Amonkhet Remastered Limited Ratings

The AetherHub Limited Ratings are divided into two categories; The AI ratings gathered with data from the MTGA Assistant deck tracker and Pro ratings provided by Nizzahon Magic. The key difference is that the Pro ratings and comments are made before the set officially releases while the AI ratings are dynamically updated with new data all the time. This means that you should use the Pro ratings as guidance early on when new sets releases and the AI Ratings after a week or two after release. Here is an explanation of how we score the cards:

  • 5.0 The absolute best you can get.
  • 4.5 Incredible bomb, but not unbeatable.
  • 4.0 Good rare or top-tier uncommon.
  • 3.5 Top-tier common or solid uncommon.
  • 3.0 Good playable that always make the cut.
  • 2.5 A solid playable that rarely gets cut.
  • 2.0 A good playable, but is sometimes cut.
  • 1.5 Filler card but sometimes gets cut.
  • 1.0 Not good filler and often gets gut.
  • 0.5 Almost Unplayable and mostly sideboard material.
  • 0.0 Not playable at all.
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Angel of Sanctions

AI Rating: 4.7
Pro Rating: 5.0

Normally when we get a creature that can exile something when it ETBs, it is a rather small one, but Angel of Sanctions bucks that trend. A 5-mana ¾ Flyer is already fairly playable, so one that is also a removal spell is amazing, and that alone would probably be enough for this to be a bomb. But, in addition to all that, it also has Embalm, so it can come back late, exile something, and pressure your opponent in the sky again.

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Anointed Procession

AI Rating: 4.3
Pro Rating: 0.5

This set definitely has tokens, but making Anointed Procession work is pretty difficult.

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Anointer Priest

AI Rating: 1.7
Pro Rating: 2.5

This is a solid little token/embalm payoff. A two mana 1/3 isn’t great, but the bit of life gain it gets + the fact it comes back from the graveyard in the late game is pretty nice.

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Approach of the Second Sun

AI Rating: 4.4
Pro Rating: 2.5

This format is fairly fast, and that means having Approach as a win condition in a control deck can be difficult. Still, if you end up in one of those control decks this is one of the best win conditions you can have, since your opponent is fairly helpless against it.

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Aven Mindcensor

AI Rating: 4
Pro Rating: 3.0

You aren’t normally going to be getting anyone with the “If an opponent would search their library” clause, so this is mostly just a 3-mana 2/1 with Flying and Flash – but the good news is, that’s a pretty good rate!

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Aven of Enduring Hope

AI Rating: 2.1
Pro Rating: 2.5

A 5-mana 3/3 flyer isn’t great, but the +3 life effect plays surprisingly well in this format, and can help you stabilize while adding a flying threat to the board.

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Binding Mummy

AI Rating: 2.5
Pro Rating: 3.0

This has a baseline of a 2-mana 2/2 and it has some very real upside. This set is loaded up with Zombies – and remember, anything that is Embalmed comes back as a zombie too, so the Binding Mummy tends to be quite good at tapping down blockers and letting you go all out.

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Cartouche of Solidarity

AI Rating: 3.1
Pro Rating: 3.0

The whole Cartouche cycle is quite nice. +1/+1 and First Strike is already the kind of boost that makes a creature significantly more formidable, and this also makes sure to give you a spare 1/1 body, which helps the threat of a 2-for-1 not loom quite as large.

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Cast Out

AI Rating: 4
Pro Rating: 4.0

This is premium removal that comes with the minor upside of Cycling. Normally in Limited, you won’t be Cycling this of course, since it is likely one of your best cards and it can answer almost anything. However, sometimes you end up stuck on two lands or something, and being able to cycle this away in that desperate situation definitely matters.

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Compulsory Rest

AI Rating: 3.2
Pro Rating: 3.5

This is a premium removal spell. It is a little bit worse than Pacifism, since you do give your opponent the option of sacrificing the creature and gaining life, but that’s mostly negligible. This shuts down most creatures very effectively.

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Crested Sunmare

AI Rating: 4.7
Pro Rating: 2.5 // 4.5

This is a 5-mana 5/5 all on its own, which is decently playable anyway, but if you end up with any life gain at all, he comes with the insane upside of making more Horse tokens, and all you need is that single Horse token to feel like you’re getting there. If you get anything more than that, you’ll be unstoppable. It has a very reasonable baseline and an insane ceiling, so I think taking it early is usually a good idea. It will make your White deck no matter what, and with like 4+ ways to gain life, it will become a bomb.

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Dauntless Aven

AI Rating: 2.4
Pro Rating: 2.5

A 3-mana 2/1 flyer is reasonably playable already, so adding the ability to untap something definitely matters. You can use this on the Aven itself, or more ideally, use it on an Exert creature so it can attack and Exert again on the very next turn.

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Desert's Hold

AI Rating: 3.9
Pro Rating: 4.0

This is a premium removal spell, and one that it isn’t that hard to trigger the “Desert” clause on. This shuts down most creatures entirely and will gain you life like half the time, and that’s pretty great.

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Disposal Mummy

AI Rating: 1.1
Pro Rating: 1.0

This set has a graveyard sub-theme, but Disposal Mummy is too inefficient and situational with its effect to really be worth it most of the time.

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Djeru's Resolve

AI Rating: 0.9
Pro Rating: 1.0

Without Cycling, this would pretty much be unplayable. With cycling…well, you’ll play it on really rare occasions.

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Dusk

AI Rating: 4.7
Pro Rating: 3.0

In the right deck, Dusk can be fairly one-sided. Though, keep in mind, some opponents won’t have big enough creatures for Dusk to effect that much. Still, even if you just kill a single thing on your opponent’s board with the Dusk half, you’ll feel pretty good. Especially because you get the Dawn half in your graveyard to use later in the game.

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Fan Bearer

AI Rating: 2.8
Pro Rating: 3.5

Master Decoy-type creatures are good in most Limited formats, and this one comes with a relevant creature type.

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Forsake the Worldly

AI Rating: 0.8
Pro Rating: 1.5

Because of Cycling you can main deck this and have it be kind of okay. In an ideal world, you probably still start in your sideboard.

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Gideon of the Trials

AI Rating: 5
Pro Rating: 4.0

If you play this Gideon turn three, it is going to be quite difficult for your opponent to win the game. This is because he can use the +1 to effectively stop your most effective attacker, and then eventually use his ability to get an Emblem. The Emblem won’t be going anywhere, and if your opponent can’t get through to damage Gideon, they will be in an awful lot of trouble. That said, he does have diminishing returns as the game continues, and he doesn’t do a great job of getting you back ahead from being behind. In some situations, he feels like he just delays the inevitable, and that’s not great. I think that keeps him from being a bomb.

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Gideon's Intervention

AI Rating: 3.5
Pro Rating: 2.0

So, you’re probably not going to be very successful at naming a card that isn’t in play with this, so you can mostly throw the “can’t cast spells” part of the card out the window. Mostly, this just ends up being a bad removal spell, since you’ll name a creature in play with it and make it so it can’t damage you or your permanents. This is “bad removal” because the creature can still block and use all sorts of abilities.

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Glory-Bound Initiate

AI Rating: 4.6
Pro Rating: 4.0

When you attack with this on turn 3 as a 4/4 with Lifelink, there just won’t be anything that can stand up to it. Even in the late game, a 4/4 with Lifelink is still a really problematic attacker for your opponent.

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Gust Walker

AI Rating: 3.3
Pro Rating: 3.5

This is an excellent two drop. It can simply attack as a two mana 2/2 early, and then once its necessary, it can start Exerting itself to continue attacking in the air. This two drop is relevant all game long, and is very nice in aggressive decks.

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Hour of Revelation

AI Rating: 4.2
Pro Rating: 3.0

Wrath effects are pretty hard to replace, and even though this is symmetrical, I still think it is a pretty nice reset button to have, as it can get you out of just about any situation. It does cost triple White, which is rough, and it is pretty unlikely you can ever cast it for the reduced cost, but that’s okay.

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Impeccable Timing

AI Rating: 2.1
Pro Rating: 2.5

This is too situational to be “premium” removal, but it does a pretty nice job in a format with lots of small creatures.

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In Oketra's Name

AI Rating: 0.9
Pro Rating: 1.5

This just doesn’t pan out most of the time. Sure, if you have a bunch of Zombies and you’re going wide, it gives a nice boost for the cost, but having both of those things happen isn’t guaranteed.

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Mighty Leap

AI Rating: 1
Pro Rating: 1.5

This is always a decent trick that has the upside of giving you some reach in the late game.

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Oketra the True

AI Rating: 4.9
Pro Rating: 5.0

Meeting the requirement for Oketra to be able to attack and block is actually relatively easy, especially because she can crank out creature tokens to help her get there. She just ends up being an incredible bomb, one that is pretty impossible to effectively block, and one that has a great mana sink ability.

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Oketra's Attendant

AI Rating: 4
Pro Rating: 3.5

A 5-mana 3/3 Flyer isn’t great, but this one has both Cycling and Embalm, and that makes it way better. Embalm tends to be pretty nice because it effectively gives you two cards worth of value over the course of the game, and the fact you can cycle this away early to find a land drop, and then still Embalm it late is pretty nice.

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Oketra's Avenger

AI Rating: 2.5
Pro Rating: 3.5

When this is Exerted, it is pretty darn hard to block – and that’s true pretty much all game long, making this an excellent two drop.

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Overwhelming Splendor

AI Rating: 4.5
Pro Rating: 2.0

If you play this, obviously you’ll be winning the game. Unfortunately, that’s a pretty big “if,” in this format.

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Protection of the Hekma

AI Rating: 1
Pro Rating: 1.0

If you play this, obviously you’ll be winning the game. Unfortunately, that’s a pretty big “if,” in this format.

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Renewed Faith

AI Rating: 1
Pro Rating: 2.0

You will almost always end up cycling this. Two mana for 2 life and a card is pretty decent. Three mana for six life and no card isn’t, but you do have the option to do that, and sometimes you’ll want to – like if you’ll die without doing it.

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Rest in Peace

AI Rating: 3.9
Pro Rating: 0.5

This is a sideboard card. One awkward thing here is that it is White and symmetrical, so the person playing it will usually have their own share of Embalm creatures and stuff they don’t want to exile.

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Sacred Cat

AI Rating: 2.3
Pro Rating: 2.5

A one mana 1/1 with lifelink isn’t usually anything special, but this effectively ends up being two mana for 2 1/1s with Lifelink, and that’s actually quite nice.

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Solemnity

AI Rating: 3.4
Pro Rating: 0.0

This is just unplayable in this format. There aren’t enough counters for it to matter.

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Solitary Camel

AI Rating: 1.5
Pro Rating: 2.0

A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.

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Steward of Solidarity

AI Rating: 3.6
Pro Rating: 3.5

In the early game, this can just attack as a two mana 2/2, and in the late game in can give you a 1/1 token every other turn, which is a very relevant ability.

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Sunscourge Champion

AI Rating: 3.9
Pro Rating: 4.0

A 3-mana 2/3 that gains you 2 life is a decent card. Adding Eternalize to the mix is what really makes this a nice card, since it will come back as a 4/4 that gains you 4 life. And sure, you do have to discard a card unlike most Eternalize Effects, but you also pay only 4 mana for that copy, and that’s actually pretty incredible. All these Embalm/Eternalize effects just give you great value over the course of the game.

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Supply Caravan

AI Rating: 1.2
Pro Rating: 2.0

A 5-mana 3/5 isn’t something you want, but this will give you a 1/1 token like half of the time, and that makes it decent.

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Tah-Crop Elite

AI Rating: 2.7
Pro Rating: 2.5

This has an Exert trigger that can be quite impressive on the right board. The downside is that the board won’t always be right for it. The fact it dies to pretty much all the removal in the set despite costing 4 mana is also pretty rough.

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Those Who Serve

AI Rating: 1
Pro Rating: 1.0

You’ll play this if you have enough Zombie synergies, but that’s pretty much it.

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Trial of Solidarity

AI Rating: 3.3
Pro Rating: 3.0

Cards that pump your whole board and give it Vigilance tend to be quite nice, since they drastically alter the state of a race. You’re suddenly doing way more damage, your creatures are harder to block, and your creatures can hang back to block. The Cartouche clause comes up more often than you’d think here too!

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Unconventional Tactics

AI Rating: 2.4
Pro Rating: 1.5

+3/+3 and flying for three mana isn’t that great at Sorcery speed. It is tempting to look at this as giving you that effect every turn or something, but even with all the Zombies around, it just won’t happen that often. Plus, it isn’t that hard for your opponent to respond to.

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Vizier of Deferment

AI Rating: 3.2
Pro Rating: 2.0

This can be nice in conjunction with ETB abilities, or to remove an Aura based removal spell from one of your creatures, but those things just don’t seem to happen enough for this to be especially good.

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Vizier of Remedies

AI Rating: 1.7
Pro Rating: 1.0

This is a two mana 2/1 with some very minor upside for the format. You’ll play it if you really need a two drop, but that’s about it.

