Average Picked At: 5.33 Total Times Picked: 24 Average Last Seen At: 4.39 Total Times Seen 95
Pro Rating: 3.5 Pro Comment: Siona makes it clear that GW is all about Enchantments, and more specifically - Auras. It is going to be pretty hard to wiff entirely on Enchantments in your top 7 cards in this format, so generally Siona will at least be a 3-mana 2/2 that draws you a card, something that is always solid. But then, it comes with the ability to make a creature token every time you put an Aura on one of your creatures, and that’s a nice payoff too. Auras can sometimes be risky because if your opponent has removal, you get 2-for-1’d -- but making a creature token every time you put an Aura on something helps soften the blow if that’s what happens, because at least you have a 1/1 left behind. Siona is going to draw you a card and make 1-2 creature tokens without a whole lot of help.
Average Picked At: 4.66 Total Times Picked: 41 Average Last Seen At: 4.81 Total Times Seen 234
Pro Rating: 2.0 Pro Comment: If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Average Picked At: 11.86 Total Times Picked: 37 Average Last Seen At: 9.55 Total Times Seen 490
Pro Rating: 0.5 Pro Comment: There aren’t really enough Artifacts in this set for this to be worth it in your main deck. If you go up against someone with a few targets though, this can become a 2-for-1.
Average Picked At: 4.67 Total Times Picked: 9 Average Last Seen At: 3.04 Total Times Seen 61
Pro Rating: 1.5 Pro Comment: This comes with all the downside of Auras – it can lead to card disadvantage from those 2-for-1s and so forth, and the initial boost it gives for three mana is not worth that risk. A single +1/+1 counter just isn’t enough – and I don’t think two is enough either to offset the risk. This means there are two turns where your investment looks ugly, which gives your opponent extra time to get rid of this before you’ve gotten a reasonable amount of value out of it. Once it has added 4 counters you’re probably getting there, but that just takes so long.
Average Picked At: 8.64 Total Times Picked: 55 Average Last Seen At: 7.63 Total Times Seen 347
Pro Rating: 2.5 Pro Comment: This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Average Picked At: 1.00 Total Times Picked: 9 Average Last Seen At: 1.09 Total Times Seen 12
Pro Rating: 4.5 Pro Comment: This starts with really strong stats that can end the game on their own, and then it adds an extremely powerful ability to the mix. When any of your creatures die you get a 1/1 copy of it. Now, this can sometimes be a little bit of a nonbo, like if you lose an Escape creature as a result, but it is still mostly going to be worth it.
Average Picked At: 3.57 Total Times Picked: 7 Average Last Seen At: 2.69 Total Times Seen 16
Pro Rating: 2.5 Pro Comment: Neither mode here is stellar, but having them both on a single card is nice. Basically if you have mana up for this when your opponent plays something you can counter, that’s probably the mode you choose. But, if your opponent doesn’t cast something you can counter and you’ve left mana up, you can at least use it to draw a couple of cards.
Average Picked At: 8.75 Total Times Picked: 53 Average Last Seen At: 7.84 Total Times Seen 375
Pro Rating: 2.0 Pro Comment: Because you can choose what this Edict hits, you can often choose an option that takes out a pretty good permanent. It still has the downside of all Edicts – the bigger the board, the worse it gets.
Average Picked At: 1.75 Total Times Picked: 4 Average Last Seen At: 1.57 Total Times Seen 7
Pro Rating: 3.5 Pro Comment: She has good stats and the ability to make one of your other creatures into a really problematic attacker for your opponent. Relatively early on, she does get to the point where she probably dies on the attack, but she generally will give you enough value by just sending an indestructible creature, that that isn’t too shabby.
Average Picked At: 7.33 Total Times Picked: 55 Average Last Seen At: 6.80 Total Times Seen 346
Pro Rating: 2.5 Pro Comment: This is a fairly efficient aggressive creature who refuses to stay dead, and when it comes back it does so quite large! You can’t really play this anywhere but an aggro deck since it can’t block, but it works out pretty nicely there.
Average Picked At: 9.94 Total Times Picked: 52 Average Last Seen At: 8.81 Total Times Seen 437
Pro Rating: 3.0 Pro Comment: This is a great Common payoff for the 4-power deck, as it often will be a ¾, and in a set with lots of Auras, trample is pretty nice! Note by the way that it counts itself when looking for 4 power, so if you have suited him up with an Aura that allows him to have 4-power, it will still get the boost.
