Draft Trainer

Innistrad: Crimson Vow Limited Quiz

Answered: 0/20
Accuracy: 0
Sigarda's Imprisonment
Average Picked At: 4.57
Total Times Picked: 272
Average Last Seen At: 4.20
Total Times Seen 1007
Pro Rating: 3.0
Pro Comment: This is White’s usual aura-based premium removal. Now, there’s a very real chance this is worse than normal, since Exploit is in the format, but I still think the efficiency of the card is worth it -- 3 mana completely removes the card from combat, allowing you to attack and take advantage right away, and its nice that in the late game you can get rid of the creature entirely and get a Blood token out of the deal.
Sorin the Mirthless
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.
Dominating Vampire
Average Picked At: 2.95
Total Times Picked: 22
Average Last Seen At: 3.00
Total Times Seen 87
Pro Rating: 3.0
Pro Comment: Worst-case, you get a 3-mana 3/3 that can Threaten a one mana value creature. That’s certainly not great, as it often won’t have anything to Threaten, but if you get up to two or three vampires or even more, it will start to feel pretty great, as stealing a real creature and sending it back at your opponent will really result in some significant damage, since you’re often removing a blocker from your opponent and adding an attacker. It has a reasonable floor, and a pretty nice ceiling.
Nurturing Presence
Average Picked At: 9.53
Total Times Picked: 216
Average Last Seen At: 8.12
Total Times Seen 2097
Pro Rating: 1.5
Pro Comment: This gives you a 1/1 Flyer no matter what, and that helps mitigate the risk of playing it. It’s too bad the rest of the card isn’t very good. The stats boost is situational and unimpressive. The turn you play it will giving +1/+1 to the thing, but still – you’re not really doing a great job with that.
Eruth, Tormented Prophet
Pro Rating: 4.5
Pro Comment: So, this gets pretty close to drawing you an extra card every turn, and that’s the kind of thing that wins you games. The downside here, I guess, is that you might run out of cards, but its pretty likely that you kill your opponent thanks to your card advantage before running out of cards ever becomes a problem. Your opponent has to kill her before your next draw step, or she’s going to go wild.
Sigarda's Summons
Average Picked At: 3.89
Total Times Picked: 19
Average Last Seen At: 4.60
Total Times Seen 120
Pro Rating: 0.0 // 3.5
Pro Comment: So, GW has a lot of +1/+1 counters around, even apart from the Training mechanic, and I think that probably means that this is very realistic to build around in that color pair. Even outside of that color pair, if you have enough cards that give you +1/+1 counters it could be worth it. Now, the downside of the card is that it costs a whopping SIX mana, and will only do a thing if you’re set up for it, otherwise it won’t impact the board at all, and that’s going to be pretty brutal. I think you won’t be able to play this at all in an average White deck in this format, but that it will work out reasonably well for you in GW.
Rural Recruit
Average Picked At: 9.89
Total Times Picked: 247
Average Last Seen At: 8.76
Total Times Seen 2237
Pro Rating: 3.0
Pro Comment: This is a pretty good Common. 4/2 worth of stats spread across two bodies isn’t too bad for 4 mana, and it comes with the means to train itself right away. This turning into a 2/2 isn’t exactly amazing, but it will definitely make your attacks on the turn after you play it feel pretty good.
Innocent Traveler // Malicious Invader
Pro Rating: 3.0
Pro Comment: You start out with a creature that is terrible on the vanilla test, but it can transform into a creature that does quite well on the vanilla test. The only way it won’t transform is if your opponent is willing to give up creatures, and that’s a pretty real cost. Sure, the first couple of times they may have some expendable stuff, but it will ultimately become a pretty real problem. Now, the downside is that your opponent may be able to hold off it off long enough so that a 3/3 Flyer isn’t a big deal or something, but the fact is that it still whittled away the opponent’s board a bit, and that’s not bad value to have on your 4-mana 3/3 Flyer. It is definitely kind of rough the turn you play it, since it’s such a terrible blocker, but by your upkeep I think you’ll be reasonably happy with its performance.
Dreamshackle Geist
Average Picked At: 1.67
Total Times Picked: 30
Average Last Seen At: 2.13
Total Times Seen 50
Pro Rating: 4.0
Pro Comment: 3-mana 3/1 flyers are often playable anyway, and this one has a very nice trigger. You’ll be straight up tapping things in situations where doing so allows for better attacks -- and that happens a lot! But the fact it can also lock down creatures for a couple of turns is nice too, as your opponent will find themselves in a sticky situation. Can they really afford to attack if the Geist locks down their creature? If you play it in your first main phase, you end up getting one of those abilities immediately! Yeah, this is great.
