Draft Trainer

Zendikar Rising Limited Quiz

Answered: 0/20
Accuracy: 0
Windrider Wizard
Average Picked At: 2.00
Total Times Picked: 1
Average Last Seen At: 2.00
Total Times Seen 1
Pro Rating: 3.5
Pro Comment: This has decent stats and a pretty good Wizard payoff, looting is always a good way to improve your draws.
Rockslide Sorcerer
Average Picked At: 3.36
Total Times Picked: 343
Average Last Seen At: 2.94
Total Times Seen 1432
Pro Rating: 4.0
Pro Comment: This is a strong Uncommon. As I’ve said about other “Wizard, Instant, Sorcery” payoffs, I think they’re going to perform really well, especially in the UR deck. Having a deck with 10+ cards that can trigger this is not a far-fetched scenario, and that means this can ping a ton in a single game, which can allow you to pick off small creatures or go for your opponent’s dome. If you can play multiple cards to trigger it in the same turn, it will get really silly.
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.
Confounding Conundrum
Average Picked At: 3.70
Total Times Picked: 57
Average Last Seen At: 2.82
Total Times Seen 448
Pro Rating: 0.5
Pro Comment: Since this thing, at worst, is a blank card with Cycling, I think it does avoid being 100% unplayable. That said, even in a set with a bunch of landfalls, the additional text on this card just won’t come up much.
Nahiri, Heir of the Ancients
Average Picked At: 1.21
Total Times Picked: 56
Average Last Seen At: 1.18
Total Times Seen 84
Pro Rating: 4.5
Pro Comment: While she seems kind of like a buildaround, the good news is, RW decks in this format will have enough of both of those for Nahiri to be pretty good. She doesn’t make the most imposing tokens, but they can at least chump block for her, and if you have Equipment maybe do more than that. Her -2 will draw you a card a decent amount of the time, and her -3 will be able to do 2-4 damage often enough and that’s great.
Sea Gate Banneret
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 8.00
Total Times Seen 9
Pro Rating: 2.0
Pro Comment: This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Zareth San, the Trickster
Average Picked At: 1.00
Total Times Picked: 1
Average Last Seen At: 1.00
Total Times Seen 1
Pro Rating: 5.0
Pro Comment: If you take the Rogue payoff part of the card away, you have a 5-mana 4/4 with Flash that has a super powerful ability when it does combat damage -- just stealing any permanent from your opponent’s graveyard is no joke. And sure, it has no evasion to speak of at all, but because of Flash, you may be able to take your opponent off-guard with it --- in addition to the usual upside of Flash, which lets you suddenly block an attacking creature that is smaller. Then you add the Rogue Ninjutsu part of the card to the mix, and you have something really, really good. Basically, on a base level it is a pretty good card, and it has silly upside.
Phylath, World Sculptor
Average Picked At: 1.00
Total Times Picked: 1
Average Last Seen At: 1.00
Total Times Seen 1
Pro Rating: 5.0
Pro Comment: I love that he adds to the board immediately no matter what. And yeah, sure a bunch of 0/1s aren’t always going to be impactful, but this thing is alsoa 6-mana 5/5, so making like 6 0/1s is going to be a pretty good outcome for that investment. Now, this set does have a considerable number of nonbasics thanks to the modal land/spells, so sometimes he may only make like 4 or 5 tokens, but that’s ok. And those 0/1s won’t stay that way for long, since Phylath can make one of them a heck of a lot bigger. In an ideal world, I think you wait until you can play Phylath AND play a land in the same turn, so that one of the 0/1s can become a 4/5 right away. If left unchecked, he will continue to pump his Plant friends, and that’s pretty awesome. I think Phylath is a bomb -- it will pull you back to parity from behind, ahead if you are parity, and seal the deal if you are already ahead.
Skyclave Pick-Axe
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 5.00
Total Times Seen 1
Pro Rating: 2.0
Pro Comment: Sometimes this won’t give your creature a boost at all, and that will hurt, but on most turns early, this will be giving a creature +2/+2 for an initial investment of two mana, and if your deck has ways to abuse landfall, giving your creature +4/+4 on occasion won’t be that hard either! Like all the equipment in this set that equips for free the first time, this does have a steep Equip cost after that first time, but I think the initial Equip being free is enough to sort of counteract that.
Shatterskull Smashing
Average Picked At: 1.00
Total Times Picked: 45
Average Last Seen At: 1.00
Total Times Seen 71
Pro Rating: 4.5
Pro Comment: So if this were just the Shatterskull Smashing card, you would always play it. Paying 6 mana to kill a couple of X/2s isn’t half bad, 7 to kill a couple of X/3s isn’t either, and so on. It does kind of suck it can’t go to the dome, and the damage can only be divided among two creatures or planeswalkers – but it would be a reasonable card capable of getting you 2-for-1s. I think adding the land side is a big deal, because it means when you get this early, you can use it as a land – since having this in your opener often won’t actually be that good, as it will be a useless card until much later in the game.
