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:
This thing is a real pain to deal with. It is incredibly difficult to kill and attacks pretty hard. It is an especially good place to put Auras and other enhancements, since it has an ability that allows it to protect itself. And on top of that, it has a useful creature type! This is a two drop that will really make your opponent sweat all game long.
There’s not enough graveyard stuff going on in this format for this to be a real sideboard card, and the life gain effect alone isn’t worth it.
It is very difficult to consistently make this actually do something worthwhile, and that’s a huge problem for a 6 mana enchantment that doesn’t impact the board at all.
This is worse than it looks. It definitely comes with a powerful Enrage ability that can pump the entire board, but the card overall is pretty clunky for an aggressive format. It certainly isn’t bad but it isn’t the power house it would be in a lot of formats either.
This will probably die when you attack with it, but as long as you get a trade, you’re getting a pretty decent deal since you get to reanimate a creature from your graveyard. The fact it’s a Vampire is a very real bonus, too.
This is better than it looks. This format is very aggressive, so two drops and life link are better than normal, and it sports a useful creature type! It isn’t hard to enhance your vampire’s stats in this format, and the Soldier is a great way to do that.
This is very clunky and situational removal, but it does give you a 2-for-1, which makes it something you’re willing to play pretty often.
This is purely a sideboard card. On occasion you will have an opponent with enough Enchantments to make this matter.
This comes with decent stats and a solid ability that allows it to stay relevant even after the point in the game when your 1/1 Flyer can’t attack any more.
No matter which thing you get out of this, it feels really good. Its either a 3-mana 2/1 with First Strike that draws you a card, or a 3-mana 3/2 with First Strike that gives you a tiny bit of card selection. You would play either of those cards 100% of the time, so the fact it is going to be one of those is great.
This isn’t great. It does have decent stats, and if you put counters and such on it, it does get better. But you’re still talking about a card that really isn’t that impactful for about 90% of the game. It can be alright on turn one, and then on like turn 12 it can use its ability, which is powerful, but good luck getting to that point in the game.
This is basically a vampire Serra Angel! Okay, obviously it isn’t quite as good as that, because you have to pay life to get those key words, but doing so if often quite powerful, and its nice that vampires have a life gain sub-theme that can help fuel this. This is a card that suffers a bit from how aggressive the format is, but its still pretty good.
This can have a huge impact on the game late, suddenly giving you an unbeatable attack. However, there are some problems here that really limit this card. The mana cost is huge in any format, but its especially true in this one. Additionally, it has terrible base stats that mean it can die to a whole lot of cheaper removal int his format. Because you have to attack to get the double strike thing to go off, this is a big problem. You definitely play it sometimes in the top curve of your dino deck if you’re good at ramping, but it definitely isn’t great.
This has great base stats and also sends another creature into the air the turn it comes down, which usually gives you a great attack you didn’t have before.
Gaining double strike is nice, but it isn’t that impressive on a 1/1. And sure, you can enhance this to make it better, but there’s just better things you could be doing. This isn’t the dinosaur payoff you’re looking for.
This has very solid stats and gains you a decent chunk of life. Just trading with it against aggressive decks feels pretty good, and the Vampire typing is important!
4 mana is kind of a lot for sorcery-speed removal, but this can answer any nonland permanent and that’s pretty nice. Occasionally you’ll even get to keep your opponent from casting other copies of the card you exile, but that won’t come up very much.
You won’t end up playing this in all of your dinosaur decks. You have to end up in one that is really interested in ramp for it be worth it, and not all of them are.
This has great flying stats, a good creature type, and an ability that makes it so your opponents’ creatures can’t block the turn they come down. It feels pretty sweet in aggro decks.
This card isn’t really playable if you only have one, even in a Vampire deck. However, as soon as you have more than that, you really have something. A 3-mana 2/2 isn’t great of course, but a 3-mana 2/2 that draws you 1-3 cards is pretty darn good, even if what you’re drawing is just more mediocre creatures! They get an extra boost as a result of their useful creature type, which definitely comes up.
This is narrow removal, though it is reasonably efficient when it does have targets.
If you can transform this, you end up with a very powerful land. Sinking mana into it to repeatedly create 1/1s is really good. And, over all, transforming it isn’t that hard in most White decks in this format. Playing it on turn one is obviously the spiciest way to go, but you can even get it going late.
If you really need a defensive creature this can fit the bill I guess, but if you’re running this your deck probably has some serious problems!
This is a 3-mana bomb. Obviously you need a vampire deck to really get there, but obviously that’s one of the format’s primary archetypes, so it isn’t far-fetched you do. Even on its own, it is a 3-mana 2/2 that makes a 1/1 when it attacks – which isn’t great but it is a very reasonable floor on a card that is an absolutely insane creature token engine.
