Draft Trainer

War of the Spark Limited Quiz

Answered: 0/20
Accuracy: 0
Enter the God-Eternals
Average Picked At: 2.09
Total Times Picked: 11
Average Last Seen At: 1.93
Total Times Seen 16
Pro Rating: 4.5
Pro Comment: This is really, really strong. Like most cards with Amass, we can kind of look at it as a creature with an ETB ability. In this case, you are playing a 5-mana 4/4 that kills something and gains you 4 life, while also milling 4 cards. That’s an insanely good play in Limited, as adding to your board while also subtracting from your opponents can really turn a game around.
Paradise Druid
Average Picked At: 3.43
Total Times Picked: 35
Average Last Seen At: 2.88
Total Times Seen 94
Pro Rating: 4.0
Pro Comment: One of the annoying things about mana dorks can be that you play them, and they have horrible stats, so your opponent can take it down with literally any removal spell, and then you don’t have the mana that you were eagerly planning on heaving for your next turn to ramp out something awesome. Paradise Druid doesn’t let that happen, since she has hexproof, she almost guarnatees you’ll get to make some mana your next turn. On top of that, she has reasonable stats that you can send into combat if you desperately have to, and she produces mana of any color.
Samut's Sprint
Average Picked At: 11.30
Total Times Picked: 64
Average Last Seen At: 9.55
Total Times Seen 803
Pro Rating: 1.5
Pro Comment: This is just red’s obligatory solid combat trick that will be nice in aggro decks. +2/+1 is enough of a boost for a creature to win a lot of combats, and the additional Haste upside doesn’t hurt. Still, it IS a combat trick and it comes with all the inherent risks that combat tricks have they are inherently situational and come with the risk of a 2-for-1 that blows you out.
Casualties of War
Average Picked At: 1.93
Total Times Picked: 15
Average Last Seen At: 2.35
Total Times Seen 33
Pro Rating: 4.0
Pro Comment: So, 6 mana to destroy 5 permanents is a pretty awesome deal. Obviously, that’s not always what this will do. I would guess on average, you probably get to destroy somewhere between 2 and 3 permanents with it, and yeah – if you’re just getting a creature and a land you’re not exactly pumped about it, but that’s not the worst deal for 6 mana. Once you add a third permanent you’re feeling pretty good, and if you do 4 or more? Well, you’re really in business.
Jiang Yanggu, Wildcrafter
Average Picked At: 3.71
Total Times Picked: 14
Average Last Seen At: 2.67
Total Times Seen 81
Pro Rating: 3.0
Pro Comment: His static ability will be pretty nice in decks that get their on the counters, and the fact that he can make creatures get counters all on his own is nice. He has low starting loyalty, and he asks that a creature already be in play, but having a card that fixes for you while making your creatures better is pretty god.
Massacre Girl
Average Picked At: 1.50
Total Times Picked: 20
Average Last Seen At: 1.48
Total Times Seen 27
Pro Rating: 5.0
Pro Comment: Up front, worth saying a 5-mana 4/4 menace on its own is usually at least a C, maybe a C+ in some formats. But she does wayyy more than that. As her name implies, she comes down and massacres stuff. How much stuff? Well, it depends. Basically, if there is the right distribution of toughness on the table, she can wipe the entire board, as she just keeps triggering her “Whenever a creature dies this turn” effect every time one thing dies, so if a 1/1 dies, it happens again, and now all X/2s die, and then it happens again, and so forth. Also worth noting, that the things don’t have to be killed by her ETB ability, if you have the mana to also play a removal spell, and you were just short of being able to wipe all your opponent’s creatures, you can still make it happen. In general, I think she is amazing – she isn’t THAT far from being a 5-mana 4/4 with Menace that wipes the whole board. I think in plenty of situations she will take down a couple of small creatures, but even if that’s all, you’re looking at a really strong card. The solid stats attached to that ability are what really sells me on her.
