draft Trainer

Strixhaven: School of Mages Limited Quiz

Answered: 0/20
Accuracy: 0
Dragonsguard Elite
Average Picked At: 1.60
Total Times Picked: 58
Average Last Seen At: 1.84
Total Times Seen 77
Pro Rating: 4.5
Pro Comment: This is really good. A two mana 2/2 with Prowess is usually pretty nice, and in most ways, this is an upgrade. Getting a permanent boost is big, and then in the late game it will become too big for most boards thanks to the ability to double counters.
Flunk
Average Picked At: 3.58
Total Times Picked: 175
Average Last Seen At: 3.45
Total Times Seen 441
Pro Rating: 3.5
Pro Comment: This is going to be a bit awkward sometimes, but from the mid-game on you’re going to have a super efficient removal spell in most cases. Your opponent drawing cards in response is going to be at hing that happens sometimes, but that’s ok. This is premium removal.
Verdant Mastery
Average Picked At: 7.27
Total Times Picked: 44
Average Last Seen At: 5.14
Total Times Seen 263
Pro Rating: 2.5
Pro Comment: While ramping and fixing are nice in Limited, most of the time big expensive ramp spells like this aren’t so good. You do get four lands out of the deal which is pretty awesome, and two of them even come into play! But you also just spent a ton of mana without an immediate impact on the board of any kind! And, the alternate cost here generally won’t be worth it, since giving your opponent a land seems pretty painful to me. I think you’ll run this in some UR and UG decks because you are super into mana and fixing.
Symmetry Sage
Average Picked At: 11.32
Total Times Picked: 96
Average Last Seen At: 8.35
Total Times Seen 1254
Pro Rating: 2.5
Pro Comment: So the idea here is that you can make this into a one mana 2/2 flyer if you have enough instants and sorceries lying around. For the most part, giving others of your creatures base power 2 probably won’t be an upgrade, or if it is one, it will be a very small one, and that certainly hurts this card’s case a little bit. I like that this can rumble in the air when you use spells and all that, but I’m not overly impressed here.
Maelstrom Muse
Average Picked At: 5.62
Total Times Picked: 128
Average Last Seen At: 4.63
Total Times Seen 638
Pro Rating: 3.5
Pro Comment: It is pretty nice that this can decrease the cost of your spells by 2 mana, even on its own - - and that’s in addition to actually have nice stats for the cost. You won’t always be able to take advantage of that mana reduction, but UR is all about big spells, so it will probably come up more than you might think at first.
Elemental Summoning
Average Picked At: 5.83
Total Times Picked: 380
Average Last Seen At: 5.40
Total Times Seen 1945
Pro Rating: 1.5 // 3.0
Pro Comment: This is yet another lesson that you wouldn’t really ever want in your main deck, as a 5-mana 4/4 just isn’t good these days, but being able to draw this when you “Learn” sounds pretty good!
Tempted by the Oriq
Average Picked At: 2.34
Total Times Picked: 73
Average Last Seen At: 2.64
Total Times Seen 128
Pro Rating: 4.0
Pro Comment: Mind control effects are really strong, even ones that can only steal smaller creatures, like this one. 4 mana to take your opponents’ three drop is an incredible deal, as you simultaneously take from their board and add to your own, and you’re doing pretty efficiently! Sure, it can’t steal most super powerful creatures, but there are plenty of nice things it can hit.
Codie, Vociferous Codex
Average Picked At: 5.38
Total Times Picked: 58
Average Last Seen At: 4.48
Total Times Seen 238
Pro Rating: 2.5
Pro Comment: Well, this is a weird one. Not being able to cast permanent spells is a pretty big cost, and I’m not really sure Codie’s ability does enough to help that not completely sink you. Codie’s ability doesn’t help you get permanents, and sure there are lots of spells in this format, including those that make permanents, but chances are good your deck will have more permanent than non-permanent spells. Codie does give you some pretty weird fixing for all your non-permanent spells, in addition to the free card every turn you can cast something, but if you are drawing permanent spells that are dead cards, it is all kind of a wash. I don’t think this is completely unplayable, because I think playing this late in a game where you are at parity or ahead, it might help you get there, but this seems awful from behind, and hard to make work in most decks.
Stonerise Spirit
Average Picked At: 10.35
Total Times Picked: 286
Average Last Seen At: 8.99
Total Times Seen 3122
Pro Rating: 2.5
Pro Comment: This starts out with really reasonable stats, and then in the late game it can enable your payoffs for moving stuff out of your graveyard while also giving your other creatures flying. That late game mana sink is going to end games sometimes, but keep in mind that it is pretty expensive to use the ability, so you often won’t be able to make more than one thing fly.
Sparring Regimen
Average Picked At: 1.41
Total Times Picked: 63
Average Last Seen At: 1.76
Total Times Seen 89
Pro Rating: 5.0
Pro Comment: This is great. The effect on it would already be good without Learn, as getting a +1/+1 counter every single turn on an attacking creature just enables a whole lot of attacks and tends to snowball. But then, you add learn to the mix, and you get to draw a very real card with it in addition to getting that sweet value, and you have a bomb on your hands.