A 4-mana 3/3 that gives you a 1/1 token is always a decent card, and this one gives you a life link token and both creatures come with a nice creature type!
This is a little expensive for Pacifism, but the life you can gain off of it helps offset it, and it still end sup being premium removal.
If your deck has a good number of dinosaurs, this is a pretty decent card. If you play it on turn one and are able to gain 2 life off of it over your first few turns you’re getting pretty good value. And, really, that’s where most of this card’s value comes from, as the tutor effect on it is super expensive. It doesn’t hurt that it can tutor up a dino though, especially because some of them are bombs!
This is a decent enough Dinosaur payoff, and in a lot of White decks it will have Flying often enough to make it worth it.
Three mana is a decent deal for two creatures with lifelink that have a useful type.
If you’re good at going wide, this can be a decent payoff, especially because the pseudo-vigilance that it gives you can really help alter a race. It is still an incredibly narrow card, though.
This has passable aggressive stats and a useful creature type, so you’ll run it when you need a two drop.
This type of effect is bad in most formats, and that’s true here too! Sure, it cycles itself, but the effect it gives you is just too minor.
Card’s that just gain you life are basically always bad in Limited, and that’s even true with this card. It is a little better than most, because it can be sort of a legit win condition sometimes, since you get to put it back in your deck and draw it again, but you have to be gaining some insane life with this to make that happen.
People swing out a lot in this format, so Settle the Wreckage ends up…wrecking them a lot of the time. The one downside here is that it isn’t that useful in the early game most of the time, especially because you might be ramping your opponent into something scary – but in the mid to late game it gets to be pretty powerful. By that stage, your opponent probably has enough mana to do what they want anyway, so putting them way behind on board is well worth it.
This doesn’t help a creature do well in combat unless it was already big enough to at leas trade, and tricks like that never impress me. It does also help against removal, and it isn’t unplayable, but its not very good either.
This has surprisingly passable stats in this format. It is bigger than most other aerial creatures.
This has passable stats and a useful enough creature type. It’s a decent two drop.
This is pretty narrow, but there are a whole lot of X/2s in this format that you want to kill, so it performs better in this format than it would in most.
This can attack and block pretty well on a lot of boards, since it can threaten to kill a decent chunk of creatures who choose to engage with it. Needing to have the mana available is a real cost, and it isn’t quite as easy to take advantage of the ability as it might look at first, but it does definitely alter the way your opponent attacks and blocks.
Most things with Explore are solid or better, but the cost here is just too much for it to ever be something you’re excited about, especially in a format that is often decided by lower drop creatures.
This is one of the best Commons in the set. It can lead to absolutely absurd starts where your opponent just doesn’t get to block, and its ability stays relevant all game long, forcing your opponent to really respect it by leaving more creature’s back. Throwing in tricks or removal really makes it even better!
If your deck doesn’t happen to have very many creatures with ETB abilities, this is an alright inclusion, because it isn’t likely to impact you much and it is likely to affect your opponent a tiny bit.
This is a nice little trick for the Vampire decks. +2/+2 for one mana is always a decent rate for aggro decks, as it can really help you win combat – and that’s even more true if you’re using it on a Vampire.
Obviously the effect here is massively powerful, but getting to 8 mana is very challenging.
A 5-mana 4/4 Flyer is still a really good rate these days.
It is pretty much impossible to end up with a deck that can effectively utilize this.
As usual, this is a borderline playable. Having to have three mana up to use it at the exact right time is a pretty big downside, but you could do worse on a 23rd or 24th card.
This is a nice card draw effect, especially if you’re able to attack, and you often are in this format.
Looting when it hits your opponent is nice, and goes quite well with its ability to become unblockable.
Obviously, you can’t play this if you don’t have any Equipment or Vehicles. This format does have some decent examples of those at lower rarities though, and if you’ve got enough for this to be a 4-mana 2/2 that draws you one of them, that’s not too bad.
This is a little clunky to set up – paying 3 mana for nothing the turn you play it is a little rough in this format, but once you untap and start playing merfolk, the extra bodies this pumps out are definitely worth it.
3-mana to bounce a creature isn’t amazing, as you are going down a card for tempo alone, but getting some treasure back helps soften the blow.
This is surprisingly effective in this format. You often want to protect your small evasive creatures from removal, and this definitely does the job.
This has nice aggressive stats and Flash to begin with, and the fact it lets you tap down a couple of things if you have another Pirate makes it even more attractive.
Stealing an opposing creature is one of the most powerful things you can do in Limited Magic, because you effectively remove your opponent’s creature while adding something to your own board. You do have to pay a lot of mana to steal some stuff, but paying 6 to take a 4-drop, for example, is absolutely massive. This is a bomb
You probably need 10+ Flyers for this to do work, and that is something that happens sometimes, and when it does it is really nice – but most decks won’t get there
This has sub-part stats for the cost, and its mill effect isn’t particularly good either. It might seem exciting to mill half of your opponent’s library, but this card alone isn’t enough to make a mill strategy viable in this format
This has somewhat passable defensive stats and a useful creature type. You can play it if you’re desperate.
