Average Picked At: 3.19 Total Times Picked: 31 Average Last Seen At: 2.62 Total Times Seen 85
Pro Rating: 3.0 Pro Comment: This Wolf version of Grim Lavamancer looks quite good. A one mana ½ can chip in for some unblockable damage early, and then in the late game this gives you a pretty great thing to spend mana on, as 3/2 Wolves can quickly overwhelm most board states. While Red doesn’t have a ton of self mill going on, there’s enough rummaging with Blood that I think getting this set up to give you that 3/2 in the mid-to-the late game isn’t too crazy, though you probably shouldn’t really expect to generate more than 2 or 3, even in ideal situations – but 2 or 3 is plenty.
Pro Rating: 4.5 Pro Comment: This is very impressive. A 6-mana 6/6 with Menace is something that would make the cut at the top of your curve pretty frequently, and these Attendants bring so much more value. They will crank out blood tokens in a hurry, and then the thing that really pushes it into bomb range is the ability to just ping things -- which, by the way, also gives you more Blood tokens! So yeah, this has efficient stats and powerful abilities. You do need it to survive until your next turn in most cases to get the value, but its definitely a bomb.
Average Picked At: 2.74 Total Times Picked: 39 Average Last Seen At: 2.64 Total Times Seen 84
Pro Rating: 4.0 Pro Comment: This looks pretty good, though I think you basically always want to at least be splashing Red to get the full value out of it. Two mana to do one for each creature you control and gain that much life is a card you’d play in most aggro decks anyway. It definitely takes some set up, but as long as you have two creatures, you’re getting an okay deal. Of course, it gets way more flexible if you can Cleave it, and being an X damage spell at instant speed that gains you life is pretty serious. Overall, this thing looks quite nice. Its effectively a split card with two pretty nice options.
Pro Rating: 3.5 Pro Comment: A two mana 2/1 First Strike always makes the cut, so the graveyard hate upside combined with the ability to do additional damage is pretty nice. Note that the effect here is symmetrical, so you’ll potentially hurt yourself too, but if you’re the beat down, your opponent losing the life will be the much bigger cost. I think it is probably the weakest of the cycle in Limited, but still pretty good.
Pro Rating: 5.0 Pro Comment: 7 mana is a lot, but Toxrill does more than enough to make it worth the mana. By the end of the turn you play it, your opponent’s whole board will get -1/-1, and its reasonably likely that will kill at least one creature, which will also net you a slug. This can be particularly true if you attacked them that turn. Then, if Toxrill makes it to next end step, its pretty unlikely they will be able to win, as -2/-2 is just massive. The fact he can cash in Slugs for cards is pretty nice too, of course. He can even sacrifice himself in a pinch! Keep in mind that if Toxrill goes down, the creatures will keep those slime counters, but they won’t actually do anything unless you get Toxrill into play again. He’s an absolute bomb.
Average Picked At: 7.41 Total Times Picked: 224 Average Last Seen At: 6.63 Total Times Seen 1657
Pro Rating: 2.5 Pro Comment: I always like to have one copy of the the Black card that gets you two creatures back from the graveyard, and that’s what we have here. For 5 mana you get those two creatures and a blood token, and that’s a pretty reasonable rate, especially because you’re paying it in two installments, and can pay the larger part at instant speed! You don’t normally want to overdo it with copies of this kind of card because they tend to not be great early, but this offsets that a bit since it does give you Blood before the other part of the card becomes useful. But yeah, getting two creatures back late can often give you what you need to win the game. I think the first copy of this is a 2.5, with diminishing returns after that.
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.
Average Picked At: 2.18 Total Times Picked: 91 Average Last Seen At: 2.29 Total Times Seen 174
Pro Rating: 4.0 Pro Comment: This was a Rare last time we saw it, and that goes a long way towards explaining how removal has gone back to being really good at lower rarities lately! And yeah, this is. It is strictly better Murder coming with the occasionally useful upside of dealing with planeswalkers. The double black in the cost is something that matters, because it isn’t as splashable as some other premium removal, but its still incredibly good.
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: 4.73 Total Times Picked: 256 Average Last Seen At: 4.33 Total Times Seen 980
Pro Rating: 3.0 Pro Comment: This is a nice Common. Two mana to kill an attacking creature is often a card that makes the cut. You don’t love it if you’re aggressive because it doesn’t get blockers out of the way, but it is efficient enough to be fine. Adding the Cleave upside means that in the late game it can deal with anything, and that’s nice.