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Wrath of God

AI Rating: 4.8
Pro Rating: 5.0

As always, Wrath is incredible. At only four mana, it very efficiently wipes the board, and because its so cheap, if you have it in your opening hand, you can sometimes choose to just let your opponent add to the board and not play anything yourself, and then really get them on turn four. Even outside of that amazing scenario, Wrath is an incredible bomb in Limited.

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Aerial Guide

AI Rating: 2.7
Pro Rating: 3.5

This is a great Common. Wind Drake stats are kind of passable, and giving another attacker Flying is a pretty big deal, and Aerial Guide can quickly account for a ton of damage as a result of that ability.

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Ancient Crab

AI Rating: -0
Pro Rating: 1.0

This format has lots of cheap creature who can gain evasion or stats boosts as a result of exerting or other effects, and that makes Ancient Crab pretty unimpressive here.

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As Foretold

AI Rating: 4.4
Pro Rating: 0.0

This is far too difficult to set up in Limited.

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Aven Initiate

AI Rating: 2.2
Pro Rating: 2.5

4-mana 3/2 flyers are okayish. Adding Embalm here is quite nice, since it will give you another copy of the Initiate in the late game, albeit at a very steep price.

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Cartouche of Knowledge

AI Rating: 2.9
Pro Rating: 3.5

This Cartouche draws you a card to get around the risk of getting 2-for-1’d, and I’m all for that. This actually gives you a lot for only two mana, as Flying and +1/+1 is no joke.

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Censor

AI Rating: 2.2
Pro Rating: 2.5

Counterspells that only ask the opponent to pay 1 to ignore them usually aren’t very good except for in the very early game. The nice thing here, is that once you get to the late game and Censor doesn’t look so good, you can just Cycle it away and get another card.

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Champion of Wits

AI Rating: 4.5
Pro Rating: 3.5

This gives you some pretty nice card selection when it is cast normally, and when you Eternalize it in the late game it also gives you card advantage, which is pretty incredible. Even if you never get to Eternalize this, it is going to be a nice card in your deck, and when you do Eternalize it in the late game, it will often do enough to win you the game.

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Commit

AI Rating: 4.3
Pro Rating: 3.0

The Commit half here is where most of the value comes from. Putting a permanent or spell two cards deep in your opponnet’s deck is actually pretty nice, as you are trading 1-for-1, and if that permanent or spell is really scary, you even get a little bit of time before seeing it again. The Memory half does come up sometimes – you might find yourself using it in the later part of the game when your opponent has way more cards than you for example, since Memory letting both players go to 7 cards means that you will be on equal footing in terms of cards.

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Compelling Argument

AI Rating: 0.2
Pro Rating: 1.0

There’s not really a mill deck in this format, but this does cycle for only one Blue mana, so you’ll play it sometimes.

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Countervailing Winds

AI Rating: 0.8
Pro Rating: 2.0

This will sometimes perform quite well as a counterspell, and if you’re in a situation where it doesn’t, you can just Cycle it away.

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Cryptic Serpent

AI Rating: 2.5
Pro Rating: 3.0

Lowering the cost of this to around 5 isn’t too difficult, and sometimes you’ll be able to go even lower. Still, it isn’t like you’ll be slamming this on turn three or four or anything like that.

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Curator of Mysteries

AI Rating: 4.5
Pro Rating: 4.0

A 4-mana 4/4 with Flying is always great, and this one Scries every time you cycle, and you can even Cycle it away if you need to!

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Drake Haven

AI Rating: 4.4
Pro Rating: 0.0 // 3.5

Obviously enough, this is a heavy buildaround. You need a significant amount of cards with Cycling to make it worth it, as just getting one drake out of it isn’t really enough, and even two won’t be insane. As a result, this needs a buildaround grade. It will be unplayable in many decks, but in decks that get their on cycling, it will be an incredible engine!

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Essence Scatter

AI Rating: 1.9
Pro Rating: 2.5

Creature spells are the most common type of spell in Magic, so Essence Scatter always tends to be a pretty solid playable in Limited. Its easy to cast and has lots of targets.

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Eternal of Harsh Truths

AI Rating: 2.9
Pro Rating: 2.0

The idea here is that your opponent would rather leave this unblocked than take two damage, but it just doesn’t pan out that way very often. A 1/3 is quickly outclassed, and you just won’t find this drawing you cards all that often.

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Floodwaters

AI Rating: 0.5
Pro Rating: 1.5

This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.

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Hekma Sentinels

AI Rating: 0.7
Pro Rating: 2.0

Opponents do have to respect that this might turn into a ¾ out of nowhere, but it isn’t exactly like a ¾ is a world beater to begin with.

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Hieroglyphic Illumination

AI Rating: 2.1
Pro Rating: 2.5

4 mana to draw 2 at instant speed isn’t the greatest thing ever, but this has an alternate mode where you pay a single Blue to draw a card, and having both of those options is pretty nice.

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Jace, Unraveler of Secrets

AI Rating: 4.9
Pro Rating: 4.5

This Jace starts with high loyalty and nice abilities. If you’re ahead, you’ll use that +1 to gain incredible card advantage, and you even get to Scry first! If you’re behind, you’ll use the -2 to bounce a thing. And yeah, sometimes if you’re behind he just bounces a couple of things and dies, but that’s a pretty good deal for the mana cost, especially because it has such huge upside in other situations.

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Kefnet the Mindful

AI Rating: 4.8
Pro Rating: 3.0

Even with Kefnet’s ability, making it so this God can attack and block just isn’t very easy in Limited. The ability is obviously quite nice as a man sink late, and sometimes you’ll get Kefnet online, but don’t expect this to be a turn 3 3-mana 5/5 Flyer that can attack right away. It will often just be a blank card apart from its activated ability.

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Labyrinth Guardian

AI Rating: 2.8
Pro Rating: 3.0

This dies to everything, but it gives you two pretty relevant bodies and its only one card, so if your opponent wants to use spells to kill both copies, you aren’t exactly going to be broken up about it.

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Lay Claim

AI Rating: 3.8
Pro Rating: 4.0

Mind Control effects are hugely powerful in Limited, since they effectively kill your opponent’s best creature and give you a copy of it. 7 mana is a little steep to be sure, but since you can Cycle this away in a game where you need to find some more immediate action, it really overcomes that downside.

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Naga Oracle

AI Rating: 0.8
Pro Rating: 1.0

This isn’t very good. A 4-mana 2/4 needs to do something pretty relevant to be good, and it just doesn’t. It gives you a bit of card selection/graveyard stocking, but that’s not really enough.

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New Perspectives

AI Rating: 3.4
Pro Rating: 1.0

This is mostly just a 6-mana draw 3 in Limited, and that’s pretty clunky when it isn’t on an instant. Tapping out to not add to the board just isn’t a great idea. It is tempting to look at the Cycling part of the card and just imagine cycling through your whole deck, but it just won’t happen.

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Nimble Obstructionist

AI Rating: 4.4
Pro Rating: 3.5

A 3-mana 3/1 with Flash and Flying is already something you’d always play, so adding Cycling to the mix is nice, especially because sometimes it will le you counter an activated or triggered ability. Still, because this is so cheap and aggressive, you’ll usually just cast it.

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Ominous Sphinx

AI Rating: 3.6
Pro Rating: 3.5

This has nice stats and a pretty decent Cycling payoff effect that can really wreak havoc on your opponent, especially during combat.

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Pact of Negation

AI Rating: 4
Pro Rating: 1.5

Being able to counter any spell without leaving mana up can definitely feel pretty good, but of course this isn’t quite as flexible as that sounds, since you’d better have 5 mana in play on your next turn, or you risk losing the game.

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Pull from Tomorrow

AI Rating: 4.1
Pro Rating: 2.5

This is an Instant speed draw spell that can scale all game long, and that’s pretty nice, even if it is a pretty dead card in the early game.

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Riddleform

AI Rating: 2.1
Pro Rating: 0.0 // 3.0

If you’re in a spell deck, Riddleform can do some pretty serious work. If you’re not, it is pretty terrible.

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Seeker of Insight

AI Rating: 0.4
Pro Rating: 2.0

This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.

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Seer of the Last Tomorrow

AI Rating: 0
Pro Rating: 1.0

Not really a mill deck in this format, and that makes this pretty bad.

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Shimmerscale Drake

AI Rating: 2.2
Pro Rating: 3.0

A 5-mana ¾ flyer is solid, and you can cycle this one away in situations where that doesn’t help you.

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Slither Blade

AI Rating: 1.1
Pro Rating: 1.5

This is a great place to put Cartouches and stuff like that since its unblockable, but it is pretty unimpressive in most other decks.

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Spellweaver Eternal

AI Rating: 2.2
Pro Rating: 3.0

Afflict and Prowess on a two mana 2/1 is a pretty good deal. The Eternal will make sure it does damage to the opponent one way or another in most scenarios, and because of Prowess your opponent has to be pretty careful about how they block. This is yet another impressive two drop in a format that is loaded up with them!

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Strategic Planning

AI Rating: 0.6
Pro Rating: 1.0

You just won’t want to do this most of the time. It has a very minimal effect that doesn’t impact on the board, and it is very replaceable.

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Striped Riverwinder

AI Rating: 1.6
Pro Rating: 2.5

A 7-mana 5/5 isn’t great, even with Hexproof, but the fact you can Cycle this away early is pretty awesome. Then, in the late game, it is pretty difficult to interact with and not the worst finisher ever.

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Supreme Will

AI Rating: 3
Pro Rating: 2.5

Neither mode here is an especially good card in Limited, but having the option between them really means you can utilize whichever one is optimal. Countering a spell when you can is great, but if that option doesn’t present itself, you’ll usually go for the card draw.

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Trial of Knowledge

AI Rating: 3
Pro Rating: 2.5

Paying four mana for an effect that doesn’t immediately impact the board isn’t great in this format, but this does give you a pretty nice effect.

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Unesh, Criosphinx Sovereign

AI Rating: 4.7
Pro Rating: 4.5

All on its own, Unesh is a 6-mana 4/4 Flyer that basically casts Fact or Fiction when it comes down. It will always end up netting you at least one card, and often times it will give you two. The large flying body + the 2-for-1 or better potential is enough for Unesh to be a bomb, even without any other Sphinxes!

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Unquenchable Thirst

AI Rating: 2.5
Pro Rating: 3.0

It isn’t that difficult to get enough deserts for this to do the more powerful thing. Not tapping the creature when you don’t have a desert definitely isn’t great, but that is a pretty reasonable floor on a card that can shut down most creatures in the format for only two mana.

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Vizier of Many Faces

AI Rating: 4.7
Pro Rating: 4.0

At 4 mana, this comes down as a copy of whatever the best creature on the table is, and that’s often going to feel like a pretty reasonable deal for 4 mana. Then, it can of course Embalm and do it all over again, and for only 5 mana! Like other Embalm/Eternalize creatures, you really have to look at the fact that you get two very real bodies out of only a single card, and that is some pretty great value.

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Vizier of the Anointed

AI Rating: 2.8
Pro Rating: 3.0

As long as you have at least a couple of Embalm/Eternalize creatures, Vizier of the Anointed is going ot be pretty darn good. He searches one of them up – ideally one you can use from the graveyard on your next turn, at which point you not only get value out of a card in your graveyard, you also get to draw an additional card! It isn’t that easy to turn the Vizier into a straight up engine – doing the card draw more than once doesn’t happen very often – but its pretty good even when that’s the case.

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Vizier of Tumbling Sands

AI Rating: 2.8
Pro Rating: 3.0

The ability to untap permanents is pretty nice, as you can use it to help you ramp, or give creatures pseudo-vigilance, or ambush block an opponent. That’s especially nice because it also has Cycling, which will also let you untap a permanent. Sometimes – like in the late game – you just might not need the Vizier, so trying to find something else is pretty nice.

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Winds of Rebuke

AI Rating: 0.8
Pro Rating: 2.5

Two mana to bounce a nonland permanent is always an okay card in Limited. It doesn’t let you trade 1-for-1 all the time, but the tempo is sometimes worth it. On occasion, you may also mill something useful into your graveyard.

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Archfiend of Ifnir

AI Rating: 4.9
Pro Rating: 5.0

A 5-mana 5/4 Flyer is great, and the Archfiend comes with an absolutely insane cycling/discard payoff. -1/-1 to only your opponent’s side of the table is great, and can really bust open just about any combat, in addition to straight up killing all of their X/1s. In short, this can destroy your opponent in the air with its efficient flying body, and it can wreak havoc on their board in general. That’s certainly a bomb.

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Baleful Ammit

AI Rating: 3.8
Pro Rating: 3.0

On its own, the Ammit is a 3-mana 3/2 with Lifelink, which is acceptable. In many situations, you’ll have somewhere else to put the counter though, and when that’s possible and you have somewhere good to put it, the Ammit can be quite the beating for your opponent.

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Blighted Bat

AI Rating: 1.2
Pro Rating: 2.0

A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!

