Average Picked At: 7.88 Total Times Picked: 26 Average Last Seen At: 5.51 Total Times Seen 189
Pro Rating: 0.0 Pro Comment: You should pass on this one. I By the time you're at 6 mana, making your opponent pay 2 extra mana for spells will have a pretty negligible effect. And sure, I guess it can function as a win condition in a super controlling deck, but it is basically a super bad version of Ill-Gotten Inheritance.
Average Picked At: 6.66 Total Times Picked: 38 Average Last Seen At: 5.62 Total Times Seen 203
Pro Rating: 3.0 Pro Comment: This is situational, but efficient. Keep in mind, by the way, that you can wait to use this until after combat is over – like if your opponent double blocks and you can only kill one of their creatures in combat, if you use this after the one creature died in combat, you can also get the second creature. Generally, your opponent will be attacking with and blocking with their largest creature, so I think overall this will do what you need it to.
Average Picked At: 9.30 Total Times Picked: 89 Average Last Seen At: 8.75 Total Times Seen 758
Pro Rating: 2.5 Pro Comment: A 3-mana ¼ is an ok deal, and a 3-mana 0/3 that puts a counter on something a little more meaningful is even better.
Average Picked At: 8.76 Total Times Picked: 38 Average Last Seen At: 7.56 Total Times Seen 272
Pro Rating: 0.5 Pro Comment: This is definitely a card that was printed with constructed in mind. Negate is usually pretty nice in constructed, it is not nearly as nice in Limited. Your typical Limited deck will only have about 5 cards that this can counter, and that’s not nearly enough for you to ever want to play this in your main 40 cards.
Average Picked At: 9.57 Total Times Picked: 58 Average Last Seen At: 8.19 Total Times Seen 668
Pro Rating: 2.5 Pro Comment: You’ll play this in an aggressive deck, but for the most part that type of deck isn’t great in this format. It just won’t always be easy to send in two additional creatures into combat, and it won’t be worth risking trades so much either since the payoff is just a +1/+1 counter. I’m not saying this is bad, just not something you should be excited about.
Average Picked At: 4.77 Total Times Picked: 39 Average Last Seen At: 3.85 Total Times Seen 149
Pro Rating: 2.5 Pro Comment: This is like a mini-Akroma. Packed full of keyword abilities that all work well together – Flying and First Strike make it hard to block, meaning it will get in for damage frequently and gain you life with lifelink which makes it incredibly difficult for your opponent to race you. Meanwhile, Vigilance make sure that she can hang back to block, and as a 3 power hexproof creature she will be pretty good at that. The one thing she doesn’t have going for her is her low toughness, meaning lots of cheap removal spells can take her down.
Average Picked At: 4.60 Total Times Picked: 30 Average Last Seen At: 4.05 Total Times Seen 120
Pro Rating: 4.0 Pro Comment: Killing a creature for 4 mana at instant speed AND fixing your mana is great. This is one of the best uncommons in the set.
Average Picked At: 7.54 Total Times Picked: 65 Average Last Seen At: 6.43 Total Times Seen 583
Pro Rating: 2.5 Pro Comment: So a 2-mana 2/1 with trample is not very good. Add this other text to it, though and it obviously gets a good deal better. Obviously best suited to RG, where there are the most “ferocious” pay offs, but the fact that this gets bigger in the late game is nice when coupled with the fact that it can do some damage or trade early.
Average Picked At: 11.18 Total Times Picked: 60 Average Last Seen At: 9.31 Total Times Seen 798
Pro Rating: 1.0 Pro Comment: 4 mana to make the opponent discard 2 and lose 2 life just isn’t a good deal. Mind Rot, which makes the opponent discard 2 for 3 mana is often not good enough for Limited, and this costs one more and adds a negligible effect.
Average Picked At: 7.42 Total Times Picked: 77 Average Last Seen At: 5.99 Total Times Seen 464
Pro Rating: 1.5 Pro Comment: If you need fixing you could do worse than playing this.
Average Picked At: 7.84 Total Times Picked: 19 Average Last Seen At: 5.16 Total Times Seen 160
Pro Rating: 1.0 Pro Comment: This is a high toughness build around in a set that doesn’t really have anything else pushing you in that direction. Gaining life with the loyalty ability isn’t that great, and the static ability normally won’t be upgrading your board.
