Average Picked At: 10.88 Total Times Picked: 41 Average Last Seen At: 9.01 Total Times Seen 457
Pro Rating: 1.0 Pro Comment: This is an alright trick, but in a format with lots of playable offensive Auras, tricks are a little less valuable.
Average Picked At: 4.00 Total Times Picked: 13 Average Last Seen At: 3.43 Total Times Seen 71
Pro Rating: 3.5 Pro Comment: A two mana 2/1 that is relevant all game long is always nice, and that’s what we have here. You can set up two-for-ones pretty easily with this, and that’s the ideal situation, but even if you can’t do that, you can just trade up with it – since it can take down anything with 4 toughness all on its own! Situations will be created where your opponent’s attacks just don’t work for them because of this two drop, and that’s going to feel pretty good.
Average Picked At: 9.70 Total Times Picked: 44 Average Last Seen At: 8.40 Total Times Seen 408
Pro Rating: 2.0 Pro Comment: This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Average Picked At: 7.36 Total Times Picked: 14 Average Last Seen At: 4.92 Total Times Seen 103
Pro Rating: 3.0 Pro Comment: He gets bigger when you sacrifice permanents, and also gives you a way to do that. His ability to ping a creature and make it unable to block is pretty powerful, especially because he will be getting bigger at the same time. He will often make your attacks look much better, if yo’ure willing to give up a creature or an Enchantment. There will of course be times where you just can’t get things going with the Aspirant, and that will hurt -- but there will also be games where activating his ability twice will just win you the game.
Average Picked At: 3.00 Total Times Picked: 24 Average Last Seen At: 2.62 Total Times Seen 49
Pro Rating: 3.5 Pro Comment: So, on a base level, the Merchant is a 5-mana 2/4 that drains the opponent for two. That’s not very good. However, I think once it is draining for three, you’re getting decent value for your mana.. If you are draining 4 or more, you are in serious business. I think the Merchant has a high enough ceiling that taking it with an early pick is probably a good idea. You may have to abandon it, if your deck doesn’t end up with enough Black, but that’s fine. The upside is worth it.
Average Picked At: 7.72 Total Times Picked: 43 Average Last Seen At: 7.61 Total Times Seen 329
Pro Rating: 2.5 Pro Comment: Three mana for a 2/2 flyer used to sort of be the quintessential common for Blue, and these days, as creatures continue to get stronger, that stat-line isn’t quite as impressive – but by adding Flash to the mix here, you have a pretty nice card. Flash creatures can of course be used to come into play and ambush an attacker, but a 2/2 isn’t going to be doing that a ton. Still, being able to play this at Instant speed has its bonuses – the most obvious one being that this set’s UR archetype is all about playing stuff on your opponent’s turn. It also doesn’t hurt that you can flash this in at the end of your opponent’s turn, and, if they are tapped out, you can put an Aura on it on your turn. Then of course, Flash just makes it so you can leave up instants and activated abilities without really taking a hit on tempo, and all of that’s pretty nice!
Average Picked At: 1.75 Total Times Picked: 8 Average Last Seen At: 1.73 Total Times Seen 15
Pro Rating: 4.5 Pro Comment: Tectonic Giant comes with fairly decent stats as a 4-mana ¾, and an ability that triggers every time he attacks. And, his ability is pretty flexible! Sometimes you’ll want the damage, especially if your opponent’s life is in danger. Other times, you’ll want the shot to cast some extra cards, if you are trying to pull back ahead. So, you repeatedly can get a pretty powerful effect out of it. And, even if your opponent kills your Giant right away, you’re going to get value out of it, since it gives you one of those two abilities when it becomes targeted by the opponent too!
Average Picked At: 1.25 Total Times Picked: 8 Average Last Seen At: 1.67 Total Times Seen 18
Pro Rating: 1.0 // 3.5 Pro Comment: This is definitely a build around, because it is nothing more than a 3-mana 2/2 in a deck that doesn’t have at least 5 ways to cast things on your opponent’s turn. That said, if you can draw even one card off of it, you’re in business, and more than that will be amazing.