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Bone Picker

AI Rating: 3.9
Pro Rating: 3.5

A 4-mana 3/2 with Flying and Deathtouch is the fail case here, and that’s a very playable fail case! Sometimes, it will only cost a single Black mana, and when that happens, you’ll really feel like you’re getting there.

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Bontu the Glorified

AI Rating: 4.8
Pro Rating: 3.5

Bontu is a little easier to get going than the other Gods, mostly because he only needs to use his activated ability once, and any time he does, he’ll be able to attack. That said, having to give up a creature every time is a pretty steep cost, even with the life drain and Scry, and you can easily find yourself running out of fuel for him. Still, when he can attack with his indestructibility and menace, he won’t be easy to deal with.

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Bontu's Last Reckoning

AI Rating: 4.8
Pro Rating: 3.0

This obviously has a massive downside, but three mana for a Wrath is a good deal. Now, the problem wraths usually have is that your opponent will get to rebuild first, and that problem is even more pronounced here, since you don’t get to untap lands on the next turn! However, because Reckoning is so cheap, that won’t always mean that all your lands are tapped, and sometimes you’ll even be able to cast it and drop like a 4-drop right away. Still, that downside is very real, but the effect here is undeniably powerful.

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Cartouche of Ambition

AI Rating: 3.3
Pro Rating: 3.5

Sticking a -1/-1 counter somewhere, +1/+1 and lifelink is a pretty good deal for three mana, and the whole package usually makes it so one of your creatures can rumble that just couldn’t before. Sometimes the counter part of the card will outright kill something too, in which case you’re going to feel pretty great about things.

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Cruel Reality

AI Rating: 4.5
Pro Rating: 2.0

If I’m paying 7 mana for something, it had better win the game in a hurry. And…Cruel Reality just…doesn’t. It really needs time to accumulate value and snowball, and it certainly does win you the game eventually, but your opponent will often have spare creatures to sacrifice to this, and it won’t really impact them for a couple of turns. This certainly isn’t unplayable – after all, it does win the game eventually! But it is so slow at doing it that it isn’t something you should take very highly.

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Demonic Pact

AI Rating: 3.4
Pro Rating: 0.0

Mostly, I don’t think you play this. First, you pay four for a card that has no immediate effect on the board, then you get three separate effects in an order that you choose. And yeah, life drain, Mind Rot, and drawing two cards will feel pretty great for the 4 mana investment. But the problem is, after you get that third mode, you’ll just lose the game outright. And sure, those first three modes will increase your chances of winning the game, but they aren’t powerful enough to get you there often enough, especially because your opponent can just change their game plan to not die over the next several turns, since you will inevitably lose.

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Dispossess

AI Rating: 1.9
Pro Rating: 0.0

These kinds of “Cranial Extractoin” effects are always terrible in Limited, and this one is even worse than usual, since it can only hit Artifacts!

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Doomed Dissenter

AI Rating: 2.4
Pro Rating: 2.5

On the face of it, Doomed Dissenter is a solid little card – he gives you a 1/1 and a 2/2 for only two mana, and that’s quite the deal, even if you don’t get them both at the same time. In addition to that, he has some added utility in this format. First, he makes a Zombie – that means BW likes him. Second, he gives you value when you dies, and that makes him an awesome place to stick -1/-1 counters in the BG deck, where you’ll effectively get to ignore that downside on those creatures.

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Doomfall

AI Rating: 3.4
Pro Rating: 2.5

This is either an overcasted edict effect or Coercion. While neither side is great on its own, there is some real value in putting both on the same card, since you can always choose the best option.

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Dread Wanderer

AI Rating: 4.2
Pro Rating: 2.5

In the early game, this one mana 2/1 can do some decent damage, and then in the later part of the game, he can just keep coming back from the graveyard. One nice thing here is that he can actually block, unlike some other similar cards, so in the late game he’ll still have some serious utility, even if he does enter the battlefield tapped. Still, in the middle part of the game, where a 2/1 body isn’t very good and it won’t be able to come back from your graveyard, it isn’t going to feel great.

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Dune Beetle

AI Rating: 0.4
Pro Rating: 1.0

If you need a defensive two drop, you could do worse than this I guess.

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Festering Mummy

AI Rating: 1.9
Pro Rating: 1.5

This can create 2-for-1 situations on some board states – like when your opponent has two X/1s, and it has both Zombie and -1/-1 counter upside.

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Final Reward

AI Rating: 3
Pro Rating: 3.0

This is expensive, but it also answers any creature – and because it exiles them, it can even shut down annoying cards with Embalm. This is premium removal.

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Gravedigger

AI Rating: 3.6
Pro Rating: 3.5

Gravedigger is always a pretty nice card in Limited, as he is very easy to create 2-for-1s with. In this format, he also has a very nice creature type!

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Horror of the Broken Lands

AI Rating: 2
Pro Rating: 3.0

In the early game, you can cycle this away, and in the late game it can be a very legitimate finisher in a deck with a reasonable amount of Cycling. It has a very reasonable floor, and a decent enough ceiling.

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Khenra Eternal

AI Rating: 2
Pro Rating: 2.5

This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.

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Lethal Sting

AI Rating: 2.4
Pro Rating: 2.5

This is a cheap way to kill any creature, and the downside can turn into upside in some situations. Still, the set up is real, and that makes it hard for it to be premium.

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Liliana, Death's Majesty

AI Rating: 5
Pro Rating: 5.0

Liliana can make Zombie tokens to protect her with her +1, and she can reanimate a creature to protect her with her -3. The two synergize well together too, because her +1 also mills you! Her ultimate is obviously quite good too, and because she starts at 5 loyalty, it isn’t insane to imagine getting here there, especially since she can raise her loyalty while making bodies to protect her. Liliana is an incredible bomb.

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Liliana's Defeat

AI Rating: 0.5
Pro Rating: 0.5

This will be great against Black and terrible against everyone else. Leave this in your sideboard.

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Liliana's Mastery

AI Rating: 4.7
Pro Rating: 4.0

On its own, this is 5 mana for two 3/3s, and that’s a great deal! The format is also loaded up with other Zombies, so it will often add more stats to the board than that.

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Lord of the Accursed

AI Rating: 3.9
Pro Rating: 3.0

This is a nice Zombie lord. It has okay stats and will often impact the board immediately – having the option of giving all your undead guys Menace is some nice added upside too.

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Marauding Boneslasher

AI Rating: 1.6
Pro Rating: 2.0

This has decent stats and a useful creature type, so you’ll play it a decent amount of the time.

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Miasmic Mummy

AI Rating: 1.4
Pro Rating: 1.5

The symmetrical discard isn’t something you’re all that interested in in the format, and this is just a 2/2. It is a Zombie, so that matters, but you won’t play this all that often.

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Nest of Scarabs

AI Rating: 2.4
Pro Rating: 0.0 // 3.0

Obviously, this is a build around, and one that will mostly only work in the BG deck, which is all about -1/-1 counters. If you have few or no ways to make counters, Nest of Scarabs is terrible. However, if you get there on a critical mass of -1/-1 counter cards, and it is doable in this format, Nest of Scarabs gets pretty crazy, since it will start spitting out a significant number of tokens.

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Never

AI Rating: 4.6
Pro Rating: 4.0

Obviously, the “Never” side here is premium removal, and a card that always makes the cut. This has a huge added bonus too, in that you can pay 4 mana to make a 2/2 Zombie from your graveyard later in the game, and the fact you also get to exile a card from a graveyard actually matter sometimes too.

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Pitiless Vizier

AI Rating: 1.2
Pro Rating: 2.5

This guy has a very real threat of activation. A 4/2 hits hard, and there aren’t that many creatuers that can block this and survive, and in those situations your opponent has to gauge whether or not you have the Cycling card that just blows them out entirely.

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Razaketh, the Foulblooded

AI Rating: 4.5
Pro Rating: 1.5

If I’m spending 8 mana, I better be getting something amazing! And, I don’t really think Razaketh quite gets there. I mean yeah, a huge flying trampling creature is nice, and the fact that he has an ability that costs no mana means you can play him and immediately tutor something up, but the cost of doing that is very, very real. Most decks just won’t be able to cast this to begin with, and even in the decks that can it isn’t completely insane.

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Ruthless Sniper

AI Rating: 3.1
Pro Rating: 2.0

This is a solid Cycle/Discard payoff, as sticking -1/-1 counters on things can really cause problems for your opponent.

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Scarab Feast

AI Rating: 0.3
Pro Rating: 1.0

This format has a lot of graveyard stuff, but you still mostly won’t play this. The only reason it isn’t just a sideboard card is because of Cycling.

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Shadow of the Grave

AI Rating: 3.1
Pro Rating: 0.0

You won’t be able to do much with this in Limited.

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Soulstinger

AI Rating: 2
Pro Rating: 2.5

All on its own, Soulstinger is a 4-mana 2/3 that puts two -1/-1 counters on something when it dies. That’s the kind of card that can really create 2-for-1s, and that’s sort of the baseline here. You can also just play the Soulstinger as a larger creature if that’s what you need, and put the counters somewhere else.

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Splendid Agony

AI Rating: 2.6
Pro Rating: 2.5

This is pretty solid, though not premium. There are enough small creatures in this set that it sometimes give you a 2-for-1, but it isn’t that impressive against larger creatures, though weakening them still has some value.

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Supernatural Stamina

AI Rating: 1.1
Pro Rating: 2.5

This is a pretty impressive combat trigger. The +2/+0 is enough to make many creatures capable of trading when they couldn’t before, and the additional effect on the card makes it so you get that creature back anyway. This can feel especially powerful on an ETB creature. The low cost here is great, and can really accomplish a lot.

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Thoughtseize

AI Rating: 4.5
Pro Rating: 2.5

Trading 1-for-1 with discard spells isn’t always great in Limited, but Thoughtseize is cheap and capable of taking any nonland permanent, and that makes it far better than most cards like it that we see. It will do a thing almost all game long, and really disrupt your opponent when it does.

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Torment of Hailfire

AI Rating: 4.5
Pro Rating: 1.0

You need to pump a ton of mana into this for it to be worth it, and even when you do it won’t always be enough, since your opponent can make whatever decision is optimal to them, and there will often be one mode on this card that just doesn’t effect them much.

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Trespasser's Curse

AI Rating: 1.5
Pro Rating: 0.5

This doesn’t do anything apart from the life drain effect, and that just isn’t going to be worth a card most of the time.

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Trial of Ambition

AI Rating: 3.8
Pro Rating: 3.0

Playing this on turn two to kill your opponent’s only creature feels great, and all game long it will at least subtract from the opposing board some. Because it is so cheap, it also isn’t that difficult to play a cartouche and replay the Trial in the same turn, which will feel pretty great.

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Unburden

AI Rating: 1.2
Pro Rating: 2.0

Mind Rot usually isn’t very good in Limited, but you can use that part of the card when its good, and Cycle it away when its not, which makes it somewhat playable.

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Vile Manifestation

AI Rating: 2.6
Pro Rating: 2.0

This underwhelms as a Cycling payoff for the most part. This is largely because it doesn’t have any evasion to speak of. It will often start life as a two mana 0/4 and slowly grow, which isn’t terrible of course, but it is a pretty intense build around with a pretty mediocre ceiling.

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Wander in Death

AI Rating: 1.5
Pro Rating: 2.5

The first copy of this type of effect is solid in virtually every Limited format. This is because they give you some serious gas in the later part of the game. And, the nice thing here, is that you can cycle it when its useless in the earlier part of the game. There are some serious diminishing returns after that first copy though, even with Cycling.

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Wasp of the Bitter End

AI Rating: 2.5
Pro Rating: 3.0

So, the “Bolas” part here will basically never matter, but that’s okay, because a two mana 2/1 Flyer is a pretty serious stat-line in Limited, and can really do a ton of damage in the air before your opponent can get their shields up.

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Wasteland Scorpion

AI Rating: 2.2
Pro Rating: 2.5

Deathtouchers can trade with anything, and that’s pretty nice! That does mostly make this a defensive card, though. And, like a lot of cards in the set, you can also cycle this away when it isn’t very good.

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Abrade

AI Rating: 4.2
Pro Rating: 4.0

Two mana for 3 damage at Instant speed is always premium, and the added upside of hitting an Artifact with it sometimes is nice.

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Ahn-Crop Crasher

AI Rating: 4
Pro Rating: 4.0

This guy is a beating, and will lead to a whole lot of games ending quickly. A 3-mana 3/2 with Haste is already fine, but his Exert trigger is where things really get silly. Making your opponent’s best blocker unable to block out of nowhere can just completely alter a game a huge chunk of the time, and if you ever get to attack with the Crasher again, its probably game over for your opponent.

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Anger of the Gods

AI Rating: 4.6
Pro Rating: 3.0

This can kill a lot of creatures in this format – including yours. However, because its so cheap, you can definitely sort of slow roll your opponent, let them add to the board, and then use Anger of the Gods to clean up, at which point it is impossible for your opponent to recover in most cases. And, obviously, even outside of that situation, it has a game-altering effect.