Average Picked At: 1.12 Total Times Picked: 26 Average Last Seen At: 1.61 Total Times Seen 28
Pro Rating: 5.0 Pro Comment: 7 mana is a lot, but Toxrill does more than enough to make it worth the mana. By the end of the turn you play it, your opponent’s whole board will get -1/-1, and its reasonably likely that will kill at least one creature, which will also net you a slug. This can be particularly true if you attacked them that turn. Then, if Toxrill makes it to next end step, its pretty unlikely they will be able to win, as -2/-2 is just massive. The fact he can cash in Slugs for cards is pretty nice too, of course. He can even sacrifice himself in a pinch! Keep in mind that if Toxrill goes down, the creatures will keep those slime counters, but they won’t actually do anything unless you get Toxrill into play again. He’s an absolute bomb.
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.
Average Picked At: 9.21 Total Times Picked: 70 Average Last Seen At: 6.78 Total Times Seen 707
Pro Rating: 1.5 Pro Comment: I’m always a bit skeptical of counter magic in Limited. This is a bad mana leak a big chunk of the time, and sometimes it will cost two or one, which will obviously feel much better, but you still have to hold it up at the right time for it to do its thing, and it has waning value as the game goes on and players have more mana.
Average Picked At: 6.04 Total Times Picked: 95 Average Last Seen At: 5.15 Total Times Seen 526
Pro Rating: 3.5 Pro Comment: This is quite the Vampire payoff. Keep in mind the effect is not a fight effect, the creature just does damage equal to its power to a creature, and the card will also give +1/+0 to the vampire, so its chances of taking things down go up considerably! If you’re in Red, you’re likely to end up with some vampires without even trying, so I don’t really think this needs a straight up build around grade, though obviously, it is at its best in BR, where you can have a real critical mas of Vampires. Overall, I think this looks like it has a pretty incredible ceiling, as punching a blocker out of the way and attacking with a board that is buffed up is pretty nice. Like always with this kind of thing, you have to pick your spot carefully, since if they destroy your target, you won’t be getting enough out of this card. Still, I think you can spend a high pick on this.
Average Picked At: 10.37 Total Times Picked: 70 Average Last Seen At: 7.34 Total Times Seen 774
Pro Rating: 2.5 Pro Comment: This kind of effect always plays much better than you’d think. Decreasing the power of attacking creatures really results in a big downgrade for your opponent, and does have a pretty real impact on the board. It is a bit of a bummer -- albeit a flavrful bummer -- that it goes away if your opponent does 4 or more damage to you -- but it will be surprisingly hard for your opponent to find a way to do that, since their creatures will be significantly less potent attackers, something that is even more of a problem if you have blockers. Now you don’t really want this if you’re in the beat down, but if you’re in a more grindy control deck, this is going to be something that does a nice job for you.
Average Picked At: 3.98 Total Times Picked: 90 Average Last Seen At: 3.26 Total Times Seen 285
Pro Rating: 3.0 Pro Comment: This is a reprint, and it was pretty nice in Limited last time. We usually get an effect that costs 3 or 4 and kills big things, so having it at two mana is a huge upgrade, and if it doesn’t have a target, the other mode comes up sometimes. You can use it to save a creature, sometimes creating big blow outs. As a removal spell alone I don’t quite think its premium because it is conditional, but the additional mode does enough to give this the kind of grade a card in the lower ranger of “premium” would get.
Average Picked At: 9.72 Total Times Picked: 214 Average Last Seen At: 8.21 Total Times Seen 2084
Pro Rating: 1.5 Pro Comment: This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Average Picked At: 8.70 Total Times Picked: 252 Average Last Seen At: 7.88 Total Times Seen 1988
Pro Rating: 3.0 Pro Comment: This looks nice. A two mana 1/1 with Deathtouch is probably already a 2.0 or 2.5, since it can trade for anything and really represent a problem all game long. So, being able to give death touch to another creature on the ETB is nice, and gives it even more utility in the later game.
Average Picked At: 7.34 Total Times Picked: 59 Average Last Seen At: 5.79 Total Times Seen 538
Pro Rating: 3.0 Pro Comment: Obviously, casting this on turn one is close to impossible in Limited, but if you just trade your two drop and then cast this on turn three plus another spell, that seems pretty spicy. Its also big enough that its decent all game long, so even if you don’t play it until turn 4 or something it will be okay, especially if you’re double spelling. The nice thing too is that if you’re milling yourself, you can cash it in for a card from your graveyard. And, if you trade with it and use the ability from the graveyard, you get a 2-for-1!
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.