Average Picked At: 8.70 Total Times Picked: 33 Average Last Seen At: 5.50 Total Times Seen 219
Pro Rating: 1.0 Pro Comment: So, without Cleave, this is an unplayable card -- one we’ve basically seen before. Time Walks are great, but the fact that you lose the game after your extra turn is terrible, and makes the uses of this card incredibly narrow. Sure, if you will win the game by taking that extra turn, its worth it, but you won’t end up in that situation often enough to warrant running this. Now, if you do Cleave it, you get a real Time Walk -- but it is an expensive one that doesn’t add to the board in any way. I think you might play this in a very controlling UR deck, but even then, it doesn’t seem incredible.
Average Picked At: 4.88 Total Times Picked: 94 Average Last Seen At: 4.30 Total Times Seen 458
Pro Rating: 3.0 Pro Comment: 3 mana to draw 3 at instant speed and discard a land is a pretty good deal, and in some decks in this format, discarding nonlands will also be beneficial. It doesn’t impact the board of course, and you don’t want to jam too many cards like that into your deck, but I think this looks pretty good overall, and would value the first copy fairly high.
Pro Rating: 5.0 Pro Comment: A 4-mana ⅓ with Flying is a pretty dismal rate, but Henrika is going to be more than that pretty much every time you play her. You can choose to transform her immediately -- after all she’s a great blocker when she’s an infernal seer. But because she can’t attack right away, sometimes you may want to choose one of the other two options. The draw option is probably the most appealing of the other two, as it means you’re getting a 2-for-1. The symmetrical edict will only be good in specific situations. I think in an ideal world you will choose the draw option the first turn and then transform her on the second turn. Either way, you’re getting a ton of value out of 4 mana, and while her ability may not pump that many other things, it doesn’t really matter, as her keywords are great and the ability to pump her power is really nice.
Pro Rating: 3.0 Pro Comment: As usual, two color duals tend to be pretty nice fixing. You don’t really want to go after them hard, but you’ll always play them if you’re in their colors or you’re splashing something
Average Picked At: 5.74 Total Times Picked: 84 Average Last Seen At: 4.53 Total Times Seen 470
Pro Rating: 3.0 Pro Comment: This is a nice aggressive creature. You can attack with it for free a lot of the time, since if things go sideways on you can just flicker it. That also means it pairs well with Training. And, in the late game, gaining first strike is no joke!
Average Picked At: 9.54 Total Times Picked: 208 Average Last Seen At: 7.96 Total Times Seen 2083
Pro Rating: 1.5 Pro Comment: This gives a very small boost, especially for an Equip cost of 2, and the fact you get Blood out of it isn’t really enough to make me excited about this.
Average Picked At: 8.42 Total Times Picked: 253 Average Last Seen At: 7.10 Total Times Seen 1761
Pro Rating: 2.0 Pro Comment: This does a bunch of little things, and I think they add up enough to make this a decent card. I don’t think you’ll always play it, but chances are good you’ll be interested in the Blood if yo’ure in Red, and especially Black/Red, and getting it on turn one seems like it will fuel some stuff.
Pro Rating: 5.0 Pro Comment: This is a bomb Planeswalker. Generally, for a walker to get there, they need to have two of the following three things: a way to protect themselves, a way to draw cards, or a way to kill stuff, and Sorin can do the first two of those, and he does it quite effectively. The ⅔ Lifelink Vampires are very real bodies, and the fact he starts at 4 loyalty means it will be challenging for your opponent to quickly take him down, regardless of which ability you use first. If you play this on turn 4, there’s almost no way your opponent will win the game, and even in the mid-to-late game, he has a game altering effect, since drawing extra cards or making extra bodies can carry some real weight.
Average Picked At: 9.57 Total Times Picked: 69 Average Last Seen At: 7.12 Total Times Seen 718
Pro Rating: 1.5 Pro Comment: This doesn’t look great. It won’t be easy actually getting back two cards with this. Sure, having a creature in your graveyard is a foregone conclusion, but having a noncreature permanent is not. In Limited, that means we’re talking Lands, Artifacts, and Enchantments, and those things don’t routinely end up in the graveyard! Unless, of course, you’re in a self mill deck. In a deck like that, getting a land + creature will be pretty easy, and not a bad deal. Still, this is going to only be good in some pretty specific decks, and even then it won’t be that great.
Pro Rating: 3.5 Pro Comment: This is quite the Blood payoff! Even if you can only trigger it once, chances are you’ll feel pretty good, as this will be a 5/5 that gets you a 2-for-1 pretty easily, and if you have more blood and he can attack more, he’ll really be doing it. It is likely that most Black decks find 3-5 ways to make Blood, so I don’t really think he needs a build around -- I think you can just take him pretty early, especially because the ceiling on the card is really high.