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Battlefield Scavenger

AI Rating: 2.9
Pro Rating: 2.5

On its own, this is a two mana 2/2 that can Exert itself to Rummage. If you have more Exert creatures, it will rummage even more! It isn’t exactly the biggest payoff for exerting, but its fine.

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Bloodlust Inciter

AI Rating: 1.1
Pro Rating: 2.5

This kind of card isn’t always very good, but this format is fast enough that the Inciter is actually pretty decent. Giving Haste to every creature you play is quite nice, especially the ones that have scary Exert effects.

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Blur of Blades

AI Rating: 1.3
Pro Rating: 1.5

Sometimes this will get a blocker out of the way and damage your opponent, and suddenly their dead to an Alpha strike. That makes it a reasonable inclusion in aggressive decks, especially because it will always have a pretty decent effect in those decks.

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Brute Strength

AI Rating: 0.8
Pro Rating: 1.5

This is a decent trick. The small toughness boost is a bit of a bummer, and means that sometimes you won’t be able to avert a 2-for-1 when you use it, but it can also result in a ton of unexpected damage for your opponent.

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Burning-Fist Minotaur

AI Rating: 3.5
Pro Rating: 4.0

A two mana 2/1 with First Strike is something you always sign up for, and this one has the ability to pump its power. That’s something your opponent has to pretty much always respect, making it quite challenging to attack through or block the Minotaur. Of course, sometimes if they don’t block, you can also do lethal, so you put your opponent in a really rough situation.

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By Force

AI Rating: 0.2
Pro Rating: 0.5

There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.

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Cartouche of Zeal

AI Rating: 2.2
Pro Rating: 3.0

There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.

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Chandra, Pyromaster

AI Rating: 5
Pro Rating: 4.0

Chandra can kill small creatures and damage the opponent with the +1, in addition to the fact that it makes any creature it targets unable to block. And, her 0 effectively draws you cards, which is pretty nice. Her ultimate will often be enough tow in you the game too! However, she doesn’t do a very good job of protecting herself, and can die quite easily on many board states. She usually gives you enough value before that happens to be quite good, but she isn’t a bomb.

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Chandra's Defeat

AI Rating: 0.3
Pro Rating: 0.5

Like the rest of this cycle, this is great out of your sideboard, but terrible too often to put anywhere else.

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Combat Celebrant

AI Rating: 4.7
Pro Rating: 2.5

A 3-mana 4/1 isn’t ideal, but the Exert trigger here can be quite impressive. Additional combat steps can do serious damage, and one of the great things here is that because your creatures all untap, your other Exert creatures can exert themselves again if they need to. Still, the 1 toughness here is a real problem, and usually you’ll just end up getting a few extra damage in when you exert him, not really breaking the game wide open. Obviously enough, that is something that can happen in the late game, though.

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Crash Through

AI Rating: 0.8
Pro Rating: 1.5

In the UR spell deck this is okay, as just triggering all your Prowess stuff and drawing a card, AND giving trample to your board is worth the one mana.

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Deem Worthy

AI Rating: 3.7
Pro Rating: 3.5

If you cast this normally, it can deal with just about any creature in the format, and if you cycle it, you can kill a small creature and get a 2-for-1. This is definitely premium removal.

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Desert Cerodon

AI Rating: 1.5
Pro Rating: 2.5

Like a lot of creatures with cycling, this doesn’t have great stats, but the fact you can throw it away for a new card when the 6/4 isn’t worth it makes it pretty solid.

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Earthshaker Khenra

AI Rating: 4.5
Pro Rating: 4.0

Creatures are pretty small in this format, and as a result, the Khenra can come down and make something unable to block on most board states. Now, that won’t always matter, but the fail case here is perfectly reasonable, especially because in the late game he can Eternalize and come back much larger, while also making even larger creatures unable to block.

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Fervent Paincaster

AI Rating: 3.1
Pro Rating: 2.5

A 3-mana 3/1 that can ping the opponent is kind of okay, and adding the ability to exert to ping anything is pretty nice, and certainly a problem for any deck with lots of X/1s.

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Firebrand Archer

AI Rating: 1.8
Pro Rating: 2.5

This performs surprisingly well as a spell payoff, and can really chip in a ton of additional damage, while also providing pretty good reach in the later part of the game.

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Gilded Cerodon

AI Rating: 1.3
Pro Rating: 1.5

While effects that make something unable to block play pretty well in this format, the Cerodon is a little too expensive to be in the same class as something like Ahn-Crop Crasher.

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Glorious End

AI Rating: 3.5
Pro Rating: 0.0

The downside here is almost never worth it.

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Glorybringer

AI Rating: 4.9
Pro Rating: 5.0

So, this is a 5-mana 4/4 with Flying and Haste, a card that can end the game rapidly for the opponent. That’s already a great card for Limited! But it of course can exert itself and also kill the vast majority of creatures in the format! So, this is a huge hasty flyer that can end games in a hurry with damage, and it can also easily pick off opposing creatures. That’s definitely a bomb.

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Harsh Mentor

AI Rating: 4.1
Pro Rating: 2.5

This two mana 2/2 will punish your opponent often enough to make it a decent two-drop.

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Hazoret the Fervent

AI Rating: 5
Pro Rating: 5.0

Hazoret’s requirement to attack or block is something that just tends to happen in the later part of the game, even without using Hazoret’s ability. And, an indestructible 5/4 with Haste can attack and block well pretty much all game long. So yeah, you’re not normally going to drop it on turn four and be able to rumble right away, but it will be active before long, in addition to Shocking your opponent with any card you draw that isn’t useful. Hazoret’s a bomb.

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Hour of Devastation

AI Rating: 4.5
Pro Rating: 3.0

Sweepers can be pretty good, though they are also kind of awkward in many decks, since if you’re the beat down you’re much less interested in a card like this. Still, I always value cards like this relatively highly, since they are able to alter the game so significantly, and they can get you out of situations that virtually no other card can.

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Imminent Doom

AI Rating: 3.2
Pro Rating: 0.0

This is too difficult to get going in Limited.

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Insult

AI Rating: 4.3
Pro Rating: 4.0

This Aftermath card really wants you to be casting both halves in the same turn, and when you do, what you get is pretty incredible. You do 4 to a creature and 4 to your opponent, and all of your creatures can do double damage. Most of the time when you’re able to cast both sides in a single turn, you’ll find yourself just winning the game because you get rid of a blocker and do a ton of damage to your opponent. Obviously, the fact you can cast them on separate turns is definitely upside, but you’ll only do that if you’re desperate.

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Khenra Scrapper

AI Rating: 2.5
Pro Rating: 3.0

Like a lot of these Exert creatures, once this starts Exerting itself, it is difficult to block effectively, and a 4/3 with Menace can do a ton of damage in a hurry.

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Magma Spray

AI Rating: 3.6
Pro Rating: 3.5

One mana for 2 damage is pretty much always premium, and Magma Spray can even deal with pesky embalm creatures permanently.

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Magmaroth

AI Rating: 2.2
Pro Rating: 2.5

Keeping this a 4-mana 5/5 or 4/4, even in a spell deck, isn’t always the easiest thing to do. And, even when you can, the card isn’t exactly a worldbeater.

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Nef-Crop Entangler

AI Rating: 2.4
Pro Rating: 3.0

This is yet another Exert two-drop who, once it starts exerting itself, can attack pretty much all game long.

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Neheb, the Eternal

AI Rating: 4.8
Pro Rating: 4.0

A 5-mana 4/6 with Afflict 3 would be a nice playable, so adding the fact that Neheb can generate additional mana is great. And, because it only looks at “life lost,” it means that any time Neheb attacks, you’ll be getting some mana back. Now, you can’t always use that mana in a game of Limited, but this format does have a decent number of places to spend mana – like on Embalm and Eternalize.

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Nimble-Blade Khenra

AI Rating: 1.2
Pro Rating: 2.0

This is fine if you have enough spells, but even when you do, it isn’t exactly the most incredible prowess creature.

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Open Fire

AI Rating: 3.5
Pro Rating: 4.0

This kills a ton of creatures in this format, and it can even go to the dome, so its definitely premium removal.

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Pathmaker Initiate

AI Rating: 1.1
Pro Rating: 2.0

Making small creatures unblockable definitely has a place in this format, especially when you can exert them to make them bigger after you make them unblockable.

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Puncturing Blow

AI Rating: 2.7
Pro Rating: 3.5

This is definitely a clunky sorcery, but it also kills almost everything in the format, and the “Exile” clause actually matters in this format. This gets into the lower range of “premium” removal for me.

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Pursue Glory

AI Rating: 0.6
Pro Rating: 2.0

This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.

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Sand Strangler

AI Rating: 3.9
Pro Rating: 4.0

This feels like Flame-Tongue Kavu most of the time in this format. It adds to your board while subtracting from your opponent’s, and that is always a big deal. Getting 2-3 deserts really isn’t that much of a challenge here, though if you have Sand Strangler and some other awesome Desert payoffs, you should probably try to get even more than that.

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Shatterstorm

AI Rating: 2.5
Pro Rating: 0.5

This is an artifact hate card in a format with very few artifacts.

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Soul-Scar Mage

AI Rating: 4.5
Pro Rating: 2.0

This is an impressive card in constructed – not so much in Limited, where it can be quickly outclassed. It still has some relevance all game long, as it can always threaten to be a 2/3 and the -1/-1 counter thing can matter sometimes, but still, it isn’t great.

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Sweltering Suns

AI Rating: 4.4
Pro Rating: 4.0

This is another cheap sweeper that can take down a huge chunk of the creatures in this format. And, when you get it in a situation where you’re the one who is ahead, you can just cycle it away!

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Thorned Moloch

AI Rating: 1.7
Pro Rating: 2.5

When this attacks, it isn’t very hard for it to be a 3/3 with First Strike, and that’s not an easy creature to block.

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Thresher Lizard

AI Rating: 1.7
Pro Rating: 2.0

This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.

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Tormenting Voice

AI Rating: 0.7
Pro Rating: 1.5

This kind of effect is always very replaceable, as you’re just getting some card selection and not impacting the board. It can be at its best, though, in UR spells, as it can trigger your spell payoffs while also hopefully finding you more spells.

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Trial of Zeal

AI Rating: 4.1
Pro Rating: 4.0

3 mana for 3 damage to anything is great, and with the Cartouche upside here, Trial of Zeal can get completely insane.

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Zealot of the God-Pharaoh

AI Rating: 1.9
Pro Rating: 2.5

A 4-mana 4/3 is reasonable, and this has an ability that is a solid enough mana sink.

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Beneath the Sands

AI Rating: 1
Pro Rating: 2.0

This can help you fix and ramp, which some decks wants, and unlike a lot of ramp spells – which are terrible late game top decks – you can Cycle away Beneath the Sands.

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Bitterbow Sharpshooters

AI Rating: 2.1
Pro Rating: 2.5

This thing has pretty good size to stop many of the creatures in this format, and also attacks pretty well.

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Cartouche of Strength

AI Rating: 3.4
Pro Rating: 4.0

The whole Cartouche cycle is good, but Cartouche of Strength is the best of the bunch. Giving a creature +1/+1 and trample, and punching an opposing creature is amazing, and often enough to really change the complection of a game.

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Champion of Rhonas

AI Rating: 4.8
Pro Rating: 2.0

This does have a powerful Exert ability, but you’d be surprised how often you just dno’t have anything worth putting into play with it, especially in scenarios where you the Champion will die in combat – which will be a lot of them.

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Collected Company

AI Rating: 4.6
Pro Rating: 3.5

The composition of most Green decks in this format means you have a pretty good chance of hitting two creatures with it. Now, sometimes you’ll only get one, and that won’t feel great for 4 mana, but I think this will get you two creatures at instant speed often enough to be worth a reasonably high pick.

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Crocodile of the Crossing

AI Rating: 3.5
Pro Rating: 3.0

On its own, this is basically a 4-mana 4/3 with Haste, something quite reasonable! And of course, like all of these -1/-1 counter cards, you can put the counter on a different creature to make the Crocodile even larger.

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Defiant Greatmaw

AI Rating: 3.2
Pro Rating: 3.0

On its own, this is a 3-mana 2/3..which isn’t great, but the fact it can also remove other -1/-1 counters actually makes it pretty good in the BG deck.

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Dissenter's Deliverance

AI Rating: 0.2
Pro Rating: 1.0

There aren’t a ton of Artifacts in this set, but this does Cycle, so you’ll put it in your main deck some.

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Exemplar of Strength

AI Rating: 3.4
Pro Rating: 2.0

If you play this on turn two, it can potentially get out of hand, but for a lot of the game, it is basically just a two mana 1/1 that becomes a 2/2 and gains you 1 life when it attacks. That’s…not great, even in a format with various -1/-1 counter synergies.

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Feral Prowler

AI Rating: 1.7
Pro Rating: 2.0

It is unfortunately pretty hard to trade Feral Prowler for anything, since basically all the best small creatures in the format can evade it or get to big when they are exerted. That doesn’t make it terrible, but it is definitely worse here than in most sets.

