Average Picked At: 5.33 Total Times Picked: 18 Average Last Seen At: 4.00 Total Times Seen 78
Pro Rating: 3.5 Pro Comment: So, this is another Green removal spell that doesn’t result in your creatures taking damage. Even if you have 0 enchanted creatures, you can have one thing take part in the effect, and if you do have enchanted creatures, you’ll be able to take down almost anything. It also puts you in less danger if you are able to choose multiple creatures, because a blow out is a lot harder for your opponent to produce when multiple creatures are doing the biting
Average Picked At: 9.80 Total Times Picked: 44 Average Last Seen At: 8.39 Total Times Seen 329
Pro Rating: 2.5 Pro Comment: 4 mana to bounce something and draw a card is usually playable. It lets you break even on cards while setting your opponent back a little. With bargain in the mix, this moves up another notch – probably to the point where the first copy is something you feel decent about having in all of your Blue decks
Average Picked At: 11.60 Total Times Picked: 30 Average Last Seen At: 9.49 Total Times Seen 393
Pro Rating: 0.5 Pro Comment: This format has a lot of targets for this, but there are also two lower rarity ways to Naturalize stuff in this format that are way better in the main deck. So, this is a sideboard card but one you probably won’t use very often
Average Picked At: 3.50 Total Times Picked: 2 Average Last Seen At: 2.69 Total Times Seen 13
Pro Rating: 2.5 Pro Comment: If this didn’t have an adventure attached, it would be a borderline playable card. There will be times where it is big for sure, but a two drop that you probably can’t play on turn two isn’t exactly ideal, and the upside is still just a large vanilla creature. However, having the adventure here definitely matters, as it helps set up the Somnophage a lot more effectively. Milling yourself or your opponent is a pretty good effect in the format too. Still, there will be times where this is very awkward, and the upside isn’t exactly through the roof.
Average Picked At: 9.09 Total Times Picked: 11 Average Last Seen At: 6.56 Total Times Seen 42
Pro Rating: 0.0 Pro Comment: So, this lets you sacrifice your artifacts to do 2 damage with them. That’s…could be good, but there aren’t really enough Artifacts in Red for this to really work out. If you pair with one of the food colors it might do a little more work, but it still seems really hard to build around this
Average Picked At: 2.71 Total Times Picked: 21 Average Last Seen At: 2.32 Total Times Seen 53
Pro Rating: 4.0 Pro Comment: This looks strong. Sure, the three things it does are kind of small – but it’s almost always going to feel like you get two cards worth of value out of it. There will be situations where chapter 1 can’t kill something, but most of the time it will, and the Food and Role are going to feel like the cherry on top of a two-mana removal spell, which is pretty awesome
Average Picked At: 10.89 Total Times Picked: 9 Average Last Seen At: 7.50 Total Times Seen 128
Pro Rating: 0.5 Pro Comment: This is a sideboard card. Most opponents won’t have enough things you can counter with this for it to be worth it.
Average Picked At: 9.22 Total Times Picked: 36 Average Last Seen At: 8.03 Total Times Seen 323
Pro Rating: 3.0 Pro Comment: This doesn’t quite give you two cards, but I think it gets close enough, even with Croaking Curse being Sorcery speed. It lets you downgrade a creature and up your ability to attack, and then you get a decent creature on a future turn
Average Picked At: 4.92 Total Times Picked: 49 Average Last Seen At: 4.71 Total Times Seen 207
Pro Rating: 2.5 Pro Comment: You get a reasonable body up front, and then you can sacrifice this to Bargain or other sacrifice effects. That does seem pretty doable, and the fact that you get a decent creature up front really makes this intriguing as far as two drops go. It also happens to trigger Celebration on its own.