Spell Satchel
Average Picked At: 11.96
Total Times Picked: 74
Average Last Seen At: 8.39
Total Times Seen 1321
Pro Rating: 1.5
Pro Comment: So, this is a mana rock that asks you to fulfill the condition of casting spells, which isn’t going to be that hard in this set, but it does concern me a little! One nice thing about it is that in the late game, when you really don’t need the mana, you can save up book counters and start drawing cards with it. I think this format would have to be glacial for this card to be really good though.
Culmination of Studies
Average Picked At: 9.11
Total Times Picked: 38
Average Last Seen At: 6.09
Total Times Seen 359
Pro Rating: 1.0
Pro Comment: So, UR is all about having a bunch of mana, so pumping significant mana into X will be easier than it might first seem. So the lands give you treasure, and that will make it easier for you to cast the spells you draw for Blue cards you hit. Hitting Red cards damages the opponent, and sometimes this will just be able to close them out. If you’re a straight up UR deck, virtually every card in your deck will give you one of these effects. But the question becomes, how much mana do you need to spend to feel like this is working out for you? If you pay 6 total mana and exile 4 cards, there’s a good chance you’ll do something like get a treasure, draw a card, and do 2 to your opponent. That’s...not very good. I think the main plan with this is to really have it be a win condition in the late game when you have a ton of mana – and UR can certainly do that -- but that also means it is pretty terrible in the early game.
Enthusiastic Study
Average Picked At: 10.52
Total Times Picked: 288
Average Last Seen At: 8.99
Total Times Seen 3206
Pro Rating: 2.5
Pro Comment: This is great in aggro decks, as it often helps you hit for a ton of trample damage – even saving your creature a decent chunk of the time – and ON TOP OF THAT, you get to learn, which Is just great.
Decisive Denial
Average Picked At: 5.84
Total Times Picked: 157
Average Last Seen At: 4.87
Total Times Seen 689
Pro Rating: 3.0
Pro Comment: Fight cards are always nice in Limited, and while the best ones give some sort of stats boost, this one makes up for not doing that by being a modal card. So, if the Fight part on this works as removal for you, you’ll probably use it, but if a situation comes upw here you can counter your opponents thing before that, you probably choose the counter option. Neither option here is amazing, but having a choice between them is very nice.
Teachings of the Archaics
Average Picked At: 6.09
Total Times Picked: 43
Average Last Seen At: 4.09
Total Times Seen 239
Pro Rating: 3.5
Pro Comment: This is a very nice Lesson, since it is so powerful in the perfect situation, and you can just wait to get it until that situation every time!
Tome Shredder
Average Picked At: 9.73
Total Times Picked: 293
Average Last Seen At: 8.80
Total Times Seen 2965
Pro Rating: 3.0
Pro Comment: This guy can get pretty big on his diet of instants and sorceries, and he’ll work especially well in RW, because that deck can load the graveyard reasonably well, and it also likes it when cards leave the graveyard in any way, and Tome Shredder will do that for you.
Mavinda, Students' Advocate
Average Picked At: 1.86
Total Times Picked: 29
Average Last Seen At: 1.93
Total Times Seen 43
Pro Rating: 4.0
Pro Comment: A 3-mana ⅔ Flyer is already above average, and this comes with a pretty interesting ability! Mostly, it wants you to be casting combat tricks from your graveyard, as those will just cost what they normally do. If the game gets really late and you have a ton of mana, she can help you cast some other stuff too. BW especially seems interested in tricks, so Mavinda will probably be best there, but she has a good enough baseline to play her in any White deck.
Jadzi, Oracle of Arcavios
Average Picked At: 2.00
Total Times Picked: 14
Average Last Seen At: 2.19
Total Times Seen 32
Pro Rating: 4.0
Pro Comment: She might cost a lot of mana, but she doesn’t disappoint. Her Magecraft ability lets you cast something off the top of your deck for one mana -- just triggering that once will often be quite good. Now, she doesn’t have any evasion to speak of, and can’t really end the game on her own, but since she will just give you almost-free spells on a regular basis, that’s probably ok. You can also chain spells together with it, which will feel particularly good. The other side of Jadzi is almost useless for Limited. It is just hard to have enough land sin your hand in Limited for that to be the plan. Cool thing is, though, that you do get it back when you cast it, which means you can then play the Jadzi half later. Overall, the fact she needs some help to get going and costs a bunch of mana does make me a bit skeptical -- though it should be noted both UG and UR look like they will be able to make a lot of mana. That mana cost is still a pretty real hurdle though.
Biomathematician
Average Picked At: 8.49
Total Times Picked: 415
Average Last Seen At: 8.04
Total Times Seen 2876
Pro Rating: 3.5
Pro Comment: A three-mana 2/2 that makes a 1/1 is generally pretty good in Limited, and this comes with significant upside between the +1/+1 counter and the additional value you can get from having other fractals. This seems like a card in the lower range of first pickable, and a really strong Common.
Moldering Karok
Average Picked At: 11.40
Total Times Picked: 210
Average Last Seen At: 8.84
Total Times Seen 3013
Pro Rating: 2.0
Pro Comment: Even with Trample and Lifelink, a 4-mana 3/3 isn’t awesome, though it is an admittedly goose place to put things that pump its stats. Still, I think you probably cut this a significant chunk of the time, it just doesn’t feel like it will do enough.
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