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Greater Sandwurm

AI Rating: 1.8
Pro Rating: 2.5

This is a solid finisher, and when he’s not what you’re looking for, you can just cycle him away.

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Haze of Pollen

AI Rating: 0.3
Pro Rating: 0.5

Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.

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Hooded Brawler

AI Rating: 2.1
Pro Rating: 2.5

This 3-mana 3/2 can swing as a 5/4 once his base stats aren’t doing it for you anymore, and that’s enough size to be relevant all game long.

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Hope Tender

AI Rating: 2.7
Pro Rating: 3.0

If you’re not exerting this, it doesn’t do a whole lot other than be a 2-mana 2/2. Simply untapping a single land just isn’t that big of a deal, you’re essentially just filtering mana. Still, it can ramp for you when it exerts and it has fine base line stats.

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Hornet Queen

AI Rating: 4.8
Pro Rating: 4.5

If you can get to the part of the game where you can cast Hornet Queen, she will absolutely take over the game. 4 death touch bodies virtually guarantees you a 4-for-1. They can attack hard in the air if you’re ahead, and if you’re behind, they can trade for your opponent’s best creatures. In short, She can pull you back to parity from behind, and she can pull you ahead if you’re at parity. She does cost 7 in a relatively fast format, but I still think she’s a bomb.

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Hour of Promise

AI Rating: 4.1
Pro Rating: 3.0

Most of the desert payoffs in this set are fairly doable, but this one is a bit more of a challenge, since you need to have at least three deserts to make it worth playing. Five mana for ramp just isn’t great in this format, and is a good way to get run over. However, if you can ramp and get those 2/2 zombies, then you’re in business, since you’re actually impacting the board. The good news is, as long as you get one of those three deserts in play before you cast it, you’ll be getting those Zombies. So, basically, value deserts a little higher if you have this – and that’s true of a lot of Desert cards in the set!

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Initiate's Companion

AI Rating: 1.3
Pro Rating: 2.0

Thing is fine. A two mana 3/1 is, as usual, a decent aggro creature, and its combat damage to a player effect kind of matters. Its most notable use is untapping an exerted creature.

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Life Goes On

AI Rating: 0
Pro Rating: 0.5

This is sideboard material that you might bring in against a really aggressive deck, where the life gain legitimately makes it hard for them to win. That’s not going to go down very often, though.

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Majestic Myriarch

AI Rating: 4.8
Pro Rating: 4.0

So, if you have at least two more creatures in play, this is a 5-mana 6/6, and it might even be gaining some keywords, which is pretty sweet. And sometimes you’ll have way more creatures than that! The bad news is, sometimes you just don’t have those creatures, and the Myriarch is a pretty big dud if it isn’t at least a 6/6.

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Manglehorn

AI Rating: 1.8
Pro Rating: 0.5

There aren’t really enough artifacts in this set for it to be worth it.

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Mouth

AI Rating: 4.3
Pro Rating: 3.5

3-mana to make a 3/3 token is a fine deal, and then in the later part of the game you can cast Feed from your graveyard to draw a few cards. That’s some nice value.

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Naga Vitalist

AI Rating: 2.1
Pro Rating: 2.5

This is pretty decent at ramping you, and sometimes you’ll be interested in that.

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Oashra Cultivator

AI Rating: 0.7
Pro Rating: 1.0

This isn’t very good. An 0/3 body just doesn’t stand up very well in this format, since all the Exert creatures can just manhandle it, and its ability to search up a basic land is clunky and slow. Sure, if you need fixing and/or ramp, you’ll play the cultivator, but you kind of hope you end up with some of the better ramp in the set, like Oasis Ritualist.

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Oasis Ritualist

AI Rating: 2.3
Pro Rating: 3.5

This card is really nice. It has enough toughness to stand up to most common Exert creatures, and it provides significant fixing and ramp.

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Ornery Kudu

AI Rating: 1.2
Pro Rating: 2.0

On its own, this is a 3-mana 2/3, which isn’t very good. If you put the -1/-1 counter somewhere else, especially somewhere where you get some nice value, it will feel pretty good.

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Pouncing Cheetah

AI Rating: 1
Pro Rating: 1.5

This is kind of okay. It can flash in and ambush block stuff, but there’s not much that it can survive blocking because of its mediocre stats.

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Pride Sovereign

AI Rating: 4.4
Pro Rating: 4.0

Obviously you have to be GW to get the most out of Pride Sovereign, but if you are, he gets out of hand in a hurry. He can very cheaply make 1/1 white cat tokens with lifelink, and when he does, he also buffs himself! This means you can assign him to block and then exert him, at which point he will grow to at least a 4/4. The Sovereign gets huge in the hurry and really makes you go wide. It is a bit fragile at first, and I think that makes it fall a bit short of being a bomb.

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Prowling Serpopard

AI Rating: 4.6
Pro Rating: 3.0

This is mostly just a creature with nice vanilla stats, which is a nice thing to have, but not something that is especially impactful.

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Quarry Hauler

AI Rating: 1.7
Pro Rating: 3.0

Quarry Hauler brings a decent body to the table, and its ETB trigger will be useful a surprising chunk of the time. You can use it to add -1/-1 counters to opposing things, subtract them from yours, add +1/+1 counters, and so forth.

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Ramunap Excavator

AI Rating: 3.7
Pro Rating: 2.5

Playing lands from the graveyard does matter a little in this format. Both the cycling deserts and the Uncommon desert cycle tend to end up in the graveyard, and getting those back can have some serious value.

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Resilient Khenra

AI Rating: 4.7
Pro Rating: 4.0

When this comes down early, it will immediately impact the board, often enabling an attack you didn’t have without it. Even without Eternalize, a two mana 2/2 with that effect would be a pretty high quality card! Then, you add Eternalize to the mix, and you get something pretty amazing, since it can come back in the later game is a 4/4 that gives +4/+4 to something. Those are two pretty powerful cards, and you only have to use up one card to get them!

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Rhonas the Indomitable

AI Rating: 4.9
Pro Rating: 4.5

Rhonas does a really good job of making sure he will be able to attack or block. His ability to give something +2/+0 will usually be enough to make something else have 4 power, at which point Rhonas enters the fray with the creature he just made bigger and granted Trample to, and that’s pretty scary! Rhonas is a bomb.

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Rhonas's Stalwart

AI Rating: 2.1
Pro Rating: 3.5

Look, yet another really good common two-drop with Exert! Like the others, this has a fine baseline that can attack reasonably well, and then in the later game in can start exerting to make itself larger and more evasive.

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Sandwurm Convergence

AI Rating: 4.7
Pro Rating: 2.5

If you can cast this, you’ll generally win within a few turns, but casting it is no small feat.

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Shed Weakness

AI Rating: 0.7
Pro Rating: 1.5

This is an alright trick. One mana for +2/+2 is fairly passable, and sometimes you’ll also get rid of a -1/-1 counter, which will make it feel like Giant Growth!

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Shefet Monitor

AI Rating: 3.3
Pro Rating: 3.5

This card is really good. In the early game, you can cycle it away, and you get to draw two cards in the process! One will be a basic land of course, but that’s fine, it is still giving you a 2-for-1 off of a Cycle, which is pretty awesome – and good for your mana! Then, in the late game, Shefet Monitor towers over many board states, and can be a passable finisher.

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Sidewinder Naga

AI Rating: 0.9
Pro Rating: 2.0

This will sometimes be a 4/2 with Trample, which is fine, but it wouldn’t be an incredible card even if it was always a 4/2 with trample.

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Sifter Wurm

AI Rating: 3.6
Pro Rating: 3.0

This is expensive, but it does enough stuff when it ETBs to help you stabilize, and that’s great! You not only get a huge creature that can likely block your opponent’s board effectively and start attacking for a ton the next turn, you also get some serious card selection and life gain in the process.

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Sixth Sense

AI Rating: 1.7
Pro Rating: 1.0

This kind of Aura is always sort of hard to get behind. Because it gives no stats boost, the creature you put it on has to already be capable of getting in to draw you the card, and you’ll find yourself unable to create that situation pretty frequently.

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Stinging Shot

AI Rating: 0.3
Pro Rating: 1.5

This is good at hating on flyers, and because it has cycling, you can get away with in your main deck.

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Synchronized Strike

AI Rating: 2.3
Pro Rating: 2.5

Tricks with 2-for-1 potential are always nice, and that’s certainly what you have here. When you have this in your hand, you’ll be surprised how often you can just attack with everything and then use the Strike to blow up blockers and save your creatures. Because the creatures untap, it can also be used defensively, though that’s generally the sub-optimal use of the card.

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Trial of Strength

AI Rating: 3.6
Pro Rating: 2.5

3-mana for a 4/2 is fine, and you might find yourself casting this more than once over the course of the game, which feels pretty nice.

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Vizier of the Menagerie

AI Rating: 4.8
Pro Rating: 4.5

This is a bomb. Not really in the sense that it is a huge creature that is unstoppable or anything like that – but it is a pretty insane value engine. Being able to play creatures off the top of your library effectively draws you extra cards, and it even effectively fixes for those creatures, which is nice. Even if you just cast one thing off the top with the Vizier, it will feel really good, and anything more than that and you’re just going to win.

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Watchful Naga

AI Rating: 2.8
Pro Rating: 1.5

This has sub-par stats but a pretty nice Exert ability. Even if the Naga is dead to blockers when it attacks, you do at least get a card. The most ideal scenario, of course, is to attack when your opponent can only trade with it at best, in which case they find themselves having to just take the hit or get 2-for-1’d, but that situation isn’t around for a super long time in most games.

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Ahn-Crop Champion

AI Rating: 2.3
Pro Rating: 3.0

This has nice stats as a 4-mana 4/4, and its exert ability has some nice uses. One can simply use it to grant the other creatures something akin to vigilance, or more ideally, you can use it to untap exerted creatures, who will then be able to exert themselves and become better attackers on a subsequent turn.

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Appeal

AI Rating: 1.8
Pro Rating: 2.0

If you can cast both halves of this in the same turn, this can have a pretty big impact, since one of your creatures will get a decent boost and trample, two opposing blockers will be tapped, and your creatures will have vigilance. Still, you did not some decent set up for this to do that ideal thing, including a decent number of creatures. And, in the end, you use up a card here for temporary effects that don’t permanently add to the board in any way, and I don’t love that.

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Aven Wind Guide

AI Rating: 3.3
Pro Rating: 3.5

A 4-mana 2/3 with Flying and Vigilance is already a decent thing to have, so granting those keywords to all of your tokens is pretty nice – especially because embalmed and Eternalized things are creature tokens! And of course, the Wind Guide itself comes with Embalm too.

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Claim

AI Rating: 1.8
Pro Rating: 1.5

Reanimating a small creature for only Black mana is kind of okay, though it is pretty darn restrictive on the mana cost. If you cast both halves in the same turn, you can reanimate a thing, and then also give it +2/+0 and Haste, which is kind of alright, but the reanimation being as restrictive as it is really limits how good this card can be.

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Consign

AI Rating: 2.3
Pro Rating: 3.0

Thing thing really over performs. In the early game, you can bounce a problem permanent to slow your opponent down, or maybe blow them out when they try to use a trick or something, and then in the late game you have a Mind Rot sitting around in your graveyard. Basically, the consign half of this is already a solid playable, and the Oblivion half gives you some nice late game value. Now, your opponent won’t always have the cards to discard, but they do often enough that this card often feels like a steal.

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Cut

AI Rating: 4.5
Pro Rating: 4.0

The Cut half of this card is premium removal, and the fact that you can, in the later game, cast Ribbons from the graveyard is awesome, as it will often help you finish off your opponent. This is another one of these where the part you cast from your hand is already really good, so the additional upside is amazing.

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Destined

AI Rating: 1.8
Pro Rating: 2.5

The Destined side of this is a decent combat trick, though it isn’t quite as good as Supernatural Stamina. +1/+0 won’t win that many combats, but because of indestructibility, your creature will likely survive combat at least, and you can use it in response to removal, too. The Lead side also has some pretty nice uses, as Lure effects often do in very specific situations. Forcing everything to block one of your creatures means all of your other creatures will get through that turn, and that can often be game-ending. Obviously, casting both of these on the same turn on the same creature is also pretty powerful, but you’ll often find a use for Destined earlier in the game.

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Driven

AI Rating: 3.5
Pro Rating: 2.5

If you have a decent board state, both halves of this card can be pretty potent, especially when cast on the same turn! Four mana for Trample + Menace that draws you a couple cards and makes your opponent discard a couple can be pretty back-breaking. The problem is that you do need to have set up your board pretty well, or this just feels like a blank card.

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Enigma Drake

AI Rating: 2.5
Pro Rating: 3.0

This is a nice payoff for the UR spells deck, as it can become quite the threat in the air.

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Failure

AI Rating: 2.7
Pro Rating: 1.5

The Failure half of the card is where most of this card’s value comes from, as two mana to effectively counter a spell isn’t too bad. The Comply half is less impressive, though the idea here is to cast both and name the spell you bounced, but even doing that isn’t always very good, since your opponent can just play their other stuff and be perfectly happy until they have the ability to cast the other thing.