Rabid Bite
Average Picked At: 7.00
Total Times Picked: 2
Average Last Seen At: 7.00
Total Times Seen 3
Pro Rating: 3.5
Pro Comment: We have seen this several times, and it has always been premium removal for Green and one of the color’s best Commons, if not THE best. Green has creatures that are large enough that paying two for this is often a great deal, since you’ll be taking down something that cost way more mana than that. Now, you have to be careful when you use it -- because you get 2-for-1’d by a removal spell, and even though it is just a 1-for-1, you don’t really want your opponent to save their creature with a trick either. But if you pick your spots, Rabid Bite is going to be great removal.
Makindi Ox
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 8.00
Total Times Seen 4
Pro Rating: 1.5
Pro Comment: This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Inscription of Abundance
Average Picked At: 1.66
Total Times Picked: 179
Average Last Seen At: 1.66
Total Times Seen 245
Pro Rating: 4.5
Pro Comment: Casting it without Kicker is honestly not a bad deal at all -- sometimes the counters will make for a nice trick or save a creature, and being able to Fight something at Instant speed for two mana is usually a playable card all on its own. If it was just a modal card without Kicker, it would already be good. But, adding Kicker to the mix makes this really good. It becomes a 5-mana spell that pumps your creature, which is going to make the fight part better, and it will also gain you more life potentially since you make a creature better. While 5 mana IS kind of a lot, and this has the downside of all fight cards -- playing it into open mana is very dangerous because of the risk of getting 2-for-1’d -- I think the upside here makes it worth the risk, especially as an Instant. You just have to carefully pick your spots with it, and if you do, kicking it will have a big impact on the outcome of many games.
Joraga Visionary
Average Picked At: 9.00
Total Times Picked: 1
Average Last Seen At: 6.00
Total Times Seen 3
Pro Rating: 3.5
Pro Comment: Cantrip creatures are always good when they are reasonably costed, and a 3/2 body is big enough that it can represent something that is actually relevant on the board, and is perfectly capable of trading, and it’s a 2-for-1 when you can make that happen.
Kaza, Roil Chaser
Average Picked At: 2.75
Total Times Picked: 91
Average Last Seen At: 2.52
Total Times Seen 312
Pro Rating: 3.5
Pro Comment: Its ability to reduce spells will sometimes just feel like you have Vodalian Arcanist in play, and that won’t be the best feeling, but it has a ton of upside that won’t be that hard to take advantage of. If you are in UR, you’re going to have enough Wizards that this represents some very real mana.
Smite the Monstrous
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 8.50
Total Times Seen 6
Pro Rating: 2.0
Pro Comment: We see this a lot. It is always an ok removal spell. It is conditional, but at least it is an instant, and it can kill some big stuff.
Pyroclastic Hellion
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 8.00
Total Times Seen 5
Pro Rating: 2.5
Pro Comment: This seems solid enough. Returning a land is a may clause here, so you only need to do it when you really want those 2 damage, or if returning a land otherwise benefits you.
Shatterskull Charger
Average Picked At: 1.55
Total Times Picked: 128
Average Last Seen At: 1.49
Total Times Seen 213
Pro Rating: 4.0
Pro Comment: A 3-mana 4/3 with Haste and Trample that has to return to your hand every turn would be playable – while returning to your hand is part downside, your opponent also usually has to alter their plan just because of the threat of it coming down. Kicking this is obviously better though – then it becomes a 5-mana 5/4 with Trample and Haste, and that’s pretty nice. This is mostly a 5-mana 5/4 with Trample and Haste, but one that has the upside of being able to Dash in and do some damage before he’s ready to stick around on the board.
Farsight Adept
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 8.00
Total Times Seen 1
Pro Rating: 2.5
Pro Comment: This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Kor Blademaster
Average Picked At: 3.80
Total Times Picked: 245
Average Last Seen At: 3.16
Total Times Seen 1433
Pro Rating: 3.0
Pro Comment: So, a two mana 1/1 with double strike is actually a reasonable rate -- it is effectively a 2/1 with upside, in that it can just outright kill X/1s in combat and is a great place to stick Equipment and Auras, and use combat tricks. This is already good with equipment, but the Equipped Warriors get double strike thing makes it even better. Now, you can’t really count on that always coming up, but obviously the RW deck will be the best at using it. It also means that playing it will sometimes immediately impact the board, since it may make your attacking creatures way scarier!
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