This feels really good when you play it and you already have some creatures who benefit from being unblockable, and that’s not a huge stretch in this format. On the other hand, it does have some pretty ugly stats – but its still quite good, especially in UG
He comes with the ability to protect himself with tokens, and that’s always huge, because it means he can stick around more effectively. His +1 lets you loot if you have a creature do combat which isn’t amazing, but its not too bad either if you’re already ahead. If you are ahead he lets you press your advantage pretty well, especially because his ultimate makes copies that you can generate even more value from.
Making spells cost more to target merfolk is definitely upside, but it isn’t that great in Limited, and this creature’s sub-par stats keep it from being something you want to go after aggressively
If you have a Pirate, this is a better Mana Leak. That’s not too shabby, though it does have the problem that pretty much all counterspells do in Limited: it is very situational
Yeah, this isn’t a real buildaround in this format. There just isn’t enough other milling stuff going on
Flying and +2/+2 for two mana is actually a really good rate on an Aura, and this format also has a couple of prime targets for it that are really hard to kill (Adanto Vanguard and Jade Guardian). This is an Aura you’ll actually play a decent chunk of the time
Like most one mana cantrips in Limited, this is fine, but also something that is very replaceable
If you cast this and untap, you’re not going to lose the game. You’ll just have incredible card advantage. However, getting to those 7 mana, and then untapping after you cast a spell that doesn’t do anything to the board is very, very far from guaranteed
This pretty efficiently bounces a nonland permanent, and its nice that if you aren’t getting good tempo with it, you at least get to Scry 2!
This isn’t the most efficient way to draw cards, but it does give you a mana back and fixes for you.
This is significantly better than it looks. A ¾ is pretty sizable in this format, and the treasure this gives you is pretty big. It can often allow you to double spell on turn 5, in addition to providing you with much needed ramp and fixing.
This is a solid merfolk payoff, and it really represents a source of inevitability for your opponent. It does attack as just a 1/1 more often than you might think, but if you buff it some it becomes more problematic
This has a fairly powerful effect, as bouncing all of your opponent’s stuff obviously has a huge impact on the board. However, it is really only useful aggressively. If you use this just to slow your opponent down, you’re not going to be doing a great job – though it can do that, obviously enough. Ideally, you use it to help you get in with a big swing or even a lethal one
Time ebb effects are nice, because they give Blue a way to actually trade 1-for-1, but obviously your opponent just drawing the card again isn’t quite as good as outright destroying it. Still, this being an Instant is nice, especially in a format where people are doing all kinds of instant speed shenanigans.
This is one of Blue’s best Commons. It has decent defensive stats, but its ability to make Treasure is what is so great. You actually get a ton for your mana investment! The Treasure lets you ramp and fix your mana, and with enough of it, you can definitely splash some off-color bombs.
Once this transforms, it can be pretty powerful. One kind of awkward thing is that virtually every deck in this format is creature heavy, and really doesn’t run that many spells, so whiffing on the Azcanta activation definitely happens. If there was more of a spell deck in this format, it would definitely get an upgrade, but as it is its just a solid card with a decent mana sink ability once it transforms
This end sup with Flying a lot and is one of the better two drops for the Blue-Green deck
This doesn’t have the most exciting Raid trigger, but a two-mana 2/1 that loots on ETB is decent. It is certainly underwhelming when it is just a 2/1. Basically, it has a mediocre floor and a decent ceiling
This format ends up being fast enough that Shore Keeper isn’t really where you want to be most of the time. Obviously if you can make the game go long and use the Keeper’s ability it is going to feel great, but that doesn’t happen a whole lot
Like with most of the Explore cards, this is a nice rate no matter which thing end sup happening. A 3-mana 2/3 Flyer with Surveil 1 is a nice rate, as is a 3-mana ½ Flyer that draws you a card
This is a nice attacker in the early game, and it has an ability that helps it remain relevant all game long. Being able to protect your creatures from removal – simply by leaving up a Blue mana – can really wreak havoc on your opponent
These card’s that basically just blink/flicker something are almost never good in Limited. They are too situational. Even in a Pirate deck, where you get a cantrip, this still isn’t very exciting
This is a sideboard card like it usually is. Your opponent won’t have enough spells to make this worth it, especially because you need things to line up just right! You have to have your single Blue mana up, your opponent has to play a noncreature spell, and they have to be unable to pay the two mana
5 mana for a counterspell is far from efficient, and it is definitely awkward leaving that amount of mana up in Limited, when you really need to be adding to the board. But Treasure is a great resource in this format, and getting three of them really helps make this a card that you’ll actually play sometimes, though it still isn’t much more than decent
This is a bit underwhelming if you don’t get Raid going, but a two mana ½ Flyer isn’t the end of the world, especially in a format where you can buff your evasive creatures pretty easily
This feels great when you’re able to Raid, as a 3-mana 2/2 that draws you a card is usually going to give you a nice 2-for-1, but being a Gray Ogre when you don’t raid is pretty miserable
This is clunky. With only 2 toughness it can die to a whole lot of cheap removal in the format. This format of course has a lot of creatures that die to that kind of removal, but most of the creatures that’s true about also cost a lot less, so it doesn’t feel quite as miserable when your opponent pays 1-2 mana to destroy this. This definitely does feel miserable, especially because you can end up a hurting your tempo at the same time, since you have to bounce something. You can, of course, bounce something that gives you value, but that’s not something that always lines up.