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Farm

AI Rating: 3.1
Pro Rating: 3.5

This is a pretty impressive card. Neither half of these are exactly efficiently costed, but the fact that this card does both of these things is great. Farm lets you kill any attacking or blocking creature, and while htat’s somewhat restrictive, it does deal with anything that decides to enter combat in one way or another, and there’s a whole lot of that in this format. The Farm part likely would be a solid playable all on its own, so the Market half giving you a double loot effect in the later part of the game is really nice, and will improve your card quality.

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Grind

AI Rating: 4.5
Pro Rating: 4.5

The Grind Half of this will sometimes just allow you to kill a couple of X/1s, which is really good, but the ideal use of this card is to Grind and Dust on the same turn, or on subsequent turns. When you do that, you end up paying 6 mana to exile at least two creatures, which is a great deal, even at Sorcery speed! If your deck has some other -1/-1 counter stuff going on – or if your opponent does – it can be even more backbreaking.

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Hapatra, Vizier of Poisons

AI Rating: 4.6
Pro Rating: 4.0

Getting Hapatra in for damage isn’t always easy, but when you can, she feels pretty insane, since she gives you a 1/1 with deathtouch and puts a -1/-1 counter on one of their creatures. That’s a ton of value! And the great thing is that she doesn’t care how counters are put on things, or even if they are put on your opponent’s things – as long as you have ways to put counters on stuff, she’ll be churning out those 1/1 tokens that can trade for everything. That makes her a pretty impressive card for the BG deck.

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Heaven

AI Rating: 3.7
Pro Rating: 2.5

One card being both Hurricane and Earthquake is a neat design, and it seems like a pretty solid card. You might not always be able to go after flying creatures, but the Earth half will almost always make an impact on the board in one way or another.

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Honored Crop-Captain

AI Rating: 3.2
Pro Rating: 3.5

RW is very aggressive int his format, and Honored Crop-Captain is a big part of that! It has great stats as a two mana 3/2, and pumping the power of your whole board is quite potent, especially in combination with exert.

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Khenra Charioteer

AI Rating: 2.7
Pro Rating: 3.0

This kind is a little underwhelming as far as signpost uncommons go, but he is very efficient and grants your creatures a nice keyword, so its still a pretty nice card.

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Leave

AI Rating: 2.6
Pro Rating: 0.5

This is incredibly difficult to set up in Limited, and should mostly be avoided.

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The Locust God

AI Rating: 4.9
Pro Rating: 5.0

This is, unsurprisingly, a bomb. It’s a 6-mana 4/4 flyer that gives you a 1/1 flyer every time you draw a card – in other words, at least 1/1 flyer every turn! It also has an activated ability that lets you draw cards, so if you have nothing else to do, you can just churn out even more of them! Then, of course, it has the God clause, where you get to return it to your hand even if it dies, making it near unstoppable.

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Lord of Extinction

AI Rating: 4.5
Pro Rating: 2.5

This is kind of a weird card for them to include in this Remastered set. Yes, this set has a graveyard theme, but all the embalm/eternalize cards exile themselves, so they won’t be contributing to the Lord’s power and toughness. Most of the time, this will be a really efficient vanilla creature, but not much else.

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Merciless Javelineer

AI Rating: 2.1
Pro Rating: 3.0

This card is a little bit disappointing. It seems like it would be able to make your aggro deck do all kinds of awesome stuff, and sometimes it does – but both the mana and the card are very real costs, and you’ll find yourself in situations where you just don’t want to be doing that.

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Neheb, the Worthy

AI Rating: 4.2
Pro Rating: 3.0

This set has a decent number of Minotaurs, so granting First Strike to other cards isn’t exactly far-fetched. But, even if your deck has 0 other minotaurs, Neheb is a 3-mana 2/2 with First Strike that becomes a 4/2 when you have few enough cards and it makes the opponent discard every time it hits them, and that’s pretty sweet.

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Nicol Bolas, God-Pharaoh

AI Rating: 4.8
Pro Rating: 5.0

He might be three colors and cost 7 mana, but Nicol Bolas is well worth the price. He comes with several amazing abilities, and all of them allow him to take over a game pretty quickly. His +2 lets you basically draw a card and play it from free from your opponents library, his +1 goes after your opponents hand, and his -4 can kill basically everything in the set, in addition to being able to go after the opponent! Obviously, his ultimate is insane too, and getting there is actually kind of doable, though your opponent will probably be dead well before you get to that point.

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Nissa, Steward of Elements

AI Rating: 4.7
Pro Rating: 4.0

This X-costed planeswalker can come down whenever you want her too, and she packs some pretty nice abilities. Her +2 doesn’t net you a card or anything, but it does Scry 2, which is some nice selection. Her 0 ability does net you cards, and can even put some into play for free! Meanwhile, her ultimate is quite easy to reach, and it can do 10 damage to your opponent out of nowhere, which is often enough to just end the game. She is challenging to take over the game with all alone though, and for that reason I don’t think she’s quite a bomb.

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Obelisk Spider

AI Rating: 3.3
Pro Rating: 3.5

This X-costed planeswalker can come down whenever you want her too, and she packs some pretty nice abilities. Her +2 doesn’t net you a card or anything, but it does Scry 2, which is some nice selection. Her 0 ability does net you cards, and can even put some into play for free! Meanwhile, her ultimate is quite easy to reach, and it can do 10 damage to your opponent out of nowhere, which is often enough to just end the game. She is challenging to take over the game with all alone though, and for that reason I don’t think she’s quite a bomb.

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Onward

AI Rating: 1.4
Pro Rating: 1.0

It is temping to look at this thing as a card that will just end the game on the spot, but the sad thing is – it really won’t very often. Just pumping power a bunch isn’t that impressive – your creature already has to get through for damage or be able to win combat for it do anything, and then the Victory half is only a Sorcery, and that means you can’t also use it in the same turn unless you do everything pre-combat, and that’s pretty ugly.

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Prepare

AI Rating: 4.4
Pro Rating: 4.0

Prepare is a pretty nice combat trick – Lifelink and +2/+2 for two, and an untap, is pretty nice overall. It is enough to win combat, and lifelink can really alter the race. Meanwhile, Fight is…well, it’s a fight effect, and that’s a nice thing to have in your graveyard. If you ever cast both together, you’ll kill a thing and gain a bunch of life, which is pretty great.

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Rags

AI Rating: 4.3
Pro Rating: 3.0

Rags kills a surprising number of creatures in this format, and that makes it a pretty attractive card. However, Riches isn’t that great. Mind Control is sweet and everything, but because your opponent chooses the creature, you often won’t be getting much. Still, it is some nice upside to have on a card that can really wipe boards in this format.

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Reason

AI Rating: 3.1
Pro Rating: 2.5

One blue mana for Scry 3 isn’t a complete disaster…though it certainly isn’t good either. Ideally, you want to cast both of these halves together, because individually they just aren’t guaranteed to do much. If you cast them together, you can make sure you get a creature card with Believe. That said, even when you do manage to do that, chances aren’t amazing that the six mana you just paid was worth the creature in the first place, so it isn’t like you’re getting an amazing deal or anything.

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Reduce

AI Rating: 1.3
Pro Rating: 1.5

On one side, you have a mediocre counterspell. On the other, you have a card that can deprive your opponent of mana for a single turn. While some of these cards overcome being inefficient or situational by being split cards, that doesn’t really happen here. Both sides are quite situational and expensive, with Rubble especially being useless a huge chunk of the time.

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Refuse

AI Rating: 3.3
Pro Rating: 1.0

Both sides of this are situational and overcosted, and not really worth your time in Limited.

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River Hoopoe

AI Rating: 2.4
Pro Rating: 3.0

If you can get to the part of the game where River Hoopoe can start using that ability, you’re going to feel pretty great. The life gain really helps you stabilize, and the cards you draw will allow you to ultimately overwhelm your opponent. The problem is, getting to that point of the game isn’t always easy, and if that’s the case, this is just a two mana 1/3 Flyer – and that’s not a body that is particularly good at blocking in this format. Still, the mid-to-late-game upside is very real.

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Samut, the Tested

AI Rating: 4.6
Pro Rating: 4.0

This is a powerful planeswalker, though not quite a bomb. This is largely because Samut has no way to protect herself. Still, the ability to give something double strike right out of the gate can sometimes really change things for you, and obviously her -2 can pick off a whole lot of creatures. You aren’t all that likely to pull off her ultimate most of the time, but if you do, obviously that can be game changing.

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Samut, Voice of Dissent

AI Rating: 4.8
Pro Rating: 5.0

Samut is a pretty scary creature to have to face down. 5-mana for a ¾ with Flash, Double Strike, Vigilance, and Haste is just great. Flashing her in to ambush block and kill something really isn’t that hard with those stats and all those keywords, and then the fact that she grants haste to all your stuff is amazing. That means you can flash her in on your opponent’s turn, and then untap and every creature you play has Haste! So you end up adding a ton to the board that makes an immediate impact out of nowhere! She also has the ability to untap another creature, which is nice additional upside, but don’t really feel obligated to find a way to fit White into your deck just for that ability, it just isn’t that important.

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The Scarab God

AI Rating: 4.9
Pro Rating: 5.0

The Scarab God is a stone cold bomb. It has great stats as a 5-mana 5/5, and comes with the ability to effectively eternalize any creature you want – including creatures in your opponent’s graveyards! It isn’t hard to generate silly amounts of value with The Scarab God! And it even has a Zombie payoff ability that works with all of his reanimate friends, since it also starts hurting your opponent and you get to scry for every Zombie. And killing him won’t even get rid of him forever!

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The Scorpion God

AI Rating: 4.9
Pro Rating: 4.5

This is a 5-mana 6/5 that can put -1/-1 counters on stuff, and draw cards any time something with a counter dies, which is pretty nice. Even with just its own ability, it is pretty incredible! But the format has other -1/-1 counter stuff going on too, so you’ll be able to do a little bit more with it. Still, The Scorpion God is a notch below the other two two-color gods in this set, as they can take over the game without a whole lot of effort – The Scorpion God is much slower to do so, and needs some help to really go crazy. Still, it doesn’t stay dead, and that coupled with everything else is still enough to make it a bomb.

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Shadowstorm Vizier

AI Rating: 2
Pro Rating: 3.0

This can do some decent damage in the air when combined with discard and cycling effects, and there are certainly enough of those in this format for the Vizier to be pretty good – though it may be the most underwhelming of this cycle of signpost uncommons.

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Sphinx's Revelation

AI Rating: 4.5
Pro Rating: 3.0

If you can get to the point in the game where you can pump a ton of mana into this, it will be great – but getting there isn’t a cake walk. You probably need to get to at least 6 mana before you feel like you’re doing it with this, and even that isn’t exactly incredible.

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Spring

AI Rating: 1.9
Pro Rating: 3.0

This can ramp and fix early, and draw you some much-needed gas late, and that’s something I really like.

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Start

AI Rating: 3.2
Pro Rating: 3.5

Three mana for two 1/1 tokens with Vigilance isn’t a bad deal, and having an expensive Bone Splinters sitting around in your graveyard isn’t too shabby either. Because the Start half is an Instant, you can also pretty easily cast this on your opponent’s turn, and then untap and use Finish to give up one of those tokens and kill their best creature.

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Struggle

AI Rating: 3.1
Pro Rating: 4.0

The Struggle half is where almost all the value for this card comes from. It is a premium removal spell that scales all game long. The Survive half rarely comes up, but hey, sometimes you need to not draw the last card in your library.

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Temmet, Vizier of Naktamun

AI Rating: 4
Pro Rating: 4.0

Naktamun is quite powerful alongside creature tokens, as unblockable + lifelink creates an incredibly difficult situation for your opponent, one where they can just never win the race. One great thing about Temmet too, is that once he’s Embalmed, he can target himself, so he doesn’t even necessarily need other tokens to really get going, though if you’re in UW, you’re likely to have a decent number of them anyway.

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Wayward Servant

AI Rating: 2.9
Pro Rating: 3.0

Draining an opponent every time you have a Zombie ETB is pretty nice, and keep in mind it includes embalmed and eternalized creatures!

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Abandoned Sarcophagus

AI Rating: 3
Pro Rating: 0.0

As sweet as this seems, this is really hard to make work in Limited.

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Bontu's Monument

AI Rating: 2.1
Pro Rating: 1.5

Reducing the cost of your black creature spells and draining your opponent for every creature spell you cast isn’t too bad, though sometimes it won’t really add up enough to feel like you’re getting a full card worth of value.

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Edifice of Authority

AI Rating: 3.8
Pro Rating: 4.0

This is great, and one of the better non-rare first picks in the format since it is colorless and powerful. At first, it can only stop a creature from attacking, but it does for only one mana, so that’s not too bad! Eventually, it gets enough brick counters to reach the point where you can just completely shut down a creature until your next turn, and that’s pretty awesome. You can use it offensively or defensively, and it is basically removal that can move from creature to creature as needed, and that’s awesome.