Average Picked At: 4.28 Total Times Picked: 97 Average Last Seen At: 3.60 Total Times Seen 323
Pro Rating: 3.5 Pro Comment: I would be pretty happy playing this card even if it didn’t transform. 5 mana for ⅘ worth of stats across two bodies is sort of the fail case, and it can of course churn out tokens. Then, being a werewolf, sometimes it will be significantly more impressive, attacking harder and making more tokens, and obviously as a ⅘, it is more likely to be able to rumble.
Average Picked At: 11.74 Total Times Picked: 172 Average Last Seen At: 9.60 Total Times Seen 2441
Pro Rating: 1.0 Pro Comment: This has a neat design, and is obviously really geared toward the UW deck, which is about Auras and Spirits. This having Flash will be particularly attractive, as you can use it to prevent one round of attacks and blocks when you do, and you can also get the stats boost at Instant speed, which isn’t too shabby. When it doesn’t have Flash, it is pretty clunky, though tapping down a couple of things can often make some more attacks possible. Still, the mana cost is pretty high here, and you won’t have much reason to run Auras like this when you can just run creatures with Disturb who are far more useful up front. Even with the Spirit upside, I don’t see myself playing this very often.
Average Picked At: 5.61 Total Times Picked: 69 Average Last Seen At: 4.59 Total Times Seen 409
Pro Rating: 2.5 Pro Comment: We’ve seen this card before without the werewolf hate side of things, and it was pretty solid. Bouncing a thing doesn’t usually give you a 1-or-1 trade, but because you draw a card, that’s what this amounts to, and you’re usually coming out ahead on tempo. Obviously, the Werewolf hosing upside will feel insane.
Average Picked At: 1.97 Total Times Picked: 35 Average Last Seen At: 2.03 Total Times Seen 62
Pro Rating: 4.0 Pro Comment: This set has lots of Zombie of course, especially in UB, so he will often come down and give a Zombie or Zombies in play Flying right away. Then, his ability makes it so you can give up creatures to make more Zombies. Now, in a lot of ways, that ability just reads “U, Tap: Give target creature Flying,” but uh..that’s actually pretty good, and sometimes you’ll be sacrificing a creature who is no longer relevant at all, and that’s a huge upgrade.
Average Picked At: 1.69 Total Times Picked: 45 Average Last Seen At: 1.61 Total Times Seen 59
Pro Rating: 4.0 Pro Comment: This is very good. A 3-mana ⅔ Flyer is already like a 2.5, and this comes with an ability that will draw you a card every now and then, and even if you only net one card from it, you’re going to be doing well, anything beyond that, and you’re doing great! Without even trying your deck will have lots of creatures who trigger this.
Average Picked At: 4.79 Total Times Picked: 24 Average Last Seen At: 3.87 Total Times Seen 118
Pro Rating: 0.0 // 3.5 Pro Comment: This is a build around, and mostly for the Black-Red deck. If you can turn activating blood into a 2/2 Zombie token, you’re going to feel pretty good about that, and really you probably only need to get 2 out of this before you feel okay about the deal, and anything beyond that is great. The other decks in the format look less likely to have a critical mass of ways to discard cards, but as long as you have 7 or so ways to do it, you can probably play the Service and have it be pretty good.
Average Picked At: 6.37 Total Times Picked: 241 Average Last Seen At: 5.60 Total Times Seen 1350
Pro Rating: 2.5 Pro Comment: This is a decent Common that slots in well into multiple Black decks. It has high toughness, which BG likes, it gains you life, which BW likes, and it makes Blood tokens, which BR likes! Now, it doesn’t exactly blow you away with what it does in any of those decks, but it is a solid card in all of them.
Average Picked At: 8.92 Total Times Picked: 61 Average Last Seen At: 6.41 Total Times Seen 694
Pro Rating: 2.5 Pro Comment: The design here is pretty cool, and if you were able to trigger that ETB ability consistently, it would be an incredible card. Problem is, in games of Limited your opponent will frequently have more than a single creature. Even if you play this as early as possible, on turn 4, there’s a good chance you won’t be able to get value out of the ability, in which case you’re talking about a 4-mana 4/2, which is pretty horrendous. It basically gets better the more removal you have, since it will be easier for you to control the board, but that’s a lot of set up.
Average Picked At: 4.79 Total Times Picked: 29 Average Last Seen At: 4.15 Total Times Seen 164
Pro Rating: 3.0 Pro Comment: As usual, two color duals tend to be pretty nice fixing. You don’t really want to go after them hard, but you’ll always play them if you’re in their colors or you’re splashing something
Pro Rating: 2.0 Pro Comment: A one mana ½ with Vigilance is not a very good card. Its the kind of card people often overrate, because they think “One mana is only enough to get a 1/1 most of the time!” and while that’s sort of true, the problem in Limited is that this kind of card will get outclassed pretty quickly. That said, it comes with an ability that actually does something in the late game, even if 5 is a lot for a single counter. Its also a decent place to put counters thanks to its keyword ability. So, yeah. This is an alright one drop that you’ll play in your most aggressive GW decks, but it doesn’t look that great anywhere else.