Average Picked At: 5.27 Total Times Picked: 37 Average Last Seen At: 4.38 Total Times Seen 158
Pro Rating: 3.5 Pro Comment: This gives you a reasonable Flying body while also drawing you a card and gaining you life. This makes it easy for it to get you a glorious 2-for-1, while also giving you a reasonable threat.
Average Picked At: 1.40 Total Times Picked: 15 Average Last Seen At: 2.04 Total Times Seen 23
Pro Rating: 3.5 Pro Comment: Giving your whole team Vigilance is a nice way to provide a bit of protection for himself – if your creatures can hang back and block and attack, he will be staying in play a lot longer. His +1 isn’t anything special, but can certainly help dig you out of a difficult situation provided that you have a board state. His -2 is where the real power is, since he can pump up your entire board. Imagine a 4-mana spell that gave +1/+1 counters to your whole team and gave them vigilance until end of turn. Would that be great? Probably not, but it would probably be like a D+ or C-, and Ajani is obviously a lot more than that. Using the ability a second time will really feel great, and yeah – he can also tick up and gain you life when he needs to.
Average Picked At: 4.27 Total Times Picked: 37 Average Last Seen At: 3.90 Total Times Seen 131
Pro Rating: 2.0 Pro Comment: The static ability here looks kind of nice, making your opponent pay more for stuff. Unfortunately, there are lots of games where that effect won’t make much of a difference, since most decks don’t run THAT many cards in those three categories – wish they had included planeswalkers too at least! His loyalty ability might be a nice way to slow down the game for control decks, and can help you find answers, but mostly he seems like he is a mediocre fog effect to me. Sometimes that’s something you want, but it isn’t anything special.
Average Picked At: 1.00 Total Times Picked: 7 Average Last Seen At: 1.00 Total Times Seen 8
Pro Rating: 4.0 Pro Comment: Gideon is basically a 3-mana 4/4 with a whole bunch of upside, and that’s a nice place to be. His +1 will make one of your other creature’s better, he’s immune to damage, and if you get his loyalty high enough, he can take down permanents. If you play him on turn three he is going to win you the game most of the time, but he does have diminishing values as the game goes on, as a 3-mana 4/4 is less and less impressive. It is not always easy to move his loyalty up enough to take down nonland permanents, but he’s still pretty great.
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.
Average Picked At: 13.13 Total Times Picked: 67 Average Last Seen At: 10.96 Total Times Seen 960
Pro Rating: 0.0 Pro Comment: I always try to give this a sideboard grade, but the reality is – you will never side this in in this set. There aren’t enough artifacts or problem lands, so most of the time this reads “Pay 4 mana, discard this and do almost nothing.”
Average Picked At: 3.64 Total Times Picked: 11 Average Last Seen At: 2.95 Total Times Seen 47
Pro Rating: 2.5 Pro Comment: This is the kind of card that can give you some pretty absurd lategame value – like if you’re flooding out, the Arkbow will give you something to do– and its something pretty powerful! The problem, though, is you’re not going to really be able to use this at all early, but I think that’s ok – it is still good at parity or when you’re ahead.
Average Picked At: 1.33 Total Times Picked: 3 Average Last Seen At: 1.17 Total Times Seen 6
Pro Rating: 5.0 Pro Comment: This has a difficult mana cost, but if you can cast it you probably win. His static ability won’t always be coming up, but when it does it is great. But just being a 5 mana planeswalker – difficult mana cost or not – with this powerful of loyalty abilities is amazing. He can kill creatures or walkers right away, while also giving you a 2-for-1 every time you use the +1 ability. Then the ultimate might just end the game on the spot. To play this, you obviously need to be pretty heavy black and get lots of fixing – and there will undoubtedly be a time where you pick this up and you just can’t make it work mana-wise. With that said, this is strong enough that you should try your hardest to make it work.
Average Picked At: 9.30 Total Times Picked: 69 Average Last Seen At: 7.96 Total Times Seen 678
Pro Rating: 1.5 Pro Comment: You have two possibilities here: one is that you just paid 4 to put 3 +1/+1 counters onto a Zombie Army token you already have, the other is that you paid 4 mana for a 3/3 – in other words, a Hill Giant. Sure, it has some synergy with populate and other cards with Amass, but neither of those deals would be a particularly attractive card in Limited.