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Gate to the Afterlife

AI Rating: 1.4
Pro Rating: 1.0

Gaining 1 life and looting every time a creature dies is decent, though probably not something you would play very often. I think the only one this becomes worth playing is if you also have God-Pharaoh’s Gift, since it can search it up.

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God-Pharaoh's Gift

AI Rating: 4.7
Pro Rating: 4.5

This is expensive, but that’s okay, because it has a huge impact on the game immediately. If you play it in your first main phase, you get that 4/4 creature from your graveyard right away, and it has Haste! Then, you get to continue to do that every turn. Now, in limited, there’s a good chance you will eventually run out of stuff to get back with it, but even if it just does that with a couple of things, while also threatening to do it with any creature of yorus that dies, God-Pharaoh’s Gift is doing its job, and its definitely a bomb.

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Hazoret's Monument

AI Rating: 1.4
Pro Rating: 1.0

This mostly isn’t worth it. A cost reduction + rummaging just won’t matter that much.

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Hollow One

AI Rating: 4.2
Pro Rating: 2.5

So, at worst this is a 5-mana 4/4 with Cycling 2, and that’s a solid card! Sometimes you’ll also get to reduce its cost, and that’s pretty nice.

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Kefnet's Monument

AI Rating: 1.5
Pro Rating: 1.5

This isn’t that good. The cost reduction can help sometimes, but the “whenever you cast a creature” part of the card is super underwhelming, in large part because it doesn’t actually tap the creature. It has to already be tapped or the effect does nothing!

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Mirage Mirror

AI Rating: 4.6
Pro Rating: 4.0

This is a cool card. It costs mana every single turn of course, but it possesses the ability to become whatever the best artifact, creature, enchantment, or land on the battlefield is every single turn, and it turns out that’s pretty powerful. I think it falls short of bomb status, largely because having the mana to make it do its thing every turn isn’t always easy.

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Oketra's Monument

AI Rating: 4
Pro Rating: 3.5

This is the only card in this cycle that is actively good in Limited. The cost reduction is nice, but the power here really comes from the ability to make 1/1 tokens. One kind of funny thing about this card is that you can actually play it pretty effectively in any deck that has lots of creature spells, and not just White ones, since adding a 1/1 to every creature spell you play is great! Obviously, it is better in White, since it will allow you to more efficiently cast spells, but yeah, it slots into most decks in the format as a pretty powerful card.

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Perilous Vault

AI Rating: 4.4
Pro Rating: 3.0

So, this can exile everything, which is pretty cool, but the downside is that, in most cases, your opponent knows it is coming too, though they won’t have been able to prepare as much as you have. They’ll see the Vault come down and just pass their turn, rather than play something else. This can create something of a stalemate though, as you can just wait to use it until its advantageous for you to do so! And in the end you’ll probably win out, since you can wait to use it until you can also cast something to rebuild your board. It is clunky as heck of course.

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Rhonas's Monument

AI Rating: 2.6
Pro Rating: 2.5

This is pretty decent, especially compared to the non-Oketra monuments. +2/+2 and trample is a pretty real boost, and often enough to make a creature able to attack that just couldn’t before.

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Sunset Pyramid

AI Rating: 2.9
Pro Rating: 1.0

This can slowly draw you some cards, and then start Scrying, but cards that don’t impact the board in any way ever are a pretty big liability in this format.

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Throne of the God-Pharaoh

AI Rating: 4.4
Pro Rating: 1.0

Even in a format this aggressive, this Throne is a little too finnicky to be worth it in most decks, as it will do absolutely nothing in many situations.

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Wall of Forgotten Pharaohs

AI Rating: 1.5
Pro Rating: 2.0

As a 0/4, this can actually block many of the exerters in the format, and its Desert payoff ability isn’t the worst way to slowly win a game, either. Don’t get me wrong, it isn’t great, but if you’re in a slower deck, this often ends up being a pretty solid card for you.

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Watchers of the Dead

AI Rating: 1.3
Pro Rating: 2.0

This is a two-mana 2/2 that can hate on the graveyard a bit in a set that has graveyard stuff, so its fine.

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Canyon Slough

AI Rating: 3.8
Pro Rating: 3.0

These all add two colors mana, which is great fixing, and if you get them at a point in the game where you no longer need lands, you can just Cycle them away. Don’t underestimate how good that is. Just imagine every time you’ve flooded out in a game of Magic, now imagine you can just throw away some of those lands for new cards, and you’ll know what I mean.

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Cascading Cataracts

AI Rating: 3.7
Pro Rating: 1.0

This isn’t good. It mostly hurts your mana base – up until the point where it can filter into mana for all five colors. This makes it a really weird version of a filter land, and as is usually the case with filter lands, you’ll play it if you’re super desperate for fixing, but think long and hard about whether its worth it.

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Crypt of the Eternals

AI Rating: 1.8
Pro Rating: 1.0

Filter lands very rarely impress me, and this one can only filter into the Grixis colors, making it worse than most versions of this we’ve seen before! Gaining 1 life doesn’t make enough of a difference. If you need fixing in these colors, you might play this, but otherwise, steer clear.

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Desert of the Fervent

AI Rating: 2.1
Pro Rating: 3.0

Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.

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Desert of the Glorified

AI Rating: 2
Pro Rating: 3.0

Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.

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Desert of the Indomitable

AI Rating: 1.8
Pro Rating: 3.0

Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.

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Desert of the Mindful

AI Rating: 1.6
Pro Rating: 3.0

Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.

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Desert of the True

AI Rating: 1.8
Pro Rating: 3.0

Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.

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Evolving Wilds

AI Rating: 2.2
Pro Rating: 3.0

As usual, the Wilds provides some nice fixing for you, and is even quite good for your mana in a two-color deck.

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Fetid Pools

AI Rating: 3.7
Pro Rating: 3.0

These all add two colors mana, which is great fixing, and if you get them at a point in the game where you no longer need lands, you can just Cycle them away. Don’t underestimate how good that is. Just imagine every time you’ve flooded out in a game of Magic, now imagine you can just throw away some of those lands for new cards, and you’ll know what I mean.

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Hashep Oasis

AI Rating: 2.3
Pro Rating: 3.0

These Desert utility lands are all pretty nice! In addition to counting as deserts for several cards in the set, they come into play completely untapped and can give you colored mana – even if you do have to pay life for it. If you don’t want that mana, it can also just tap for cololorless. Then, they can all do a thing by giving up a Desert. In this case, you get to pump a creature. And sure, it is only at Sorcery speed, but keep in mind that this thing has been a nice land for you all game, and in the late game it is having a very real impact! If you have enough deserts, you can do these effects repeatedly, which is sometimes nice.

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Ifnir Deadlands

AI Rating: 3.1
Pro Rating: 4.0

This is probably the best of this cycle in Limited since it can function as a removal spell, and a repeatable one if you have enough deserts!

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Ipnu Rivulet

AI Rating: 1.6
Pro Rating: 2.5

This is the weakest of the cycle, mostly because milling isn’t that relevant in the format, but it is still a desert with some upside.

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Irrigated Farmland

AI Rating: 3.7
Pro Rating: 3.0

These all add two colors mana, which is great fixing, and if you get them at a point in the game where you no longer need lands, you can just Cycle them away. Don’t underestimate how good that is. Just imagine every time you’ve flooded out in a game of Magic, now imagine you can just throw away some of those lands for new cards, and you’ll know what I mean.

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Ramunap Ruins

AI Rating: 2.6
Pro Rating: 3.0

The Ruins make it so you have some serious reach in the late game, especially if you have multiple deserts.

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Scattered Groves

AI Rating: 3.6
Pro Rating: 3.0

These all add two colors mana, which is great fixing, and if you get them at a point in the game where you no longer need lands, you can just Cycle them away. Don’t underestimate how good that is. Just imagine every time you’ve flooded out in a game of Magic, now imagine you can just throw away some of those lands for new cards, and you’ll know what I mean.

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Scavenger Grounds

AI Rating: 3.4
Pro Rating: 0.5

Graveyard hate isn't worth the hit to your mana, though you might find yourself sideboarding it in sometimes.

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Shefet Dunes

AI Rating: 2.3
Pro Rating: 3.0

Pumping your whole board is a pretty nice thing for a nice unassuming land to do, and if you have multiple deserts, you can do it on back to back turns, which is pretty awesome.

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Sheltered Thicket

AI Rating: 3.7
Pro Rating: 3.0

These all add two colors mana, which is great fixing, and if you get them at a point in the game where you no longer need lands, you can just Cycle them away. Don’t underestimate how good that is. Just imagine every time you’ve flooded out in a game of Magic, now imagine you can just throw away some of those lands for new cards, and you’ll know what I mean.

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Sunscorched Desert

AI Rating: 1.2
Pro Rating: 1.0

So, you mostly don’t play this Desert, since it isn’t good for your mana at all. However, sometimes you might end up in a mono-colored deck, and if its an aggressive mono-colored deck that has a few Desert payoffs, Sunscorched Desert actually makes the cut. That doesn’t happen a ton, but I’ve seen it happen a few times.