Average Picked At: 1.57 Total Times Picked: 7 Average Last Seen At: 1.57 Total Times Seen 7
Pro Rating: 5.0 Pro Comment: 5 for 5 loyalty is usually a good place to be, and Ashiok can immediately go up to 6 loyalty and make a 2/3!(!) creature, which also happens to start exiling stuff from your opponent’s library. That last part probably won’t matter a ton, but in a format that has a graveyard theme, it could turn out to be pretty nice. So, Ashiok, Nightmare Muse can use the ⅔ to protect them, and also just start filling the baord with them. Ashiok’s -3 ability is quite good too -- allowing you to bounce something and make your opponent discard a card from their hand is great, and it will be particularly spicy in situations where your opponent has no hand. Ashiok’s ultimate is also the kind that can just end games, though it does require some set up. So -- Ashiok can add pretty nice creatures to the board, bounce problem permanents, and has a game-breaking ultimate -- that makes Ashiok an absolute bomb.
Average Picked At: 10.65 Total Times Picked: 34 Average Last Seen At: 9.01 Total Times Seen 438
Pro Rating: 1.5 Pro Comment: This is an alright trick. You’ll play it sometimes in aggro decks.
Average Picked At: 12.81 Total Times Picked: 31 Average Last Seen At: 10.60 Total Times Seen 538
Pro Rating: 0.0 Pro Comment: Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Average Picked At: 6.00 Total Times Picked: 14 Average Last Seen At: 5.03 Total Times Seen 89
Pro Rating: 3.5 Pro Comment: So, this is 5-mana for a 4/4 and a 1/1, and it comes with the “Hero” clause – pumping the power of all of your creatures when you target it. That’s a pretty good deal, especially because the Heroes themselves help you go wide in the first place.
Average Picked At: 4.60 Total Times Picked: 78 Average Last Seen At: 4.95 Total Times Seen 213
Pro Rating: 4.0 Pro Comment: This is an excellent common. A 4-mana 4/4 virtually always makes the cut, but this one gets to come back in the late game much larger, guaranteeing you a 2-for-1, and sometimes just being a straight up win condition.
Average Picked At: 9.03 Total Times Picked: 36 Average Last Seen At: 7.98 Total Times Seen 397
Pro Rating: 1.0 Pro Comment: This is a vanilla creature with reasonable stats and the Enchantment type, as well as two White mana its cost for Devotion. You’ll play it sometimes when you need one or all of those things.
Average Picked At: 2.20 Total Times Picked: 10 Average Last Seen At: 2.19 Total Times Seen 16
Pro Rating: 3.5 Pro Comment: It is surprisingly easy to get two 2/2 Zombie tokens out of this, and that’s good for the investment, especially because it also loads your graveyard for your other purposes, scries, and gains you some life.
Average Picked At: 4.45 Total Times Picked: 11 Average Last Seen At: 3.69 Total Times Seen 28
Pro Rating: 3.0 Pro Comment: I’m always a big fan of Phyrexian Arena type cards, and that’s what this reminds me of. Three mana to draw 3 cards is incredibly strong, and it gives you the kind of card advantage that might just win you the game on its own. Sure, it comes with a significant downside, but I think that downside is almost always going to be worth it, as the cards that you net from this will often allow you to put your opponent away before the downside really matters. It is also nice that it comes with a bit of an escape clause, giving you a way to get rid of it if you have the right cards.
Average Picked At: 5.00 Total Times Picked: 7 Average Last Seen At: 4.00 Total Times Seen 19
Pro Rating: 3.5 Pro Comment: This starts with decent enough stats, and he comes with a potentially game-breaking Enter the Battlefield trigger, since it lets you bring back Auras that are in your graveyard for a turn. This format is loaded up with Enchantments, and the idea of getting one Aura into the graveyard for this to take advantage of it isn’t something that is super crazy to imagine, and if you can do that consistently, you’re going to be getting a lot of value for only three mana, and probably adding a ton of hasty damage to the board. So ideally, for this to be at its best, you have to both be running a few Auras, and have some ways of loading up your graveyard, so you can -- as consistently as possible -- get an Aura or two back with the Herald. That IS significant set up, but because a 3-mana 3/2 with Haste is already fine, you aren’t making a big commitment there.