Draft Trainer

Zendikar Rising Limited Quiz

Answered: 0/20
Accuracy: 0
Skyclave Geopede
Pro Rating: 3.0
Pro Comment: This creature is going to be pretty scary on the board in the early game. It will typically be a 5/3 with Trample, and if you can back it up with removal and/or tricks it is going to wreck face. Still, only 3 toughness on an attacking creature on turn 4 isn’t exactly incredible, so you will frequently need those other cards to really back it up.
Resolute Strike
Average Picked At: 12.00
Total Times Picked: 2
Average Last Seen At: 12.00
Total Times Seen 8
Pro Rating: 1.5
Pro Comment: One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
Molten Blast
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 7.50
Total Times Seen 5
Pro Rating: 1.5
Pro Comment: 3-mana to do two damage at instant speed is not so good – I mean, it is removal, but it is not efficient – you’ll basically always be trading down with it. But the modality here really matters. This set has plenty of good artifacts – not like, a million of them or anything – but enough that this will be blowing up artifacts on occasion too, and being able to have that in your main deck is real upside.
Expedition Diviner
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 7.00
Total Times Seen 1
Pro Rating: 3.0
Pro Comment: This is a nice common. A 4-mana 3/2 Flyer with the Wizard creature type would probably already be at least a C- in this format, and maybe even a C. Those stats are reasonable enough. But, by adding the “draw a card” Wizard payoff, you end up with a card that will be a 2-for-1 a decent chunk of the time, and I definitely like that.
Skyclave Sentinel
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 9.50
Total Times Seen 9
Pro Rating: 1.5
Pro Comment: So, this is mostly a payoff for decks that can put counters on stuff. This is mostly going to be BG, but White has some ways to do it too. It is kind of ok in the absence of +1/+1 counter stuff, as a 3-mana 2/3 with Flying and Defender with the possible option of being a 7 mana ¾ with Flying in the late game.
Journey to Oblivion
Average Picked At: 2.42
Total Times Picked: 382
Average Last Seen At: 2.14
Total Times Seen 972
Pro Rating: 4.0
Pro Comment: If it were always 5 mana, it would probably be decent -- even though it can hit anything, it would be a little bit too clunky to consider premium. But, at 4 mana it gets into premium territory, and at 3 it is even better than that.
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.
Guul Draz Mucklord
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 7.50
Total Times Seen 3
Pro Rating: 2.0
Pro Comment: This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
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.
Into the Roil
Average Picked At: 4.07
Total Times Picked: 756
Average Last Seen At: 3.48
Total Times Seen 3924
Pro Rating: 3.0
Pro Comment: Two mana for an Instant that bounces nonland permanents is always a playable card. Adding Kicker here is just great, because if you kick it, into the Roil goes from being a card that gets you some tempo to being a card that actually trades for a whole card. And obviously as an instant, youc an sometimes blow out Auras or combat tricks too.
Canopy Baloth
Average Picked At: 6.00
Total Times Picked: 3
Average Last Seen At: 6.50
Total Times Seen 4
Pro Rating: 2.5
Pro Comment: This has decent starting stats and attacks pretty hard when you trigger landfall. It is a solid Common.
Cragcrown 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.
Tazri, Beacon of Unity
Average Picked At: 1.06
Total Times Picked: 69
Average Last Seen At: 1.08
Total Times Seen 91
Pro Rating: 4.5
Pro Comment: A 5-mana 4/6 isn’t the worst on the vanilla test, especially with a powerful activated ability -- but most of the time, you’ll probably be able to cast Tazri for 4 without too much effort. The activated ability will likely be more challenging to activate, but it is great that they decided to give it the generic hybrid mana cost, so any deck can theoretically use it -- and most decks will probably be paying about 6 mana to activate the ability, which is not too bad for something that will generally draw you at least a single card.
Kabira Takedown
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: I like the idea behind the uncommon Cycle of DFCs too, as they do the same sort of thing the Mythic ones do -- obviously, they are generally less powerful, and the land side comes into play tapped down, but having a card that is nice whether you are flooding or mana screwed is just good. And the spell side of this one is actually a removal spell. Sure, it is somewhat conditional, and wants you to have creatures in play to work, but as long as you are doing 2+ with it, you’re actually going to feel alright about it. Especially because if it isn’t any good with how your board is shaping up, you can just play it as a land.
Marauding Blight-Priest
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 5.00
Total Times Seen 8
Pro Rating: 3.0
Pro Comment: This is a key common for the BW cleric deck, and can often do some serious damage to the opponent, as those decks frequently have a critical mass of ways to gain life.
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.
Makindi Ox
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.
Territorial Scythecat
Average Picked At: 6.00
Total Times Picked: 1
Average Last Seen At: 6.50
Total Times Seen 3
Pro Rating: 3.0
Pro Comment: This will get large without a whole lot of effort, and that is really nice because it also happens to have Trample! It does die to just about everything initially, and sometimes it will be better to play it and then a land in the same turn to make it so fewer spells can take it down.
Broken Wings
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 7.00
Total Times Seen 4
Pro Rating: 1.5
Pro Comment: This seems like it can target enough things that it is a reasonable main deck inclusion, though if you are playing Best of 3, you would probably much rather bring it in out of the sideboard.
Thwart the Grave
Average Picked At: 3.01
Total Times Picked: 439
Average Last Seen At: 2.87
Total Times Seen 1273
Pro Rating: 4.0
Pro Comment: Even if you have 0 party members, this will usually be reanimating two things from your graveyard. Sure, to get two things back you will need at least one creature with a party creature type in your graveyard, but that isn’t exactly a hard ask in this format. Paying the full six mana for two reanimated creatures is definitely worth it, and if that’s all this was, I would think it would be a solid playable. It is a bit costly, and requires some set up, but it has a very big impact. But this is actually better than that, because you will frequently be casting it for 5 or less mana.
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