Card Pro Rating AI Rating APA Picked ALSA Seen
ss-mythic|White|Creature — Angel
5.0 4.7 1.73 26 1.70 27
ss-rare|White|Enchantment
0.5 4.3 2.78 32 3.35 89
ss-common|White|Creature — Human Cleric
2.5 1.7 8.88 284 7.67 1971
ss-rare|White|Sorcery
2.5 4.4 2.61 33 2.49 74
ss-rare|White|Creature — Bird Wizard
3.0 4 3.47 38 3.16 95
ss-common|White|Creature — Bird Cleric
2.5 2.1 7.77 292 6.82 1805
ss-common|White|Creature — Zombie
3.0 2.5 6.87 299 6.41 1659
ss-common|White|Enchantment — Aura Cartouche
3.0 3.1 5.51 340 5.38 1426
ss-uncommon|White|Enchantment
4.0 4 3.43 122 3.31 292
ss-common|White|Enchantment — Aura
3.5 3.2 5.27 400 5.18 1366
ss-mythic|White|Creature — Horse
2.5 // 4.5 4.7 1.81 21 1.78 27
ss-common|White|Creature — Bird Warrior
2.5 2.4 7.14 290 6.62 1613
ss-uncommon|White|Enchantment — Aura
4.0 3.9 3.68 155 3.93 345
ss-common|White|Creature — Zombie Jackal
1.0 1.1 10.21 196 8.23 2216
ss-common|White|Instant
1.0 0.9 10.65 194 9.00 2318
ss-rare||Sorcery
3.0 4.7 1.84 38 2.42 66
ss-common|White|Creature — Zombie
3.5 2.8 6.26 295 5.87 1403
ss-common|White|Instant
1.5 0.8 10.84 183 8.77 2397
ss-mythic|White|Legendary Planeswalker — Gideon
4.0 5 1.17 18 1.14 22
ss-rare|White|Enchantment
2.0 3.5 4.57 30 4.46 141
ss-rare|White|Creature — Human Warrior
4.0 4.6 1.92 51 1.94 71
ss-common|White|Creature — Human Wizard
3.5 3.3 5.00 387 5.16 1262
ss-rare|White|Sorcery
3.0 4.2 2.92 40 3.30 83
ss-common|White|Instant
2.5 2.1 7.80 300 6.99 1833
ss-common|White|Instant
1.5 0.9 10.65 201 8.78 2313
ss-common|White|Instant
1.5 1 10.36 178 8.75 2403
ss-mythic|White|Legendary Creature — God
5.0 4.9 1.42 19 2.05 21
ss-uncommon|White|Creature — Bird Soldier
3.5 4 3.50 125 3.44 325
ss-common|White|Creature — Human Warrior
3.5 2.5 6.93 380 6.51 1653
ss-mythic|White|Enchantment — Aura Curse
2.0 4.5 2.23 13 2.15 27
ss-uncommon|White|Enchantment
1.0 1 10.44 68 7.23 745
ss-uncommon|White|Instant
2.0 1 10.51 72 7.07 722
ss-rare|White|Enchantment
0.5 3.9 3.77 35 4.31 140
ss-common|White|Creature — Cat
2.5 2.3 7.32 296 6.77 1732
ss-rare|White|Enchantment
0.0 3.4 4.78 23 4.44 136
ss-common|White|Creature — Camel
2.0 1.5 9.37 259 8.21 2232
ss-uncommon|White|Creature — Human Warrior
3.5 3.6 4.35 134 4.38 408
ss-uncommon|White|Creature — Human Wizard
4.0 3.9 3.77 156 3.64 375
ss-common|White|Creature — Camel
2.0 1.2 9.89 247 8.74 2279
ss-common|White|Creature — Bird Warrior
2.5 2.7 6.50 301 6.05 1592
ss-common|White|Creature — Zombie
1.0 1 10.37 175 8.38 2262
ss-uncommon|White|Enchantment
3.0 3.3 5.19 123 4.59 419
ss-uncommon|White|Sorcery
1.5 2.4 7.22 74 5.75 570
ss-uncommon|White|Creature — Human Cleric
2.0 3.2 5.42 91 4.59 449
ss-uncommon|White|Creature — Human Cleric
1.0 1.7 8.89 57 5.94 589
ss-rare|White|Sorcery
5.0 4.8 1.55 42 1.55 52
ss-common|Blue|Creature — Drake
3.5 2.7 6.57 267 6.63 1643
ss-common|Blue|Creature — Crab
1.0 -0 12.80 168 10.29 2729
ss-mythic|Blue|Enchantment
0.0 4.4 2.47 15 2.59 35
ss-common|Blue|Creature — Bird Warrior
2.5 2.2 7.76 223 6.92 1728
ss-common|Blue|Enchantment — Aura Cartouche
3.5 2.9 6.02 308 5.82 1538
ss-uncommon|Blue|Instant
2.5 2.2 7.75 93 5.90 608
ss-rare|Blue|Creature — Naga Wizard
3.5 4.5 2.29 45 2.27 79
ss-rare||Instant
3.0 4.3 2.74 38 2.72 95
ss-common|Blue|Sorcery
1.0 0.2 12.30 159 9.40 2576
ss-common|Blue|Instant
2.0 0.8 10.81 163 8.58 2193
ss-uncommon|Blue|Creature — Serpent
3.0 2.5 6.85 99 5.64 585
ss-rare|Blue|Creature — Sphinx
4.0 4.5 2.16 43 2.29 73
ss-rare|Blue|Enchantment
0.0 // 3.5 4.4 2.62 26 2.67 63
ss-common|Blue|Instant
2.5 1.9 8.38 208 7.22 1874
ss-uncommon|Blue|Creature — Zombie Cleric
2.0 2.9 6.07 74 4.65 450
ss-common|Blue|Sorcery
1.5 0.5 11.63 226 9.26 2557
ss-common|Blue|Creature — Human Cleric
2.0 0.7 11.25 177 9.26 2539
ss-common|Blue|Instant
2.5 2.1 7.82 226 7.18 1898
ss-mythic|Blue|Legendary Planeswalker — Jace
4.5 4.9 1.43 21 1.81 28
ss-mythic|Blue|Legendary Creature — God
3.0 4.8 1.45 11 1.82 22
ss-uncommon|Blue|Creature — Illusion Warrior
3.0 2.8 6.25 102 5.12 527
ss-uncommon|Blue|Enchantment — Aura
4.0 3.8 3.98 125 4.03 407
ss-common|Blue|Creature — Naga Cleric
1.0 0.8 10.85 169 8.87 2395
ss-rare|Blue|Enchantment
1.0 3.4 4.88 24 4.86 169
ss-rare|Blue|Creature — Bird Wizard
3.5 4.4 2.58 38 2.59 72
ss-uncommon|Blue|Creature — Sphinx
3.5 3.6 4.44 100 4.13 412
ss-rare|Blue|Instant
1.5 4 3.39 33 3.36 98
ss-rare|Blue|Instant
2.5 4.1 3.14 29 3.12 83
ss-uncommon|Blue|Enchantment
0.0 // 3.0 2.1 7.98 41 5.34 490
ss-common|Blue|Creature — Human Wizard
2.0 0.4 11.81 203 9.62 2572
ss-common|Blue|Creature — Naga Cleric
1.0 0 12.73 171 9.93 2728
ss-common|Blue|Creature — Drake
3.0 2.2 7.61 266 7.09 1844
ss-common|Blue|Creature — Naga Rogue
1.5 1.1 10.30 166 8.28 2173
ss-common|Blue|Creature — Zombie Naga Wizard
3.0 2.2 7.61 239 7.17 1890
ss-common|Blue|Sorcery
1.0 0.6 11.39 181 9.13 2423
ss-common|Blue|Creature — Serpent
2.5 1.6 9.07 208 7.54 1945
ss-uncommon|Blue|Instant
2.5 3 5.84 77 4.74 455
ss-uncommon|Blue|Enchantment
2.5 3 5.78 106 4.79 504
ss-mythic|Blue|Legendary Creature — Sphinx
4.5 4.7 1.77 13 1.58 20
ss-common|Blue|Enchantment — Aura
3.0 2.5 7.06 308 6.94 1827
ss-rare|Blue|Creature — Shapeshifter Cleric
4.0 4.7 1.79 43 1.82 78
ss-uncommon|Blue|Creature — Human Cleric
3.0 2.8 6.25 126 5.30 551
ss-uncommon|Blue|Creature — Human Cleric
3.0 2.8 6.18 92 5.23 544
ss-common|Blue|Instant
2.5 0.8 10.93 228 8.98 2394
ss-rare|Black|Creature — Demon
5.0 4.9 1.32 41 1.62 59
ss-uncommon|Black|Creature — Crocodile Demon
3.0 3.8 3.99 100 3.51 341
ss-common|Black|Creature — Zombie Bat
2.0 1.2 10.02 176 7.96 2062
ss-uncommon|Black|Creature — Bird
3.5 3.9 3.56 93 3.16 293
ss-mythic|Black|Legendary Creature — God
3.5 4.8 1.53 15 2.14 23
ss-rare|Black|Sorcery
3.0 4.8 1.58 31 1.88 50
ss-common|Black|Enchantment — Aura Cartouche
3.5 3.3 5.18 288 4.99 1260
ss-mythic|Black|Enchantment — Aura Curse
2.0 4.5 2.20 15 3.11 31
ss-mythic|Black|Enchantment
0.0 3.4 4.88 8 2.98 44
ss-rare|Black|Sorcery
0.0 1.9 8.38 13 5.79 166
ss-common|Black|Creature — Human
2.5 2.4 7.24 237 6.26 1628
ss-uncommon|Black|Sorcery
2.5 3.4 4.85 84 4.27 374
ss-rare|Black|Creature — Zombie Jackal
2.5 4.2 2.89 35 2.61 64
ss-common|Black|Creature — Insect
1.0 0.4 11.84 189 9.40 2529
ss-common|Black|Creature — Zombie
1.5 1.9 8.28 163 6.95 1768
ss-common|Black|Instant
3.0 3 5.72 276 5.24 1311
ss-uncommon|Black|Creature — Zombie
3.5 3.6 4.41 86 3.71 394
ss-common|Black|Creature — Horror
3.0 2 8.23 226 6.88 1888
ss-common|Black|Creature — Zombie Jackal Warrior
2.5 2 8.21 193 6.82 1735
ss-common|Black|Sorcery
2.5 2.4 7.16 232 6.40 1715
ss-mythic|Black|Legendary Planeswalker — Liliana
5.0 5 1.17 18 1.17 18
ss-uncommon|Black|Sorcery
0.5 0.5 11.52 56 8.03 890
ss-rare|Black|Enchantment
4.0 4.7 1.77 35 1.69 54
ss-uncommon|Black|Creature — Zombie
3.0 3.9 3.69 94 3.26 328
ss-common|Black|Creature — Zombie Minotaur
2.0 1.6 9.14 205 7.52 1928
ss-common|Black|Creature — Zombie Jackal
1.5 1.4 9.48 174 7.82 1991
ss-uncommon|Black|Enchantment
0.0 // 3.0 2.4 7.16 55 5.17 470
ss-rare||Sorcery
4.0 4.6 2.03 34 1.89 56
ss-common|Black|Creature — Minotaur Cleric
2.5 1.2 10.09 213 8.30 2249
ss-mythic|Black|Legendary Creature — Demon
1.5 4.5 2.33 9 1.96 28
ss-uncommon|Black|Creature — Human Archer
2.0 3.1 5.54 72 4.53 434
ss-common|Black|Instant
1.0 0.3 12.00 183 9.76 2667
ss-rare|Black|Instant
0.0 3.1 5.43 21 4.63 165
ss-common|Black|Creature — Scorpion Demon
2.5 2 8.17 199 6.93 1793
ss-common|Black|Instant
2.5 2.6 6.64 242 6.20 1506
ss-common|Black|Instant
2.5 1.1 10.24 205 8.43 2276
ss-rare|Black|Sorcery
2.5 4.5 2.23 30 2.56 69
ss-rare|Black|Sorcery
1.0 4.5 2.31 16 2.57 38
ss-common|Black|Enchantment — Aura Curse
0.5 1.5 9.21 151 7.11 1788
ss-uncommon|Black|Enchantment
3.0 3.8 3.87 105 3.50 322
ss-common|Black|Sorcery
2.0 1.2 10.06 186 8.17 2152
ss-uncommon|Black|Creature — Horror
2.0 2.6 6.75 69 5.56 526
ss-common|Black|Sorcery
2.5 1.5 9.35 161 7.53 1993
ss-uncommon|Black|Creature — Insect Horror
3.0 2.5 6.89 73 5.50 569
ss-common|Black|Creature — Scorpion
2.5 2.2 7.63 184 6.17 1613
ss-uncommon|Red|Instant
4.0 4.2 2.94 120 2.79 262
ss-uncommon|Red|Creature — Minotaur Warrior
4.0 4 3.48 143 3.41 298
ss-rare|Red|Sorcery
3.0 4.6 2.09 34 2.11 49
ss-uncommon|Red|Creature — Jackal Rogue
2.5 2.9 5.90 103 5.02 493
ss-common|Red|Creature — Human Warrior
2.5 1.1 10.30 213 8.83 2380
ss-common|Red|Instant
1.5 1.3 9.87 216 7.88 2096
ss-common|Red|Instant
1.5 0.8 10.92 189 8.57 2278
ss-uncommon|Red|Creature — Minotaur Wizard
4.0 3.5 4.63 144 4.24 429
ss-uncommon|Red|Sorcery
0.5 0.2 12.26 53 8.38 849
ss-common|Red|Enchantment — Aura Cartouche
3.0 2.2 7.76 272 6.71 1705
ss-mythic|Red|Legendary Planeswalker — Chandra
4.0 5 1.12 17 1.88 18
ss-uncommon|Red|Instant
0.5 0.3 12.02 66 8.09 847
ss-mythic|Red|Creature — Human Warrior
2.5 4.7 1.80 10 2.00 19
ss-common|Red|Sorcery
1.5 0.8 10.90 187 8.84 2392
ss-uncommon|Red|Instant
3.5 3.7 4.03 121 3.76 348
ss-common|Red|Creature — Beast
2.5 1.5 9.33 263 8.39 2164
ss-rare|Red|Creature — Jackal Warrior
4.0 4.5 2.23 35 2.04 50
ss-uncommon|Red|Creature — Human Wizard
2.5 3.1 5.58 102 4.59 452
ss-common|Red|Creature — Human Archer
2.5 1.8 8.52 225 7.29 1856
ss-common|Red|Creature — Beast
1.5 1.3 9.71 249 8.60 2280
ss-mythic|Red|Instant
0.0 3.5 4.50 18 4.53 66
ss-rare|Red|Creature — Dragon
5.0 4.9 1.44 61 1.44 64
ss-rare|Red|Creature — Human Cleric
2.5 4.1 3.25 32 2.92 68
ss-mythic|Red|Legendary Creature — God
5.0 5 1.10 21 1.09 23
ss-rare|Red|Sorcery
3.0 4.5 2.34 32 3.20 55
ss-rare|Red|Enchantment
0.0 3.2 5.22 18 3.63 108
ss-rare||Sorcery
4.0 4.3 2.78 37 2.87 65
ss-common|Red|Creature — Jackal Warrior
3.0 2.5 7.05 325 6.42 1604
ss-common|Red|Instant
3.5 3.6 4.37 359 4.47 1164
ss-uncommon|Red|Creature — Elemental
2.5 2.2 7.55 99 5.81 582
ss-common|Red|Creature — Human Warrior
3.0 2.4 7.11 320 6.88 1773
ss-mythic|Red|Legendary Creature — Zombie Minotaur Warrior
4.0 4.8 1.57 14 1.42 19
ss-common|Red|Creature — Jackal Warrior
2.0 1.2 9.90 195 8.04 2021
ss-common|Red|Instant
4.0 3.5 4.60 402 4.72 1194
ss-common|Red|Creature — Human Wizard
2.0 1.1 10.19 229 8.47 2280
ss-common|Red|Sorcery
3.5 2.7 6.59 359 6.27 1519
ss-common|Red|Instant
2.0 0.6 11.35 215 9.50 2572
ss-uncommon|Red|Creature — Beast
4.0 3.9 3.58 148 3.62 360
ss-rare|Red|Sorcery
0.5 2.5 6.89 27 5.46 182
ss-rare|Red|Creature — Human Wizard
2.0 4.5 2.21 29 2.45 62
ss-rare|Red|Sorcery
4.0 4.4 2.57 30 2.80 52
ss-common|Red|Creature — Lizard
2.5 1.7 8.75 246 7.59 1961
ss-common|Red|Creature — Lizard
2.0 1.7 8.92 240 7.53 1976
ss-common|Red|Sorcery
1.5 0.7 11.19 180 8.92 2361