Average Picked At: 4.10 Total Times Picked: 165 Average Last Seen At: 3.40 Total Times Seen 1032
Pro Rating: 2.5 Pro Comment: This is a pretty clunky removal spell, but it is nice that it can shut down most creatures – for the most part. Abilities will still stick around, but it at least makes a creature unable to attack or block, and those are the key things in most Limited games anyway.
Average Picked At: 9.09 Total Times Picked: 317 Average Last Seen At: 7.17 Total Times Seen 2317
Pro Rating: 0.0 Pro Comment: This isn’t worth a slot in your deck. The Escape cost is too high – in both mana and cards you have to exile – so ever being able to use this repeatedly is unlikely.
Average Picked At: 10.71 Total Times Picked: 810 Average Last Seen At: 9.84 Total Times Seen 7326
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: 6.68 Total Times Picked: 958 Average Last Seen At: 6.28 Total Times Seen 4622
Pro Rating: 2.5 Pro Comment: This replaces itself, and that’s quite nice. The +1/+0 and Trample boost probably wouldn’t have been enough, even in a format with Enchantmetn synergy, but because it draws you a card, you get to avoid the danger of a 2-for-1.
Average Picked At: 3.25 Total Times Picked: 182 Average Last Seen At: 2.71 Total Times Seen 799
Pro Rating: 3.0 Pro Comment: A two mana 2/1 that can kill anything in combat thanks to death touch is usually enough to be playable, but this brings some serious additional value -- both gaining you life and helping you stock your graveyard. Self-mill is very useful in this format thanks to Escape, and the UB archetype also seems focused on loading up the graveyard more generally.
Average Picked At: 6.31 Total Times Picked: 253 Average Last Seen At: 5.28 Total Times Seen 1666
Pro Rating: 1.0 // 3.5 Pro Comment: This is a powerful 4-power build around that basically draws you a card every turn when you meet the requirement. Your deck has to have the right composition, but when it does, this will win you games.
Average Picked At: 8.93 Total Times Picked: 829 Average Last Seen At: 8.32 Total Times Seen 6158
Pro Rating: 2.0 Pro Comment: This is a solid draw spell for Green, and it is nice that it puts at least three cards in the graveyard when you use it, because that will help you fuel Escape.
Average Picked At: 9.76 Total Times Picked: 566 Average Last Seen At: 8.42 Total Times Seen 6307
Pro Rating: 1.0 Pro Comment: Like most similar cards we see, Flicker of Fate is highly situational, and only really worth running in a very narrow number of decks – like those with tons of ETB triggers.
Average Picked At: 6.61 Total Times Picked: 386 Average Last Seen At: 5.86 Total Times Seen 4347
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: 3.67 Total Times Picked: 812 Average Last Seen At: 3.52 Total Times Seen 2573
Pro Rating: 3.5 Pro Comment: This gives a large enough boost to toughness that this enables a number of creatures to fight and survive than would have been able to without it. This often feels like a removal spell that leaves behind a permanent stats boost for one of your creatures, and that tends to feel pretty good – though it does have the usual downsides that Fight spells do – if you’re not careful, you might get 2-for-1’d.
Average Picked At: 11.40 Total Times Picked: 862 Average Last Seen At: 10.47 Total Times Seen 7868
Pro Rating: 1.5 Pro Comment: This has good defensive stats, you’ll play it in more controlling decks.
Average Picked At: 4.31 Total Times Picked: 158 Average Last Seen At: 3.75 Total Times Seen 1249
Pro Rating: 3.5 Pro Comment: So, this can get pretty silly when you can get a graveyard to have both an Aura and a creature, and that isn’t that hard to do in this format. You will pretty much always get more than 5 mana worth of value when you do it, and it gets especially silly with Constellation and bombs. This can help you get back ahead from behind, which is awesome! The trade off is that it can be pretty terrible early, though.
Average Picked At: 8.46 Total Times Picked: 346 Average Last Seen At: 7.00 Total Times Seen 5178
Pro Rating: 1.5 Pro Comment: This is an alright trick. You’ll play it sometimes in aggro decks.
Average Picked At: 2.73 Total Times Picked: 26 Average Last Seen At: 2.25 Total Times Seen 248
Pro Rating: 2.5 Pro Comment: This is an interesting inclusion in this set, mostly because this set does not have a lot of Artifacts or Equipment, and those are the things he helps you out with. The good news is, he is a 3-mana 2/4, which is actually pretty decent on the Vanilla test. Sure, he costs both Blue and Red, but if you’re in a UR deck and you have even one piece of Equipment, he’s probably going to be worth running because that upside is pretty real.
Average Picked At: 8.34 Total Times Picked: 335 Average Last Seen At: 6.89 Total Times Seen 2242
Pro Rating: 1.5 Pro Comment: Situational cards are not your friend in Limited, and that’s definitely what this ends up being. It is tempting to imagine using this to steal your opponents’ bomb, or keep yours alive, but there are plenty of games where things just won’t line up the way you want them to and this ends up being an underwhelming or worse – useless card.
Average Picked At: 4.90 Total Times Picked: 569 Average Last Seen At: 4.38 Total Times Seen 3182
Pro Rating: 3.0 Pro Comment: This gives you some nice fixing that gets better if you have a big guy around. It is super vulnerable and dies to every removal in the set, which is especially painful when your opponent spend only one mana to kill it, but it is still a high quality common.
Average Picked At: 9.33 Total Times Picked: 399 Average Last Seen At: 7.47 Total Times Seen 5506
Pro Rating: 1.0 Pro Comment: This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Average Picked At: 11.86 Total Times Picked: 773 Average Last Seen At: 10.68 Total Times Seen 8008
Pro Rating: 1.5 Pro Comment: This is a vanilla creature with the Enchantment type and it also contributes to your devotion. The stats here aren’t too shabby, so you’ll play it sometimes.
Average Picked At: 4.52 Total Times Picked: 386 Average Last Seen At: 3.95 Total Times Seen 2850
Pro Rating: 2.5 Pro Comment: Two mana to Scry 2 and draw a card at instant speed is already kind of a reasonable thing -- compare it to Anticipate. Here, the fact that you can use it to Scry later on in the game, and the fact that it will be right at home in a few different decks in this format -- both those interested in Enchantments, and those interested in doing stuff on the opponent’s turn -- is enough for this to be a solid playable.
Average Picked At: 6.74 Total Times Picked: 306 Average Last Seen At: 5.38 Total Times Seen 3939
Pro Rating: 2.5 Pro Comment: This starts as a two-mana 2/1, which is fine, and making an additional body is always a nice upgrade, even if the body is as irrelevant as a 0/1 goat. That is still a useful resource – either because you can use it to chump block, or maybe you can sacrifice it to something for value.