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.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 7.00 Total Times Seen 4
Pro Rating: 3.0 Pro Comment: This is a key common for party decks, and it can really help you set up a double-spell turn three, which often is what you need to quickly win a game.
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.
Average Picked At: 1.08 Total Times Picked: 49 Average Last Seen At: 1.05 Total Times Seen 82
Pro Rating: 3.0 Pro Comment: This is pretty tricky to make work. You need the right mana and graveyard composition – when you do, it can do some nice stuff, but it frequently just won’t. luckily enough, you can just play it as a land when that’s the case!
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 8.00 Total Times Seen 7
Pro Rating: 2.0 Pro Comment: Being able to do one to everything at instant speed for one mana, or two to everything for three, seems like an okay deal to me. Obviously, if your deck is loaded up with little guys you’re going to want to be playing it, but if you are in a grinder Red deck, this will feel pretty good. Just killing one thing with it is kind of ok, and doing more than that will feel really good.
Average Picked At: 12.00 Total Times Picked: 1 Average Last Seen At: 9.50 Total Times Seen 6
Pro Rating: 1.5 Pro Comment: This seems fine. 1 mana to give something Flying is a reasonable rate, especially because it sticks around to give your other guys flying if they need it. It will, of course, be especially attractive in the RW deck that’s all about Equipment, but I think it is a reasonable inclusion anywhere.
Pro Rating: 4.5 Pro Comment: Note that her animated lands don’t stick around to protect her like on some NIssas -- the lands she animates are basically only good for attacking -- but with Menace they will be pretty nice attackers. One cool thing about her is her static landfall ability -- you can potentially get her up to 5 loyalty the turn you play her by playing a land afterword, and sometimes, just paying 4 mana to reanimate something and make it bigger, or put it into play from your hand and make it bigger will be worthwhile.
Pro Rating: 4.5 Pro Comment: This Omnath is obviously great, even though in Limited it will mostly just be a 4/4 that draws you a card and gains you some life – but that’s actually an incredibly good card, which will make it hard for your opponent to take you down. 4 life per lands is a lot! The one limitation here is the challenging mana cost, but if you are base Green, its doable.
Average Picked At: 1.17 Total Times Picked: 94 Average Last Seen At: 1.19 Total Times Seen 155
Pro Rating: 4.0 Pro Comment: As a 4-mana spell, bouncing two creatures is actually a reasonable deal, even if it is a sorcery. That card would probably be playable, it is just going to give you a pretty nice tempo advantage. Paying 4 to scry 2 and draw 2 is usually fine too. The last option is not going to be good very often if that’s what you choose, but hey, it can give you a creature too if that’s what you need. I feel like a card with those three options – without the kicker upside, would be pretty good. Then you add the Kicker upside, which will give you all three of these things, and it is certainly better than that. Sure, kicking this is kind of hard at 8 mana -- but when you do, it is going to be pretty devastating.
Average Picked At: 1.89 Total Times Picked: 76 Average Last Seen At: 1.89 Total Times Seen 250
Pro Rating: 3.5 Pro Comment: So, on one side you have an 8 mana card that completely resets the board, and on the other side you have a land. Eight mana is a crazy amount of mana in Limited, you don’t end up getting 8 mana more often than you do end up getting it, so if this was just the Inversion half, I’d have a hard time loving it. Powerful yes, easy to cast, no. BUT this gets around that in a creative way – by being a land when you need it to be. This will be a land a lot more often than the other cards in this cycle, just because it so costly – but hey, show me a land that has the upside of blowing up the whole board for eight mana, and I would definitely be interested. Now, this isn’t quite that, because you have to choose one or the other, but I still think this is pretty nice.
Pro Rating: 4.0 Pro Comment: If he was just the planeswalker without kicker, it seems like he would be a pretty okay card. Hitting lands with his 0 ability will feel particularly nice, because it will really allow you to net a bunch of cards. He doesn’t protect himself, but he is a card-drawing engine if left unchecked, and I’m happy about that at this low of mana cost.
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.
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.
Average Picked At: 2.00 Total Times Picked: 1 Average Last Seen At: 5.00 Total Times Seen 2
Pro Rating: 3.0 Pro Comment: This has nice defensive stats, and it is one of the key Commons for the BW Cleric deck. It provides you with a repeatable source of life gain, which triggers all sorts of powerful cards. Even outside of that deck, this is serviceable as a defensive creature.
Average Picked At: 2.41 Total Times Picked: 59 Average Last Seen At: 2.28 Total Times Seen 121
Pro Rating: 4.5 Pro Comment: This Omnath is obviously great, even though in Limited it will mostly just be a 4/4 that draws you a card and gains you some life – but that’s actually an incredibly good card, which will make it hard for your opponent to take you down. 4 life per lands is a lot! The one limitation here is the challenging mana cost, but if you are base Green, its doable.
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.
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.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 2.00 Total Times Seen 1
Pro Rating: 3.5 Pro Comment: If you get this early and you need a land, it does the job. Sure, it comes into play tapped, but having that option is inherently powerful. The other side here, at worst, is 3-mana to draw one card, and sometimes you’ll get to pitch two lands with it and draw three at Instant speed, which isn’t too shabby -- and obviously, sometimes it will do more than that. Overall, I think the flexibility of this card makes it very strong.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 2.00 Total Times Seen 2
Pro Rating: 3.5 Pro Comment: This is one of the better uncommon modal DFCs in this set. That’s because one side of it is a removal spell. Sure, it is Pounce for one more mana -- but the fact it can be removal when that works out for you, or a land when that’s what you need is just super good. Being an Instant also means that the Fight side of the card will find more windows than Sorcery speed versions of that effect.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 10.50 Total Times Seen 5
Pro Rating: 2.0 Pro Comment: This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.