This is clunky. With only 2 toughness it can die to a whole lot of cheap removal in the format. This format of course has a lot of creatures that die to that kind of removal, but most of the creatures that’s true about also cost a lot less, so it doesn’t feel quite as miserable when your opponent pays 1-2 mana to destroy this. This definitely does feel miserable, especially because you can end up a hurting your tempo at the same time, since you have to bounce something. You can, of course, bounce something that gives you value, but that’s not something that always lines up.
Creatures that freeze something down when they ETB are always nice, as they effectively give you something on the board while subtracting something from your opponent. It can really enable you an attack you didn’t already have, and it can also do a great job of helping you stabilize. This is an excellent Common
This isn’t anything special, but it definitely can ambush creatures sometimes, and it gives you a sort of decent flyer too
This card is one of the ideal Common payoffs for the Vampire deck in this format. +2/+0 can really allow you to send in a whole lot of creatures, including tokens with lifelink, and in a pinch it can even just pump itself, though it is far better when you can use it to just keep sending in a threatening creature every turn
This is at a disadvantage in this format because aggro decks are king here. This can definitely give you some amazing card advantage, but it is slow and costs you life to do it. The nice thing is, once your live is low enough, it transforms and gives you a way to gain back a bunch of that life
This isn’t really the Vampire payoff you’re looking for. The creature is really inefficient – and 5 mana is a lot in this format – so the payoff isn’t that impressive. It can definitely do some damage, and you’ll end up playing it in your vampire decks, but you’re more interested in finding ways to buff your vampires than an effect like this
This has decent stats as a one mana 1/1 Flyer and it does have some late game utility, though you don’t often reach that stage of the game
This is harder to set up than it looks at first. Its easy to imagine scenarios where its just massive, and those things do happen, but one awkward thing about it is that it isn’t really a Flash creature that actually ambushes stuff, because most creatures die during combat. So the usual way this works is that you make a couple of trades and then you flash it in at the end of your opponents’ turn and get a reasonably efficient creature. But there are plenty of turns where it is just a 1/1 or a 2/2, and while a 2/2 is passable, it certainly isn’t special
This is harder to set up than it looks at first. Its easy to imagine scenarios where its just massive, and those things do happen, but one awkward thing about it is that it isn’t really a Flash creature that actually ambushes stuff, because most creatures die during combat. So the usual way this works is that you make a couple of trades and then you flash it in at the end of your opponents’ turn and get a reasonably efficient creature. But there are plenty of turns where it is just a 1/1 or a 2/2, and while a 2/2 is passable, it certainly isn’t special
This format has a lot of cheap creatures, so a card like this would normally be at a bit of a disadvantage, since paying 5 to kill a two drop is brutal – but like most cards that make Treasure in this format, this is better than it looks. You get two mana back, so the card is really more efficient than it looks.
The best thing to do with this is sacrifice a Treasure, as that generally gives you some serious value. It can also sacrifice creatures like most versions of this effect, but that isn’t nearly as appealing
5 mana is a lot for only 3 damage, but the good news is this can kill a whole bunch of creatures in this format, and the inefficiency is made up for by the fact you get to gain 3 life too. It doesn’t hurt that you can go after your opponent with it too!
When you can Raid with this, you’re often getting yourself a 2-for-1. However, you can’t always raid and this effect also isn’t that impressive later on in the game.