Average Picked At: 11.03 Total Times Picked: 34 Average Last Seen At: 9.29 Total Times Seen 384
Pro Rating: 2.0 Pro Comment: Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Average Picked At: 3.00 Total Times Picked: 20 Average Last Seen At: 2.57 Total Times Seen 54
Pro Rating: 4.0 Pro Comment: Now this is premium removal. 4 mana to kill anything at instant speed is already good and obviously 3 mana is Murder and this has the potential to only cost two Black mana! Now, it does matter that this can’t exile stuff -- since Escape puts extra value on cards going to the graveyard, but I think this is so efficient that it is really nitpicky to point that out.
Average Picked At: 5.29 Total Times Picked: 7 Average Last Seen At: 4.07 Total Times Seen 31
Pro Rating: 3.0 Pro Comment: These give great fixing while also improving your draw a little bit. That makes it well worth the fact it comes into play tapped.
Average Picked At: 11.07 Total Times Picked: 43 Average Last Seen At: 9.08 Total Times Seen 438
Pro Rating: 2.0 Pro Comment: It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Average Picked At: 13.33 Total Times Picked: 6 Average Last Seen At: 8.23 Total Times Seen 175
Pro Rating: 0.5 Pro Comment: You can use this to mill yourself -- something that might be worth doing in a deck with lots of graveyard synergy -- or you can mill your opponent, something that might be worth doing in a control deck that plans on winning hte game by milling the opponent. Mill decks don’t always come together in formats, but it is nice that this particular mill card can be repeatedly cast from the graveyard. In other words, if you are really good at milling yourself, and you can provide the cards to fuel Escape, this one card could be enough to win you the game by milling your opponent. If this were at Common, it would kind of be a nightmare, since Mill decks would be pretty easy to draft, since getting 2 or 3 of these would be no problem -- at uncommon, getting multiples of this might be tricky.
Average Picked At: 8.73 Total Times Picked: 41 Average Last Seen At: 7.43 Total Times Seen 329
Pro Rating: 1.5 Pro Comment: This kind of “Kill a big thing” removal spell is always fine, but generally not more than that.
Average Picked At: 4.10 Total Times Picked: 51 Average Last Seen At: 3.77 Total Times Seen 169
Pro Rating: 3.5 Pro Comment: This is a nice removal spell, and unlike most Pacifism-type effects, this one can let you permanently get rid of the creature, which is worth doing any time you have the mana lying around, since if your opponent finds a way to get rid of the Aura, or if the creature has a static ability, you’re going to be in trouble. This is premium removal.
Average Picked At: 9.21 Total Times Picked: 53 Average Last Seen At: 7.73 Total Times Seen 389
Pro Rating: 2.0 Pro Comment: This has alright stats and a decent ETB trigger, though it is kind of a bummer it only increases power. This makes it harder for it to create an attack for you where a creature is now able to survive combat, instead it will just make it hit harder.
Average Picked At: 4.31 Total Times Picked: 16 Average Last Seen At: 3.56 Total Times Seen 55
Pro Rating: 3.0 Pro Comment: A 6-mana 4/4 flyer isn’t great but putting an Enchantment from your graveyard on the battlefield when it dies Is pretty nice. One thing I really like about that is that it is ANY Enchantment -- several cards in this set focus on Auras, but not the Archon, who is able to bring back any sort of Enchantment -- including Enchantment creatures. When you do that, you’re usually going to be getting a 2-for-1, and those go a long way towards shifting games in your favor.
Average Picked At: 9.90 Total Times Picked: 41 Average Last Seen At: 7.94 Total Times Seen 366
Pro Rating: 2.5 Pro Comment: This is Black’s solid-but-unexciting draw spell in this format. It is nice it adds three cards to the graveyard for Escape.
Average Picked At: 5.00 Total Times Picked: 5 Average Last Seen At: 4.82 Total Times Seen 85
Pro Rating: 2.0 Pro Comment: Tapping down an opponent’s creature isn’t terrible, as it can both allow you to avoid an attack from your opponent’s best creature, and allow you to have better attacks on your turn. That said, the payoff here isn’t ultra impressive. UR is definitely going to be interested in having a bunch of Instants and cards with Flash, but I don’t think this will be one of the cards you really desperately want for that deck to work -- but it will be a solid roleplayer.
Average Picked At: 3.00 Total Times Picked: 7 Average Last Seen At: 3.25 Total Times Seen 39
Pro Rating: 3.0 Pro Comment: These give great fixing while also improving your draw a little bit. That makes it well worth the fact it comes into play tapped.