Average Picked At: 9.88 Total Times Picked: 24 Average Last Seen At: 8.74 Total Times Seen 358
Pro Rating: 2.5 Pro Comment: This has some serious potential, as tapping down just one thing a turn is often pretty great at allowing your aggressive deck to rumble, and that’s especially true if the enchantment augmented one of your creatures. But, when you aren’t triggering this regularly, it is a well below rate creature.
Average Picked At: 7.76 Total Times Picked: 17 Average Last Seen At: 5.38 Total Times Seen 105
Pro Rating: 3.5 Pro Comment: I like this. Getting a spell to your hand when you play a creature with passable stats sounds really good, and there are enough expendable things around in this format for that to work out pretty well. I will say Blue is probably lighter on expendable things to Bargain than any other color – it doesn’t have much in the way of treasure or food, and it even has fewer role tokens, so this won’t work out quite as well as some other Bargain cards in other colors. That said, you won’t be playing monoblue, so you may have access to that stuff anyway, and when you give up something like that, Tenacious Tomeseeker is going to be a 2-for-1
Average Picked At: 2.27 Total Times Picked: 11 Average Last Seen At: 2.27 Total Times Seen 15
Pro Rating: 5.0 Pro Comment: The Adventure side gives you a full card, and the creature side usually will too. Sometimes more, because if you trade and get to cast an Adventure we’re talking about a 3-for-1 here. I can’t imagine you normally want to play this on turn two, as a creature, although I suppose if you’ve got a really nasty curve out it can do the trick. But even treating this as a 4-mana 3/2 that draws you a card sounds really good, and you can obviously divide up when you cast the two halves to make it feel even better and if you always have the mana available when it dies, it will just keep coming back
Average Picked At: 6.10 Total Times Picked: 10 Average Last Seen At: 4.70 Total Times Seen 82
Pro Rating: 3.5 Pro Comment: A 4-mana 4/4 with Vigilance is pretty close to a 3.0, and the upside here is pretty neat. Haste only matters for a single turn obviously enough, so you can find a way to play the adventure half of something one turn, play Galefang with Haste on the next turn, and then cast the creature side of your adventure on the next turn. It won’t always line up that way of course. This will have Haste reasonably often but it’s far from automatic
Average Picked At: 7.30 Total Times Picked: 20 Average Last Seen At: 6.22 Total Times Seen 130
Pro Rating: 2.5 Pro Comment: Rats can often just be chump blocked, but Tattered Ratter makes sure that that’s going to be a lot harder. It will make your opponent just have to take damage from attacking rats pretty often, as a 3-power rat can take down a whole lot of blockers. Still, there are so many board states where this is just going to be a two mana 2/2, even if you have rats, because there are often situations where your opponent isn’t interested in blocking them anyway
Average Picked At: 6.64 Total Times Picked: 11 Average Last Seen At: 5.71 Total Times Seen 110
Pro Rating: 3.5 Pro Comment: It can ramp your mana quite effectively, and that makes it more likely that you can get a creature with power 4 or great into play quickly, at which point Ruby herself becomes a significantly better attacker. There will also be times in the mid to late game when you draw her and can already trigger her ability, in which case she becomes a two mana ¾ with Haste, which is going to feel pretty good
Average Picked At: 12.42 Total Times Picked: 33 Average Last Seen At: 10.17 Total Times Seen 410
Pro Rating: 1.5 Pro Comment: Two +1/+1 counters is pretty nice! But a two-mana 2/1…isn’t, and by the time you play your 5-drop and make this a 4/3, it isn’t like it will be unbeatable. There will also be times where you can’t grow until well beyond that turn.
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: 9.00 Total Times Picked: 1 Average Last Seen At: 4.27 Total Times Seen 13
Pro Rating: 0.0 Pro Comment: This isn’t here for Limited. Sure, there’s lots of activated and triggered abilities around, but this does stone nothing when you don’t have any of them, and you’re basically never going to have enough to make this worth it
Average Picked At: 10.69 Total Times Picked: 29 Average Last Seen At: 9.09 Total Times Seen 366
Pro Rating: 2.0 Pro Comment: A three mana 4/2 usually has the big problem of dying to 2 power creatures, but obviously enough, Verdant Outrider can get around that. You won’t always have the time or mana to use that ability of course, but it definitely does enough for this to be solid filler
Average Picked At: 6.35 Total Times Picked: 34 Average Last Seen At: 5.11 Total Times Seen 193
Pro Rating: 2.0 Pro Comment: Three mana for a 2/1 and a 1/1 isn’t bad, and this will definitely be growing, especially in Black/Red where you throw rats at your opponent a lot of the time. Just blocking those rats will make the Vermin grow.
