Draft Trainer

Zendikar Rising Limited Quiz

Answered: 0/20
Accuracy: 0
Umara Mystic
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 3.00
Total Times Seen 1
Pro Rating: 3.5
Pro Comment: Triggering off of spells and Wizards is even better than you might think. It it isn’t far-fetched to imagine your deck having 10+ ways to power this thing, and sometimes multiple times a turn. This will attack as a 3/3 with regularity, and often threaten to be even bigger than that.
Kazandu Nectarpot
Pro Rating: 1.5
Pro Comment: This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Glacial Grasp
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 3.00
Total Times Seen 2
Pro Rating: 2.0
Pro Comment: So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Tazeem Raptor
Average Picked At: 5.00
Total Times Picked: 1
Average Last Seen At: 7.00
Total Times Seen 5
Pro Rating: 3.0
Pro Comment: This has decent stats and it lets you return lands to your hand, which is useful for trigger landfall, and useful for returning MDFC lands.
Ruin Crab
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 3.00
Total Times Seen 1
Pro Rating: 3.5
Pro Comment: So, for Limited purposes, this is mostly just a better Hedron Crab. The O.G. landfall crab can also mill you if you want it to, but you’re not doing that most of the time in Limited anyway. I think Ruin Crab seems reasonable, and is certainly the kind of card that can enable an entire mill archetype -- kind of like Teferi’s Tutelage did in M21. The UB deck in this format is both about Rogues AND milling, so the Crab will have a ready made home. It will likely be the card in this format that is capable of milling the most cards. One really cool thing about this format is that there are mill “payoff” cards that do something before your opponent’s library is empty, and that’s a big deal -- because that’s the usual downside of mill, that it does nothing for a long time.
Scute Swarm
Pro Rating: 4.5
Pro Comment: This thing starts with a very unimpressive body, but the army of insects it can make you is no joke. Generally, I would advise waiting to play this until you can also play a land on a turn, because that way you ensure you get at least some value out of it before it eats a removal spell. Even better is waiting until you have 6+ lands, because then you will get exponentially more insects, and spot removal won’t do a thing.
Paired Tactician
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 6.00
Total Times Seen 1
Pro Rating: 3.0
Pro Comment: His seems like a nice, if not incredible Warrior payoff. The Tactician will often still find itself to be vulnerable to an easy trade on its first attack even in situations where it attacks with a friend, as a 4/3 attacking on turn 4 isn’t exactly game-breaking -- but it can definitely snowball if you can support it.
Sea Gate Restoration
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 2.00
Total Times Seen 1
Pro Rating: 3.0
Pro Comment: The fact it is super expensive should have been enough to get an ability that has a better baseline, but it really doesn’t -- sometimes you’ll draw this in top deck mode and it is going to feel bad. Still, it is basically a land that can really expensively draw you a couple cards late, with the upside of maybe drawing you a ton of cards in some situations.
Maul of the Skyclaves
Average Picked At: 1.01
Total Times Picked: 147
Average Last Seen At: 1.01
Total Times Seen 175
Pro Rating: 4.5
Pro Comment: Wow, this isn’t quite Embercleave, but it does a reasonable impression. Giving something +2/+2, Flying, and First Strike is a good way to make it incredibly hard to block, and hard to beat in combat in general. Sure, after that first Equip you have to actually pay for it and it definitely isn’t cheap, but the fact that you can still give other creatures this bonus after that first time is really great, and this will just keep making other creatures into scary threats.
Zulaport Duelist
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 2.00
Total Times Seen 1
Pro Rating: 2.0
Pro Comment: This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
Brightclimb Pathway
Pro Rating: 3.0
Pro Comment: Pathway lands offer good fixing and will be strict upgrades over basic lands in your deck, and that is worth something.
Angelheart Protector
Average Picked At: 3.00
Total Times Picked: 1
Average Last Seen At: 5.00
Total Times Seen 2
Pro Rating: 2.0
Pro Comment: Decent stats and a decent ETB trigger here. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks.
Reclaim the Wastes
Average Picked At: 3.67
Total Times Picked: 3
Average Last Seen At: 4.50
Total Times Seen 4
Pro Rating: 2.5
Pro Comment: This is a nice card for fixing if you’re a base Green deck. Any time we see this type of card in Limited it is always something you go after if you need fixing, but you probably don’t go after it otherwise. But, having the ability to splash things is inherently powerful in Limited -- provided you’re splashing something that is WORTH splashing -- so I think this should be valued as at least an average card.
Ashaya, Soul of the Wild
Average Picked At: 3.00
Total Times Picked: 1
Average Last Seen At: 3.00
Total Times Seen 1
Pro Rating: 4.5
Pro Comment: At worst, this will be a 5-mana 5/5, but if you have any other creatures on the board, it will be much larger than that -- while also giving you a ton of extra mana. It also makes it easier to trigger landfall, and Ashaya will get increasingly large.
Synchronized Spellcraft
Average Picked At: 10.00
Total Times Picked: 1
Average Last Seen At: 11.00
Total Times Seen 12
Pro Rating: 2.0
Pro Comment: Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up.
Archon of Emeria
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 6.00
Total Times Seen 1
Pro Rating: 3.0
Pro Comment: A 3-mana ⅔ with Flying is a good deal, and making opposing non-basic come into play tapped is some upside --- even if it won’t be huge in Limited. Then, you have this symmetrical effect that makes it so people can’t play more than one spell -- that part is a little bit difficult to gauge, as it will hurt some decks more than others -- including, potentially, your own deck. But because it is symmetrical, it certainly isn’t all downside.
Cragplate Baloth
Average Picked At: 2.24
Total Times Picked: 127
Average Last Seen At: 2.14
Total Times Seen 254
Pro Rating: 3.0
Pro Comment: So, a 7-mana 6/6 with Haste and Hexproof is pretty reasonable -- it can only be taken down in combat, and both Haste and its size make it a little harder to do that. Like all hexproof creatures, the Baloth will also be really silly with auras. If you kick it -- meaning you pay 10 mana, it comes down as a 10/10 with haste and hexproof, and having that extreme late game option is pretty sweet.
Dauntless Unity
Average Picked At: 5.00
Total Times Picked: 1
Average Last Seen At: 7.50
Total Times Seen 5
Pro Rating: 2.0
Pro Comment: This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Felidar Retreat
Pro Rating: 5.0
Pro Comment: This is really good. Sure, it is an Enchantment that, at least initially, doesn’t actually do anything, but the landfall triggers it offers are both very, very powerful. If you wait until a turn where you can play it AND play a land, it will be adding to the board immediately. If you have a nice board already, great – make it bigger and give it Vigilance until end of turn! If you’re lacking in board presence, that’s fine too – make a Cat token. This just gives you too much value for you to lose.
Tormenting Voice
Average Picked At: 14.00
Total Times Picked: 1
Average Last Seen At: 11.00
Total Times Seen 6
Pro Rating: 1.5
Pro Comment: As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
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