Pro Rating: 4.5 Pro Comment: This is a 3-mana bomb. Obviously you need a vampire deck to really get there, but obviously that’s one of the format’s primary archetypes, so it isn’t far-fetched you do. Even on its own, it is a 3-mana 2/2 that makes a 1/1 when it attacks – which isn’t great but it is a very reasonable floor on a card that is an absolutely insane creature token engine.
Pro Rating: 1.5 Pro Comment: While this is a tribal set, it isn’t so tribal that a land like this ends up being worth it. It usually does more damage to your mana than its worth
Pro Rating: 3.0 Pro Comment: A 5-mana 4/4 Flyer is still a really good rate these days.
Pro Rating: 1.0 Pro Comment: This is an inefficient creature that tries to help you block, but blocking is not the most common thing in this format, so you’re not very interested
Pro Rating: 0.5 Pro Comment: This format doesn’t really have enough of either of these permanent types for this to be anything more than a sideboard card. Drawing a card is obviously a great thing to tack on, as it is a 2-for-1, but if you don’t have targets, it doesn’t matter
Pro Rating: 2.0 Pro Comment: This has passable aggressive stats and a useful creature type, so you’ll run it when you need a two drop.
Pro Rating: 2.0 Pro Comment: Making spells cost more to target merfolk is definitely upside, but it isn’t that great in Limited, and this creature’s sub-par stats keep it from being something you want to go after aggressively
Pro Rating: 1.0 Pro Comment: his doesn’t really give you a card’s worth of value most of the time. Flying alone just isn’t worth it
Pro Rating: 3.5 Pro Comment: This has nice aggressive stats and Flash to begin with, and the fact it lets you tap down a couple of things if you have another Pirate makes it even more attractive.
Pro Rating: 3.0 Pro Comment: This is a beefy Vehicle which is nice, because all it needs to do to transform into a powerful land is attack. Crew 4 is definitely a lot, but it isn’t that hard and once this transforms it ends up being a very powerful utility land
Pro Rating: 2.0 Pro Comment: This is a very efficient way to get a couple cards back from your graveyard in a Pirate deck, and having one of these around is generally a good idea if you’re in that deck. Playing more than one is asking for trouble, though.
Pro Rating: 3.5 Pro Comment: Reducing the cost of your dinosaurs and giving them Haste is pretty spicy, as there are some nice 4 and 5 mana Dinosaurs that you’ll want to play, and this powers them out nicely
Pro Rating: 1.5 Pro Comment: This is clunky. With only 2 toughness it can die to a whole lot of cheap removal in the format. This format of course has a lot of creatures that die to that kind of removal, but most of the creatures that’s true about also cost a lot less, so it doesn’t feel quite as miserable when your opponent pays 1-2 mana to destroy this. This definitely does feel miserable, especially because you can end up a hurting your tempo at the same time, since you have to bounce something. You can, of course, bounce something that gives you value, but that’s not something that always lines up.
Pro Rating: 2.5 Pro Comment: If your deck has a good number of dinosaurs, this is a pretty decent card. If you play it on turn one and are able to gain 2 life off of it over your first few turns you’re getting pretty good value. And, really, that’s where most of this card’s value comes from, as the tutor effect on it is super expensive. It doesn’t hurt that it can tutor up a dino though, especially because some of them are bombs!
Pro Rating: 3.0 Pro Comment: Wind Drake stats, a useful creature, a point of life drain makes for a pretty nice common!
Pro Rating: 1.0 Pro Comment: Filter lands are always pretty bad, and that’s the case in this format too. If you’re really desperate for fixing, it can do the job, but its way worse than most other options for fixing. It basically adds a tax of one mana to all of your off-color cards, and that’s bad
Pro Rating: 0.0 Pro Comment: This only deals with Artifacts very inefficiently, and the flexibility to hit lands doesn’t mean much. This is sort of a sideboard card I guess, but you basically never side it in
Pro Rating: 4.0 Pro Comment: This is a great removal spell. Obviously you’ll mostly be taking down creatures with it, and exiling them entirely is definitely nice, as is two life. You get a great deal for the mana investment here
Pro Rating: 2.0 Pro Comment: This is probably the best card in this cycle, and that’s because it starts out as a two mana 2/2, which is much better than how the others start! The late game effect won’t come up a ton, but its decent upside
Pro Rating: 4.0 Pro Comment: A 5/5 is huge in this format, so tacking on Haste and Trample makes for a pretty monstrous creature, one that can end games on its own