Gleaming Overseer
Average Picked At: 3.48
Total Times Picked: 31
Average Last Seen At: 3.24
Total Times Seen 112
Pro Rating: 3.0
Pro Comment: So, here’s a card to pay you off for amassing a massive Army on your side of the battlefield. One of the big weaknesses of this Army tokens has to be that they can be removed or bounced relatively easily, at which point dumping a bunch of resources into making one huge creature can feel pretty bad. The other problem they have is they aren’t evasive at all, just big dumb huge creatures. Well, Gleaming Overseer takes care of that, turning your Army into a very difficult to kill creature with Menace! And it helps add to the fun too, either giving you a 1/1 token or making your Army bigger. If we just look at this in a vacuum – as a 3-mana ¼ that makes a 1/1 with hexproof and menace, I’m already in on this being a pretty good card.
Finale of Promise
Average Picked At: 1.75
Total Times Picked: 4
Average Last Seen At: 1.75
Total Times Seen 13
Pro Rating: 0.0 // 3.0
Pro Comment: Paying 5 mana to copy two 3 mana or less spells in your graveyard sounds like a good deal to me, for example – and that’s not some crazy scenario. That said, it IS a bit of a buildaround, because you have to have enough reasonably costed instants and sorceries in your deck to make it work. It might be tempting to first pick because it is such a sweet card, and I think doing it in a weak pack might be ok because it does have a high ceiling.
Blast Zone
Average Picked At: 3.60
Total Times Picked: 10
Average Last Seen At: 3.49
Total Times Seen 37
Pro Rating: 3.5
Pro Comment: This is slow, and your opponent can kind of see it coming, but I’m not sure that matters. Having a land that can go right along producing you much-needed mana in the early game, that in the late game can be used to take a targeted strike against cards with a specific mana cost seems pretty good to me. I think that this is such a good land that even running it as an 18th land so that your mana isn’t compromised at all probably isn’t a bad idea, since obviously unlike your other 17 lands, this one turns into a removal spell in the late game. I don’t see why anyone would ever not run this.
Grim Initiate
Average Picked At: 7.95
Total Times Picked: 88
Average Last Seen At: 7.81
Total Times Seen 665
Pro Rating: 3.0
Pro Comment: Like all these cards with Amass, you have to look at this as having one of two possibilities. One is that, when this dies, it makes a 1/1 token that has synergy with Amass payoffs and Proliferate. The other is that it makes your Army bigger. I think both of those options are pretty nice when attached to a one-drop with First Strike, and means that it has at least some usefulness all game long, even if that usefulness is never going to be earthshattering. It is also great if you are interested in sacrificing stuff, since it gives you two bodies.
Turret Ogre
Average Picked At: 7.84
Total Times Picked: 98
Average Last Seen At: 7.29
Total Times Seen 643
Pro Rating: 2.5
Pro Comment: This has decent stats + Reach, and an ETB ability that will trigger a good chunk of the time. That is a solid playable.
Jaya, Venerated Firemage
Average Picked At: 3.24
Total Times Picked: 37
Average Last Seen At: 2.82
Total Times Seen 92
Pro Rating: 4.0
Pro Comment: For 5 mana you get to do 3 to something – not the greatest rate ever, but it allows for some impact on the board immediately. Then, if she can make it to your next turn with at least 2 loyalty, she can do it again.5 mana to do 3 to two target creatures would be a great card. And while this isn’t quite that since she can be attacked and taken off of the board that way, it seems like doing 3 to something and then drawing a bunch of attacks is some decent value. On top of all that, if your deck has more red sources of damage – and it almost assuredly will – she brings you even more value. Even if she just makes one combat more difficult for your opponent, she’s doing her job.
Charmed Stray
Average Picked At: 11.43
Total Times Picked: 46
Average Last Seen At: 8.84
Total Times Seen 736
Pro Rating: 1.0 // 2.5
Pro Comment: This is only going to be worth it if you end up with 3+ of them, as a one -mana 1/1 with lifelink just doesn’t do enough to be worth a card. If you do have multiple copies, they do get better – but I’d advise not going after them hard, and just picking them up late in packs.