Average Picked At: 4.37 Total Times Picked: 19 Average Last Seen At: 3.84 Total Times Seen 58
Pro Rating: 2.0 Pro Comment: Temporarily exiling something with Chapter 1 can be used to get an opposing creature out of the way for a bit, and it can also be a slow way to blink something, but the fact that Chapter 1 and 3 are basically part of the same effect makes the value this can generate pretty low. Chapter 2 isn’t bad, but I think the whole package here seems pretty medium. I think the best way to use this is to cast something with Bargain after Chapter II, that way you permanently rid yourself of an opposing creature. While you can certainly make that happen, when it doesn’t line up that way, it seems very mediocre
Average Picked At: 5.17 Total Times Picked: 12 Average Last Seen At: 5.18 Total Times Seen 66
Pro Rating: 4.0 Pro Comment: It can’t put the Role on itself, but provided you have something else around Syr Armont is a 5-mana 4/4 that gives something else +2/+2 and trample and uh…that’s kind of crazy, and will usually mean that whatever you just put that Role on is suddenly a way more effective attacker than it was before. Sometimes it will turn something that couldn’t attack into an attacker, and I haven’t even mentioned how good this effect is when you have other Roles and Auras around on your board. I think this is an amazing signpost Uncommon
Average Picked At: 11.66 Total Times Picked: 32 Average Last Seen At: 10.10 Total Times Seen 398
Pro Rating: 1.5 Pro Comment: We’ve seen this trick many times before and it’s always kind of okay. The boost can allow your creature to win a decent number of combats, and when you can make that happen for only one mana it feels pretty amazing. Still, it is a combat trick and one that isn’t always very impactful
Average Picked At: 11.27 Total Times Picked: 26 Average Last Seen At: 9.58 Total Times Seen 415
Pro Rating: 1.0 Pro Comment: They put a trick like this in almost every format, and it is almost always bad. Tricks are at their best when you use them offensively, because your opponent is less likely to have mana up to blow you out – so a trick that gets like 2/3s of its value from being used defensively just isn’t worth it
Average Picked At: 1.25 Total Times Picked: 4 Average Last Seen At: 1.40 Total Times Seen 5
Pro Rating: 5.0 Pro Comment: A 4-mana 4/4 with Flying and Trample that spits out treasure is already an excellent card. So, the fact you can cast this as an adventure at some point too is great, especially because an instant speed Divination-like effect is itself probably already playable. When you have the time to cast both halves, this is going to generate a 3-for-1 for you.
Average Picked At: 2.25 Total Times Picked: 8 Average Last Seen At: 1.88 Total Times Seen 16
Pro Rating: 4.0 Pro Comment: This can be either a Banisher Priest or a Restoration Angel, and that’s awesome. What I mean by that is, you can use it to exile an opposing creature for as long as the Bodyguard sticks around, or you can use it on one of your own creatures. The latter is worth doing in response to removal or to rebuy an ETB ability. Obviously, you have to sacrifice the bodyguard to make your thing come back, but luckily it has that built in. Both modes are very powerful in the right situation
Average Picked At: 1.00 Total Times Picked: 2 Average Last Seen At: 1.00 Total Times Seen 3
Pro Rating: 5.0 Pro Comment: This looks amazing. You’re not exactly going to trigger the pay life effect, but the +1 and -2 are both so good that it doesn’t really matter. The +1 is a great card draw effect, especially because it will help grow the two 1/1s that the -2 makes. And that -2 is good on its own too, as having Ashiok come down and make those two bodies will often do enough to keep Ashiok around for a while, especially because those tokens are just going to grow every turn going forward – and they do it during combat so it will happen quickly. The ultimate is kind of an afterthought here, mostly because you will want to get real cards with the +1, so the mana value of the cards you exile won’t be that high, but there will be situations where you look at the board and just using Ashiok’s +1 twice to exile two expensive things, and then fire off the -7 will make sense. So, it is upside on a card that is already nuts without it. The total package here is an insane bomb
Average Picked At: 8.76 Total Times Picked: 42 Average Last Seen At: 7.98 Total Times Seen 326
Pro Rating: 2.0 Pro Comment: This is a nice Tormenting Voice variant. Even without the Role token this card is usually in the D+ or C- range, especially in a format with some graveyard stuff and a spell deck, and that’s true in this format. Actually adding to the board while digging deeper into your deck is going to feel pretty nice. You probably don’t desperately want more than one of these, although perhaps if you’re in the spell deck going deeper than that first copy might be worth it
Average Picked At: 7.36 Total Times Picked: 14 Average Last Seen At: 5.86 Total Times Seen 100
Pro Rating: 3.0 Pro Comment: A 5-mana 4/4 Flyer is pretty nice, though Air elemental isn’t quite as impressive as it once was. A creature this beefy that can come back from the graveyard is interesting, but I do think sacrificing two Enchantments is a pretty significant cost, even with Role tokens around. It does get a little more interesting if you also have some payoffs for putting Enchantments into your graveyard, but I think there are a lot of games where you just don’t have the time or resources to bring this thing back
Average Picked At: 8.60 Total Times Picked: 10 Average Last Seen At: 6.70 Total Times Seen 142
Pro Rating: 1.5 Pro Comment: None of these modes is going to feel very efficient, but they do all do…something. Picking of a small creature will probably feel the best, but tapping things is certainly nice on the right board state, especially if you have a payoff for tapping something. Then it can of course do the Food thing. Still, the ability is expensive enough that having the mana around to actually use it isn’t guaranteed, and it isn’t like any of these modes is really going to make you feel like you’re getting there
Average Picked At: 10.94 Total Times Picked: 17 Average Last Seen At: 7.54 Total Times Seen 287
Pro Rating: 1.5 Pro Comment: Take away the Enchantment part of this card and it’s…pretty bad. A one mana 1/1 with death touch is usually pretty solid, as it can trade for anything. This has the capacity to do that, but because you have to have mana up to do it and because you spend extra mana to make it do it, it is way worse than a one mana 1/1 that always has death touch. The fact it cranks out a few 1/1s is nice, but even in this format I don’t imagine this just giving you 1/1 after 1/1.