Average Picked At: 9.40 Total Times Picked: 10 Average Last Seen At: 6.06 Total Times Seen 113
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: 7.55 Total Times Picked: 11 Average Last Seen At: 5.70 Total Times Seen 103
Pro Rating: 3.0 Pro Comment: So, a 4-mana ¾ that can raise its power while lowering its toughness is probably already something you’d play a reasonable chunk of the time. That ability means it can trade with anything, and also that every time you attack with it, if your opponent doesn’t block, they could be about to eat 6 damage. But the Guardian also comes with the very specific upside of making your Labyrinth of Skophos way better, since the Minotaur will now fight anything you target with it. Now, the Labyrinth is a rare and this is an uncommon, so the chances of getting them both together are pretty low, but when you do, it will feel pretty good.
Average Picked At: 7.15 Total Times Picked: 53 Average Last Seen At: 6.72 Total Times Seen 326
Pro Rating: 2.5 Pro Comment: This is surprisingly useful for a one mana card! You can use it to kill X/1s, and its relatively cheap Escape cost means you can threaten X/1s with it all game long. You can also put it on one of your evasive creatures as a way of doing significantly more damage.
Average Picked At: 2.57 Total Times Picked: 7 Average Last Seen At: 2.20 Total Times Seen 10
Pro Rating: 4.0 Pro Comment: This scales all game long, and is capable of killing anything if the situation is right. Sometimes, X-costed Sorceries that are removal spells have the donwnside of making you tap out to kill one creature, which on some boards can be dangerous – but the life gain this gives you helps make that less of a big deal. Now, the second mode – the ability to exile stuff from graveyards – will only be what you want to do a small percentage of the time, but it does come up on occasion.
Average Picked At: 10.95 Total Times Picked: 40 Average Last Seen At: 8.93 Total Times Seen 440
Pro Rating: 2.0 Pro Comment: This gives you some nice card selection, loads your graveyard, and provides an instant speed effect for the UR deck, so it fits into most decks in this format reasonably well.
Average Picked At: 1.60 Total Times Picked: 5 Average Last Seen At: 3.20 Total Times Seen 11
Pro Rating: 4.5 Pro Comment: This is a pretty nice board sweeper, though it is a little frustrating that your opponent gets to draw a card off of it on a pretty regular basis. Sweepers often already have the problem of allowing the opponent to rebuild before you can, and now they will have even more fuel to do so. Still, you also get to draw the card off of this sometimes, and the effect it has is completely game-altering.
Average Picked At: 2.25 Total Times Picked: 8 Average Last Seen At: 3.05 Total Times Seen 20
Pro Rating: 4.0 Pro Comment: This feels great on turn two, and the fact that when it dies it turns into Aura that can grant indestructibility means you’re virtually always going to get some value out of it.
Average Picked At: 5.20 Total Times Picked: 5 Average Last Seen At: 4.28 Total Times Seen 31
Pro Rating: 0.5 Pro Comment: Typically, tutors that are this expensive and restrictive aren’t very good, and that largely continues to be the case here. If you have a bomb Enchantment you might consider it, but even then I’m not a huge fan.
Average Picked At: 5.87 Total Times Picked: 15 Average Last Seen At: 5.69 Total Times Seen 129
Pro Rating: 2.0 Pro Comment: This is the kind of trick that can really produce a blowout when things line up correctly! Pumping multiple creatures with one trick can be really strong, and this is especially good if you’re going fairly wide.
Average Picked At: 12.44 Total Times Picked: 32 Average Last Seen At: 10.17 Total Times Seen 527
Pro Rating: 1.5 Pro Comment: So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Average Picked At: 9.03 Total Times Picked: 34 Average Last Seen At: 7.08 Total Times Seen 337
Pro Rating: 2.0 Pro Comment: The flexibility of this to feel like a combat trick that sticks around OR a counterspell against removal is pretty nice, especially in a set loaded with Enchantment payoffs.
Average Picked At: 8.88 Total Times Picked: 42 Average Last Seen At: 7.39 Total Times Seen 343
Pro Rating: 2.0 Pro Comment: Lifelink + Mind Rot turns out to be a pretty decent combination in this set. This is another Discard spell that still does a thing in the late game, and that’s nice, because it gets around some significant downside.
Average Picked At: 6.33 Total Times Picked: 3 Average Last Seen At: 4.00 Total Times Seen 36
Pro Rating: 1.0 Pro Comment: This normally just doesn’t do enough for the investment. If you can get it to kill a flyer or two it will feel pretty good, but that alone is mostly a sideboard effect. It does also help you splash, since it lets you search up lands, but overall it is just too slow and clunky to be worth it.
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: 1.92 Total Times Picked: 12 Average Last Seen At: 1.92 Total Times Seen 13
Pro Rating: 5.0 Pro Comment: This is the biggest bomb in the set, and one of the most unbeatable bombs in the history of Magic! As long as you make sure to hold on to a card when you play the Trawler, it is highly unlikely your opponent will be able to deal with it in Limited. On your turn, it will amount to – at worst – a 4/5 with flying and Lifelink, and those are the stats of a very real win condition already! But yeah, it also nets you cards, so holding on to ways to make it hexproof and protect it won’t be very difficult!
Average Picked At: 3.56 Total Times Picked: 16 Average Last Seen At: 3.67 Total Times Seen 49
Pro Rating: 3.5 Pro Comment: I like this a lot, especially the idea of putting it on an evasive creature. Auras can be super risky because of 2-for-1s, but any Aura that can help mitigate against that is going to be nice, and this certainly does that -- drawing you a card every single time your creature hits your opponent. As long as your deck has a reasonable number of flyers -- and it will in UW -- there are going to be times where you just stick this on a flier and run away with the game. Putting it on a creature on the ground makes it harder to get the full value out of it, but it can still present a real threat.
Average Picked At: 3.56 Total Times Picked: 18 Average Last Seen At: 3.44 Total Times Seen 62
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: 1.80 Total Times Picked: 5 Average Last Seen At: 1.80 Total Times Seen 5
Pro Rating: 5.0 Pro Comment: So, if it doesn’t escape, you basically have a three mana spell that gains you 3 life, draws you a card, and puts a land on to the battlefield. That is already pretty close to a playable card. Then, when this escapes, it gets to be completely absurd -- amounting to a 4-mana 6/6 that will then draw you a card, gain you 3 life, and let you play a land etc., And, true to the “Titan” in its name, then it does it all again every time it attacks! The escape does require double-colored mana, and asks for five other cards in your graveyard, and both of those things are far from completely guaranteed, but it is easier to accomplish than you might think. If Uro escapes, you probably win the game.
Average Picked At: 7.48 Total Times Picked: 56 Average Last Seen At: 7.09 Total Times Seen 316
Pro Rating: 2.5 Pro Comment: So, your first instinct might be to think that this is just a sideboard card -- but in this set, where tons of creatures also happen to be enchantments, and there are just more Enchantments than usual in most sets, this is a reasonable card to play one of in your deck.
Average Picked At: 8.75 Total Times Picked: 8 Average Last Seen At: 6.62 Total Times Seen 128
Pro Rating: 1.5 Pro Comment: This is a neat design for a counterspell that we haven’t really seen before. Most of the time in Limited, your opponent will just be controlling one spell or ability, so this is basically just a fancy Convolute, and that isn’t an amazing place to be. On occasion, you may be able to get more than just the one spell, but it isn’t that easy to make it happen.