Your opponent is going to need a graveyard for you to do stuff with this – and they will often enough that you can explore with this a few times, and Explore is definitely nice value
This is another expensive card that is definitely held back by the speed of this format. You want cheaper creatures for the most part. This certainly has a nice ability since it can come back to your hand, but you do need to be going reasonably wide with Vampires to do it. It is a decent payoff if you’re in the Vampire deck, but not really a premiere one
This has decent defensive stats even when it can’t attack, and it can actually get in there pretty often
This has decent stats, and it generally feels alright to trade it off and get a Treasure
This is another solid Explore creature where either outcome gives you something pretty decent. You either end up with a 4-mana 3/3 with Menace and Surveil 1, or you get a 4-mana 2/2 with Menace that draws you a card
This gets the majority of its value out of just being a 5-mana 4/4 with Menace and Deathtouch. The ETB ability is definitely nice, and sometimes it will allow you to find lethal the turn it comes down, but because it is symmetrical it isn’t like it has a big impact on the race. All that said, it is a really good card – just not a bomb
This gets the majority of its value out of just being a 5-mana 4/4 with Menace and Deathtouch. The ETB ability is definitely nice, and sometimes it will allow you to find lethal the turn it comes down, but because it is symmetrical it isn’t like it has a big impact on the race. All that said, it is a really good card – just not a bomb
A two mana 2/1 with Menace is already a nice card in this format – at least a 3.0 – so the Pirate payoff here is big, since it allows you to crank out 2/2 creature tokens with Menace. This does have the ability to take over games sometimes, though obviously its small size does make it pretty easy to deal with in combat.
These effects are always kind of underwhelming, because you usually have to give up some sort of resource in order for this effect to kill an opposing creature. However, in a format with Raid and decent combat tricks, it does get a bit better, and the times where you play this as a 4-mana 3/3 that kills something feel pretty good.
This is mostly not doable in this format. It is a grindy card in a format that isn’t grindy, and it forces you to have a nice mix of creature types that isn’t that easy to come by. Obviously, if you can use it to return 3+ creatures it feels pretty good, but it isn’t going to be doing that until the extreme late game.
This is Mind Rot with some decent treasure upside, but like Mind Rot usually is, it is a borderline playable and not much more than that.
This has nice stats and it is highly disruptive, as taking your opponent’s best card from them on turn two is a big deal. You’re usually going to be taking removal, since if you don’t they will just kill your Freebooter in most cases, but that’s plenty good.
This definitely has a powerful ability if you have enough Explore going on, and you can end up in BG decks in this format where that’s pretty doable. The trigger almost always has something to kill. However, you can’t really play this unless you have 8+ ways to Explore in your deck, and I think that means it needs a build around grade.
This is a very efficient way to get a couple cards back from your graveyard in a Pirate deck, and having one of these around is generally a good idea if you’re in that deck. Playing more than one is asking for trouble, though.
+2/+2 and Lifelink is the kind of boost that can alter a game, but it carries massive risk since it costs a significant amount of mana and its still an Aura, which means 2-for-1s are a real possibility
Most Explore card are pretty nice, but not this one. It justs costs too much mana for this format.
If you need a two drop Vampire, and sometimes you do, this does that. Generally, though, you’re hoping for one that actually does some other stuff.
This looks like it would be a really neat buildaround – and I guess it kind of is – but it isn’t really advisable to build around it. Paying 4 and not doing anything to the board in this format is a good way to lose, and this just doesn’t do enough to disrupt your opponent
This costs at on of mana an doesn’t really do much, so you don’t want to play it! Sure, you might get some treasure, but you’ll never get the alternate win condition to trigger
This 3-mana 3/2 draws you a card often enough that its pretty darn sweet. Sure, you take some damage along the way, but you’ll have lots of lands and probably a pretty low curve, so you can endure that for all the extra cards
This is a really nice treasure payoff, but turning three of them into a card is no joke. You won’t always have the time to use the other ability, but when you can it is obviously fuel the card draw
This is a really nice treasure payoff, but turning three of them into a card is no joke. You won’t always have the time to use the other ability, but when you can it is obviously fuel the card draw
Another nice Explore creature! You either get a two mana ½ that draws you a card, or a two mana 2/3 with Surveil 1, and that’s a great deal
This can trade with everything if you have Black mana up, and as always that kind of death touch creature is a solid playable. It isn’t great at attacking, though it can be a bit of a Raid enabler since people often don’t want to block it
Because this format is so aggressive and involves so much combat, Skullduggery can give you some serious blowouts – even 2-for-1s – and doing that for one mana is big. Now, it is still mostly a trick, and that makes it situational, but there isn’t really a Black deck in this format where you don’t want a couple of these.
Wind Drake stats, a useful creature, a point of life drain makes for a pretty nice common!
As is the case in most formats, destroying lands isn’t worth doing in this format, even with life loss tacked on.
This looks like it would be completely unplayable, but it is a bit better than that. This is because aggro decks are so legit in this format, and you can often cast this and really put your opponent in a pick-your-poison situation. Now, if you aren’t already threatening your opponent, a card like this gets a lot less good, because your opponent will have some better options, but this is actually a decent playable
This kills a whole bunch of stuff in this format at instant speed and at a reasonable rate. It is premium removal.