Dreadhorde Invasion
Average Picked At: 1.17
Total Times Picked: 12
Average Last Seen At: 1.29
Total Times Seen 16
Pro Rating: 4.0
Pro Comment: With how Amass works, you can’t go wide here. Not really. But I think it is still pretty good. In situations where you’re behind, the 1/1 that can chump every turn doesn’t hurt, and if the board is at parity or you’re ahead, you’re going ot have a progressively larger Army that will eventually start gaining back the life it took from you. If you can sacrifice the token for value every turn that’s good too. If this is played on turn two it is difficult to beat, and it has value all game long.
Chainwhip Cyclops
Average Picked At: 10.84
Total Times Picked: 76
Average Last Seen At: 9.23
Total Times Seen 766
Pro Rating: 1.5
Pro Comment: This guy is decent. There are tons of board states where an ability like that really opens the flood gates – get that one problem blocker out of the way, and now the best your opponent can do is chump or trade! It does cost a lot of mana here, at 4, and it comes on an inefficient creature as a 5-mana 4/4, but that effect can be a good mana sink.
Defiant Strike
Average Picked At: 10.57
Total Times Picked: 75
Average Last Seen At: 9.70
Total Times Seen 790
Pro Rating: 1.0
Pro Comment: Last time we saw this card, it was surprisingly good because it was in Khans of Tarkir, and the Prowess mechanic was all over the place, including on White cards. Not the case here though. +1/+0 is the kind of stat boost that will have very little impact on combat the majority of the time, and normally you want your combat tricks to make it more likely your creature wins combat against larger creatures-- and sure, this cycles itself, and that's what keeps it from being unplayable, but it still isn't very good.
Domri's Ambush
Average Picked At: 5.18
Total Times Picked: 40
Average Last Seen At: 5.03
Total Times Seen 160
Pro Rating: 3.5
Pro Comment: This is pretty great! Any time there are spells that let a creature deal damage equal to its power to another creature, they tend to be pretty darn good. Keep in mind that this isn’t a “fight,” your opponent’s creature does not do damage to yours. RG for this effect would already be a pretty solid card, but adding a +1/+1 counter to the mix, along with the ability to talk planesawlkers, and we are definitely in the realm of premium removal. Sure, it is somewhat situational in that you have to have a creature, and you have to be careful when you cast it so you don’t get blown out – and the fact that it is a Sorcery does make it a little harder to find an ideal opening, but it is still pretty good.
Forced Landing
Average Picked At: 12.91
Total Times Picked: 56
Average Last Seen At: 10.40
Total Times Seen 888
Pro Rating: 0.5
Pro Comment: This is an interesting version of the Green flyer hate sideboard card that every set has. Instead of just straight Plummet, this lets you put the creature on the bottom of their library – which is sometimes better, like if the creature has a death trigger or your opponent has ways to get stuff back from their graveyard. Still, this is mostly likely a sideboard card.
Tibalt's Rager
Average Picked At: 5.06
Total Times Picked: 34
Average Last Seen At: 4.38
Total Times Seen 145
Pro Rating: 3.0
Pro Comment: This is a two-mana ½ that can pump its power and – more importantly, do 1 to something when it dies. It can attack hard if your opponent lets it, and if they have an X/1 in play it isn’t too hard for you to get a 2-for-1, so it can really put your opponent in a bad spot sometimes.
Deliver Unto Evil
Average Picked At: 4.15
Total Times Picked: 13
Average Last Seen At: 3.79
Total Times Seen 61
Pro Rating: 2.0
Pro Comment: 3 mana to get two cards back from the graveyard will normally be what you get with this. That’s not bad, but the fact your opponent gets to choose will sometimes be pretty rough. It will get better the later the game goes and the more powerful options you have in your graveyard.
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Enter The Battlefield Prepared

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