Curse of Hospitality
Average Picked At: 3.14
Total Times Picked: 36
Average Last Seen At: 3.01
Total Times Seen 93
Pro Rating: 3.5
Pro Comment: This is a very interesting curse. It effectively grants your whole board trample, and makes it so you get some serious card advantage any time you hit your opponent, which of course is more likely because of the trample thing. You do need some board state to really get this thing going most of the time, but the card advantage this thing will grant you in the long run is a pretty big deal, and its nice that it gives at least some bonus immediately.
Gryffwing Cavalry
Average Picked At: 4.78
Total Times Picked: 80
Average Last Seen At: 4.10
Total Times Seen 401
Pro Rating: 3.5
Pro Comment: A 4-mana 2/2 Flyer isn’t that impressive, but the fact it can bring a creature to the sky with it increases your chances of being able to trigger Training, and this thing will just keep getting bigger, while bringing other creatures into the sky, which sounds pretty good.
Traveling Minister
Average Picked At: 5.79
Total Times Picked: 267
Average Last Seen At: 5.48
Total Times Seen 1283
Pro Rating: 1.5
Pro Comment: This common gains life, which BW likes, and it can set up training a little better, which GW likes. But it doesn’t do either thing that well, and as a one mana 1/1 it isn’t exactly impactful. The Sorcery speed only thing is killer!
Welcoming Vampire
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.
Cultivator Colossus
Average Picked At: 2.50
Total Times Picked: 12
Average Last Seen At: 2.13
Total Times Seen 31
Pro Rating: 3.0
Pro Comment: In your typical game of Limited, this is likely to just be a big Trampler. In an ideal world, you would wait to play it until you can put a land into play with its ETB ability, because then it becomes a 2-for-1, but getting to 7 mana in Limited takes awhile -- so hoping you get that 8th is some wishful thinking. Obviously, the fact it CAN do that does give it some upside, so it isn’t just a big Trampler, but I think it will play out that way a lot.
Welcoming Vampire
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.
Oakshade Stalker // Moonlit Ambusher
Average Picked At: 5.55
Total Times Picked: 62
Average Last Seen At: 4.29
Total Times Seen 421
Pro Rating: 3.0
Pro Comment: So, if its day time, this is either a 3-mana 3/3 or a 5-mana 3/3 with Flash. If its night time, things get more interesting, because you still can choose to spend the extra mana for Flash, but the creature will come down as a 6/3, so it becomes a 5-mana 6/3 with Flash. That’s a creature that will take down most things it blocks, which is nice.
Voldaren Estate
Average Picked At: 5.52
Total Times Picked: 29
Average Last Seen At: 4.41
Total Times Seen 170
Pro Rating: 1.0 // 3.5
Pro Comment: If you end up in a deck with a lot of vampires, this is probably worth playing. If you don’t, it probably isn’t. It will make your mana far worse and the upside of making a Blood token for 4 or 5 mana isn’t enough to offset that. But, if you have enough vampries where you can consistently make colored mana with it, it will also mean that you have enough vampires to make the Blood token much cheaper to make, and when that’s the case, it will feel pretty good to have this land around, since it will really improve your draws. I think all of that probably means this needs a build around grade.
Investigator's Journal
Pro Rating: 2.5
Pro Comment: Worst-case, this is 4 total mana to draw a card, and while that’s not remotely good, it does mean that the baseline isn’t an utterly useless card at least. Then, if there’s enough going on on the board, it can turn into a pretty great card advantage engine. This can win you a lot of long games, as you will get the most suspect counters out of it and also have the time to actually draw with it. Playing it early isn’t going to be ideal, obviously enough, and that definitely limits its usefulness. Still, that late-game utility is pretty nice.
Lightning Wolf
Average Picked At: 11.14
Total Times Picked: 187
Average Last Seen At: 9.10
Total Times Seen 2298
Pro Rating: 1.5
Pro Comment: This is pretty underwhelming. A 4-mana 4/3 isn’t a great place to start these days, and while its ability will make it harder to block, its also really frustrating its only Sorcery speed.
Bloodcrazed Socialite
Average Picked At: 5.69
Total Times Picked: 327
Average Last Seen At: 5.53
Total Times Seen 1390
Pro Rating: 3.5
Pro Comment: A 4-mana 3/3 with Menace isn’t amazing -- it is probably a 2.0 at best -- however -- this brings a blood token along with it, and I think I’d already be playing that card a reasonable chunk of the time, but it also has the impressive upside of making itself into a 5/5 when it attacks, provided you have blood. Because the Socialite brings a Blood token with it, you’ll get to do it at least once, and if you have other blood lying around, this will be a beating.
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