This is a decent little one drop that can really threaten a ton of damage early. It obviously gets less impressive the longer the game goes on, though
This is a great removal spell. Obviously you’ll mostly be taking down creatures with it, and exiling them entirely is definitely nice, as is two life. You get a great deal for the mana investment here
Don’t fixate on the fact this can’t kill Merfolk. It still kills almost everything in the format, and it does it incredibly efficiently
The downside here is pretty real. If you play this on turn two, it is definitely a threat, but there are lots of ways it can die, and even in combat trading tow creatures for it is often well worth it because of the treasure you get. It is actually kind of better in the late game, because by the time you’re there, your opponent won’t be getting as much of an advantage out of the treasure, but it definitely isn’t a very good card
The nice thing about this is that you can play it and it immediately has an impact on many boards, where you are able to attack a heck of a lot harder. The bad news is this costs 7 mana in a format where getting to that much mana is pretty difficult. It is also woefully inefficient in terms of its stats!
This thing is kind of a monster. This format has lots of smaller creatures, so a 4-mana 5/5 is pretty impressive. And sure, it comes with a downside, but you’re attacking a lot in this format anyway, so it isn’t hard to overcome
Another decent Explore creature. In this case, you get a 4-mana 3/3 with Haste and Surveil 1, or you get a 4-mana 2/2 with Haste that draws you a card
This usually comes down and kills a very relevant creature while also bolting your opponent, and then you’re pretty likely to have the largest creature on the table. The one bummer here is the triple Red, but its still a bomb
She generates treasure for you when she attacks, which effectively makes her a 3/2 with Haste, and the threat of sacrificing the treasure to bump up her power often makes her hard to block. If she is allowed to attack more than once, she does build you a pretty impressive advantage
This has a powerful activated ability, even if it is a bit expensive. It lets you just steal your opponent’s best creature every turn and throw it at them, and that’s kind of the floor. Sometimes stealing an opposing creature is enough to just give you lethal in the first place
A 5/5 is huge in this format, so tacking on Haste and Trample makes for a pretty monstrous creature, one that can end games on its own
This only deals with Artifacts very inefficiently, and the flexibility to hit lands doesn’t mean much. This is sort of a sideboard card I guess, but you basically never side it in
Trumpet Blast can be playable in decks that can go wide, and the dinosaur upside here is good, but you’d usually rather just have another creature
This format has a ton of X/1s, so this is actually something you can play in your main deck without feeling terrible. It is probably still better to start in your sideboard, but if you’re in need of one more playable card, it can do it.
This has decent starting stats, and its ability to pump its power makes it surprisingly problematic as an attacker. Your opponent ends up just having to take the damage from it pretty often in this format, as this can trade pretty well thanks to that Firebreathing.
This is mostly sideboard material. Having it in your main deck against Pirates is awful. If you are a Pirate deck it gets better, but you still have to find the right situation to make use of it, and those don’t come up a whole lot
This is a decent attacker in the early game, and if it ever gets to the extreme late game, this has a powerful effect – but you won’t get there very often
This is an excellent Common. Even if it always did 3 it would be good, but you can get it do 6 pretty often, and that’s enough to kill almost everything in the format.
If your deck needs another dinosaur, this can do the job – but you’re hoping to get a better one
This is a 3-mana 3/3 with Menace pretty often. And sure, it can’t Block – but you don’t do that in this format a whole lot anyway!