Average Picked At: 11.09 Total Times Picked: 32 Average Last Seen At: 8.93 Total Times Seen 389
Pro Rating: 1.5 Pro Comment: A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
Average Picked At: 5.18 Total Times Picked: 17 Average Last Seen At: 4.90 Total Times Seen 78
Pro Rating: 4.0 Pro Comment: You’ll often be able to pick off something small with the Adventure, and that means you’re talking about a potential 2-for-1. Then you get a 2/2 Flyer that can become a real problem of an attacker, especially when you leave your mana up, because your opponent has no idea exactly how big the Familiar is going to be
Average Picked At: 5.24 Total Times Picked: 17 Average Last Seen At: 4.60 Total Times Seen 76
Pro Rating: 3.0 Pro Comment: There is a chance you miss with Free the Fae. You have a pretty good chance of not missing, especially in Blue/Red and Blue/Black, but this isn’t the kind of effect that will only miss on rare occasions. I think expecting it to wiff entirely a third of the time is reasonable. When you can get a card out of it it’s going to feel pretty good, especially because you also get a reasonable flyer. A creature with these two keywords goes great with the various Role tokens in the set too.
Average Picked At: 11.17 Total Times Picked: 6 Average Last Seen At: 6.23 Total Times Seen 103
Pro Rating: 3.5 Pro Comment: Faithless looting for two mana is a really nice adventure to have. That kind of card selection can be huge, especially if you have nothing else to do on turn two. The creature side of this is decidedly less impressive because it starts inefficiently and asks you to do something that even in Blue-Green you’re not going to do so often that the Hart will just become absolutely massive. Even in a ramp deck you can only have so many cards in your deck with a mana value high enough to trigger it
Average Picked At: 3.64 Total Times Picked: 22 Average Last Seen At: 3.35 Total Times Seen 56
Pro Rating: 3.5 Pro Comment: This looks really good to me as it delivers so much value for the cost. You get to add to the board up front, then you get some food, and then you get a very real permanent buff
Average Picked At: 6.00 Total Times Picked: 4 Average Last Seen At: 4.07 Total Times Seen 15
Pro Rating: 3.0 Pro Comment: In Limited, this best part of the card is probably just the creature. The Adventure can maybe draw you a couple of cards, but it’s expensive enough and random enough that I don’t love it. I do like the idea of an efficient 4/4 trampler that will reduce the cost of some of my guards. Being three different colors definitely makes it even more of a challenge to get Beluna going in the right situation though
Average Picked At: 3.17 Total Times Picked: 6 Average Last Seen At: 3.67 Total Times Seen 20
Pro Rating: 4.0 Pro Comment: This is the beefiest of all the creature lands in this set, and it does not disappoint. A 5/5 trampler is an imposing presence virtually all game, and this can even buff one of your other creatures! It might take longer to get going than the other 4, but once it does get going, it is certainly the one in the cycle that is the most imposing
Average Picked At: 5.75 Total Times Picked: 16 Average Last Seen At: 4.60 Total Times Seen 68
Pro Rating: 3.0 Pro Comment: This is basically a three mana 1/1 with lifelink most of the time, which is bad – but if your deck has enough ways to put other roles on the Courtier, things get interesting, since the Cursed Role will go away and then it will get buffed, so it will become significantly larger in a flash. There are also a few ways to sacrifice enchantments, including to the Bargain mechanic, so getting rid of this negative Aura is easier than it might seem at first. Notably, this also triggers cards with Celebration all on its own, since it gives you two nonland permanents, so you can see that this does a bunch of stuff in a bunch of different decks.
Average Picked At: 7.00 Total Times Picked: 4 Average Last Seen At: 3.52 Total Times Seen 26
Pro Rating: 4.5 Pro Comment: A two mana 1/1 with Flying that can tap to loot is probably a 3.5 at the very worst. Looting for free just…always plays amazingly well in Limited. So, this added upside of turning into a copy of creatures in your graveyard is pretty amazing, especially because it holds on to flying