Average Picked At: 2.89 Total Times Picked: 53 Average Last Seen At: 2.52 Total Times Seen 191
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.
Average Picked At: 10.25 Total Times Picked: 700 Average Last Seen At: 9.23 Total Times Seen 7101
Pro Rating: 1.5 Pro Comment: This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Average Picked At: 2.86 Total Times Picked: 265 Average Last Seen At: 2.51 Total Times Seen 774
Pro Rating: 3.5 Pro Comment: So, without any other party members, Emeria Captain is a 4-mana 2/2 with Flying and Vigilance. That is...not great, but not unplayable either. I think this will be a 3/3 a reasonable chunk of the time, and in that case you’re looking at a great deal. Anything bigger than that, and you’re really in business.
Average Picked At: 6.44 Total Times Picked: 1077 Average Last Seen At: 6.60 Total Times Seen 5246
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: 1.35 Total Times Picked: 88 Average Last Seen At: 1.36 Total Times Seen 125
Pro Rating: 4.0 Pro Comment: 4-mana to kill a creature at instant speed is premium removal. Now, To be clear, it will never, ever cost three mana in Limited, because your opponent controlling 0 basic lands just won’t happen, but it can also be a land if that’s what you need!
Average Picked At: 2.93 Total Times Picked: 161 Average Last Seen At: 2.57 Total Times Seen 737
Pro Rating: 3.5 Pro Comment: So, Air Elemental is usually good all on its own. 5 for a 4/4 flyer are stats that still line up really good these days, representing a real threat even if nothing else is going on. Then, this lets you Scry when you kick spells, and that’s some pretty real upside.
Average Picked At: 11.79 Total Times Picked: 529 Average Last Seen At: 10.26 Total Times Seen 3186
Pro Rating: 1.0 Pro Comment: If you’re desperate for fixing, this does the job. If you’re not, don’t play it.
Average Picked At: 4.40 Total Times Picked: 119 Average Last Seen At: 3.21 Total Times Seen 1191
Pro Rating: 2.5 Pro Comment: The downside about a mass pump spell is generally that they don’t do anything too often. Well, when that’s the case, you can have this be a much-needed land. And you still get the upside of having a card that is awesome when you have a good board state.
Average Picked At: 2.54 Total Times Picked: 39 Average Last Seen At: 2.24 Total Times Seen 212
Pro Rating: 1.5 Pro Comment: So, if you’re playing several spells with Kicker, this can work. It gives you a mana boost and even lets you splash some powerful spells that you want to kick! If you only have a few spells with kicker, I’m not sure the hit to your mana base is worth it though.
Average Picked At: 1.00 Total Times Picked: 101 Average Last Seen At: 1.00 Total Times Seen 117
Pro Rating: 4.5 Pro Comment: This is a very, very strong two drop! Provided you play it in your precombat main phase (and you will), at worst this is going to give you a two mana 2/2 that grows every turn, but it is better than that, because you can put the counter wherever you want. If this thing manages to survive more than one or two turns, it is going to be a major return on a very small investment. Sure, one counter a turn isn’t going to blow your opponent away all at once, but the constant value this thing churns out will get you there in the end. It is of course quite fragile to start with, but it is cheap enough that it getting killed by a cheap removal spell doesn’t feel too horrible.
Average Picked At: 3.00 Total Times Picked: 168 Average Last Seen At: 2.39 Total Times Seen 850
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.
Pro Rating: 1.5 Pro Comment: This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible.
Average Picked At: 3.60 Total Times Picked: 227 Average Last Seen At: 2.89 Total Times Seen 871
Pro Rating: 3.5 Pro Comment: So, a 5-mana 5/4 with Haste is decent, and that’s what it will be in a bad situation. Those stats and that keyword are well worth it. Obviously, this will sometimes cost more – and 6 for this isn’t nearly as good. But it also frequently costs 4, at which point it is pretty amazing.
Average Picked At: 1.81 Total Times Picked: 16 Average Last Seen At: 1.55 Total Times Seen 59
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.
Average Picked At: 5.33 Total Times Picked: 269 Average Last Seen At: 4.59 Total Times Seen 1541
Pro Rating: 3.0 Pro Comment: It starts out as a Hill Giant, but it can get larger, while also potentially drawing you extra cards, especially in the BG deck which is all about counters. Note, by the way, that you can sacrifice the creature at any time for the Shadowcat -- lately I feel like we’ve seen a lot of “you can only do this as a sorcery” on cards like this, but that’s not here. Additionally, the cat does count itself, so provided it gets 1 counter on it -- which it can make happen on its own -- it will replace itself when it dies.
Average Picked At: 8.62 Total Times Picked: 407 Average Last Seen At: 7.76 Total Times Seen 6090
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.
Average Picked At: 4.67 Total Times Picked: 326 Average Last Seen At: 3.74 Total Times Seen 1453
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. If this big guy had Cycling you would definitely Cycle him away early to help you find a land or something else. Well, in this case, he can just BE the land! And, if you get him late, you’d much rather play the creature than have a land. He isn’t efficient by any stretch, but he’s no slouch either.
Average Picked At: 1.84 Total Times Picked: 62 Average Last Seen At: 1.71 Total Times Seen 137
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.
Average Picked At: 6.59 Total Times Picked: 859 Average Last Seen At: 6.63 Total Times Seen 5270
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.
Average Picked At: 3.57 Total Times Picked: 171 Average Last Seen At: 3.03 Total Times Seen 952
Pro Rating: 4.0 Pro Comment: The Kicker deck is very real, and Vine Gecko is part of the reason for that. If this could JUST reduce the cost of Kicker spells, or JUST gained the counter, it would be good – but it does both, making it pretty great. It can become your win condition if you need it to, as well as enabling Kicker in general.