In some really aggressive decks this can do some work, but like all Threaten effects, it is a bit too situational to make the cut very often
This is excellent. It can kill most creatures in this format for very little mana, and obviously it can provide you with some reach in the late game
This is a decent payoff for Pirates, but it is surprisingly unaggressive. It can definitely do some damage, but the best Pirate cards in this format can actually attack
This is hard to build around in this format. You can sometimes get enough ways to make treasure, and enough fodder creatures to make it worth it, but it doesn’t come together very often
This is a decent two-drop, especially in a Dinosaur deck, but it isn’t much more than that
Reducing the cost of your dinosaurs and giving them Haste is pretty spicy, as there are some nice 4 and 5 mana Dinosaurs that you’ll want to play, and this powers them out nicely
A 3-mana 3/3 with Menace is a nice card for sure, and if you’re the beat down, the other two abilities are great too, as they really make it hard for your opponent to survive the onslaught. The bad news is that sometimes you have to play this when it hurts you more than your opponent, but even in those situations you can find a way to trade it off
This mostly plays a two mana 1/1 that gives you a 3/3 when it dies, and that’s a fine card. It is pretty hard to get more than one token out of it, although if you can it feels pretty good
3 mana for 3 damage to any target is a nice deal, and the fact you can sink mana into this late and get it back every turn is pretty sweet
A one mana 1/1 with First Strike plays reasonably well in this format, and this is often a 2/2
The idea here is to use this to trigger Enrage, but that’s far too situational, even with the cantrip attached to it. It can work out sometimes, but you’ll end up cutting it a lot more than you’ll end up playing it
People look at this card and really only think about the downside, but the fact is this is a pretty good rate for Limited. It ends up feeling a bit like Explore cards in the format, where you can end up with a few different outcomes, and they all end up being a reasonable deal. You end up netting one card no matter what, and while sometimes you’ll end up discarding something you wanted to hold on to, the fact is you’re still up a card! And, discarding two lands at random isn’t that unlikely, and when you turn this into a 5/5 that draws you a card, it feels pretty awesome. Usually though, it ends up as a 4-mana 3/3 that draws you a card. It certainly does have downsides, but you have to keep in mind that the card off the top of your library is already random anyway, so the randomness here is just a part of that
You’re not super interested in doing this in this format. This can’t trade for much and rummaging is really slow
This is definitely slow, but casting it usually gives you a great chance at winning the game since it sweeps the board. 7 mana is a ton in this format though, and like all sweepers, there are situations where it hurts you more than your opponent. Still, it can utterly reshape the game in a way not many cards can
The Raid trigger here really isn’t very good, and neither are the stats. Your opponent will usually have something they don’t care about to sacrifice
This tends to come down and kill something pretty often, while also giving you a body that can trade – and obviously that’s a 2-for-1. The Raid requirement is real, but you can get it going often enough for this to be a pretty nice card
This isn’t the worst creature ever to have at the top of your curve. It doesn’t have very good stats, but it does represent some inevitable damage thanks to Enrage
This card is really cool, but this just isn’t the format for it. If you pay 6 mana and don’t add to the board in this format, you’re probably dead. If you can get a more defensive deck together it can obviously win you the game, but that’s easier said than done
Tricks are a bit better int his format than most, since it is such an aggressive one, and Sure Strike is the kind of trick that allows you to win most combats.
This gives a nice boost for the cost, though you won’t often be able to take real advantage of the Haste, since you would need to cast the creature and have the mana to cast this. Like all Auras, it can be pretty risky.
This is a nice little Common payoff for the Dinosaur deck, as it just end sup being a 5/3 with Trample a huge chunk of the time, and that’s a nice attacker
This ends up attacking as a 3/3 often enough that it’s a pretty nice Common
This can be pretty sweet if it has a good creature to copy, but there are times where having another copy of something you have in play doesn’t accomplish much, and this is incredibly vulnerable when it isn’t copying things
A 4-mana Enchantment without any real effect on the board is a liability in this format, and the effects this gives you don’t really pay you off for it.
This isn’t super efficient, but it can kill most stuff and it comes with the upside of being able to burn the opponent
So this is a card that you tap out for and it doesn’t add to the board right away, but it really pays you off for that, since you get to effectively draw an extra card every turn this is in play. Even with the extra card, transforming this isn’t the easiest thing ever, but the good news is its really powerful even if you aren’t transforming it. That said, being able to Bolt things for 3 damage over and over again is also quite powerful
This is really held back by the fact that it costs Double Red. Treasure cards are at their best when they can really help you in the early game, and this just won’t do that because the mana cost is a challenge in Limited. It is fine if your deck has 12 or so Mountains, but your mana base won’t usually look like that
This is really big…but you just aren’t in the market for a vanilla 8-mana 9/9 in this format. Colossal Dreadmaw is where you want to be if you want a top-curve dino
This can kill a lot more things when it comes down than you might think, and the body it leaves behind is actually pretty good at deterring your opponent from attacking
Even in a format this aggressive, a Fog effect is unplayable
In some formats, this would be a candidate for one of Green’s best commons, but this isn’t that format. Gray Ogre stats are rough in a format with tons of efficient creatures, and ramping isn’t really something you find yourself doing a ton in the format
Obviously, this is a bomb. It is very tough for your opponent to deal with it thanks to HExproof, and its absolutely massive size plays very well in this format
This is a solid top-curve creature to have, and it is often the biggest thing when it comes down
This is a decent 23rd card, as it can help you hit land drops and find Dinosaurs, but you end up cutting it more often than not
Tricks are better than usual in a format where you attack all the time, and even though this one is a bit expensive, it will win your creature combat in most situations, and it can help you find ways to sneak in lethal.c
You can play this in your main deck if you’re desperate, as there are enough targets between the two modes, but it is still better out of the sideboard.
This usually has some legit stuff to do by exiling cards from graveyards, and it attacking as a 4/3 or gaining you some life is some pretty nice value
Obviously you need a decent number of noncreature spells to really power the Champion, but once you have those this can be a big problem when it attacks your opponent, as they have to consider the fact that it might get bigger, and that makes it hard for them to block
This is surprisingly difficult to block profitably, and it comes with a very useful creature type.
This helps you ramp into some of your bigger dinosaurs, and the fact that it becomes a 3/3 is a big deal, since it isn’t quite as wimpy as most mana dorks when you get it late
We see cards like this a lot, and they are basically never worth it in Limited. It often results in being a super situational removal spell, and you don’t want that
Exploring with combat damage is pretty sweet, and the creature it is on has some pretty solid stats to begin with
This ends up holding your opponent’s aerial creatures down, and is a pretty good attacker when you need it to be
The majority of the value you’re going to get out of this is the ETB effect, which gives you some decent card selection. Once it flips it can produce a ton of mana, but its hard to find something to use that on
This doesn’t do a great job of blocking things in this format, since there are so many cheap Common creatures with evasion, and that’s kind of what you would want this card for. Explore is still nice value of course, but neither outcome feels that great
This is probably the best card in this cycle, and that’s because it starts out as a two mana 2/2, which is much better than how the others start! The late game effect won’t come up a ton, but its decent upside
This is obviously pretty nice as a Merfolk payoff, since it can buff a merfolk permanently – including itself, and it also gets a ton of value out of Hexproof. There are lots of ways to Buff merfolk, and if you do it on the Guardian, you know your opponent has very little chance of dealing with it. It gets particularly spicy if you have Auras and stuff to put on it, as it gets you around the normal downside that kind of spell has
This is obviously pretty nice as a Merfolk payoff, since it can buff a merfolk permanently – including itself, and it also gets a ton of value out of Hexproof. There are lots of ways to Buff merfolk, and if you do it on the Guardian, you know your opponent has very little chance of dealing with it. It gets particularly spicy if you have Auras and stuff to put on it, as it gets you around the normal downside that kind of spell has
This is usually a one mana 2/2 with a useful creature type, and that’s fine
This card either gives you a two mana 2/1 that draws you a card, or a two mana 3/2 with Surveil 1, and I would be pretty happy with either of those outcomes.
It is very nice that this actually improves your board, even if it is only slightly. That +1/+1 counter is big though, because you can’t really afford to be doing stuff that doesn’t impact the board in some way. Meanwhile, this can help you fix for a bomb, or ramp you into an early Dreadmaw.
This card is silly. A one mana 3/3 is obviously awesome, but ramping your opponents’ mana for them, and maybe even fixing their mana, is not worth it. It does get kind of okay late, because your opponent won’t benefit as much for the ramp, but uh…a 3/3 isn’t quite as impressive late
Green has enough big creatures that Pounce is pretty reasonable. Keep in mind that it is an Instant, unlike most fight effects
These have passable stats and the ability to ramp and fix your mana is pretty real
Trading with this and gaining 2 life is pretty reasonable, and if you’re the beat down it’s a decent attacker too
It is pretty hard for your opponent to interact with this card without getting 2-for-1’d. The Enrage ability is just really good, and it has above-rate stats too. The high toughness makes it more doable to trigger it multiple times too
Don’t sleep on this card. In a lot of formats this wouldn’t be what you want to go after, but this is really the premiere Common payoff for Merfolk, and maybe just the premiere non-rare/mythic payoff. There are lots of good merfolk in the format, and you’re always attacking with them, so River Herald’s Boon is a huge deal and just breaks open combat on a regular basis, while also permanently making your board more imposing
This is great. Even if you pay 3, you’re ending up with a nice card, and when you pay one mana for it is an absolute beating for your opponent
If you end up playing someone with a ton of removal, maybe you side this in, but this is mostly unplayable
This format doesn’t really have enough of either of these permanent types for this to be anything more than a sideboard card. Drawing a card is obviously a great thing to tack on, as it is a 2-for-1, but if you don’t have targets, it doesn’t matter
Flashing this in to block something with 3 or less power feels pretty awesome, as it will kill the attacker and give you a 5/5 when you untap, and the fail case is still a sizable dino that can threaten to grow.
This is an inefficient creature that tries to help you block, but blocking is not the most common thing in this format, so you’re not very interested
If you can play this and then untap you are going to be in good shape, as cranking out dinosaurs every turn is a big deal, as is pumping your Dinosaurs. But all high mana cards in this format get downgraded because the format is so aggressive.
You will be really happy whether you get a 3-mana 2/2 that draws you a card, or a 3-mana 3/3 with Surveil 1. This is great value
This kind of card is always a bit too situational for me be that interested. It does pretty much nothing if combat doesn’t line up the right way. And yeah, this can let you cycle at least, but still, it isn’t making the cut that often.
Expensive cards in this format can be a liability, but this one does something that can actually help you stabilize against aggressive decks – and that is gain you at on of life. A 7-mana 5/5 that gains you 5 life can certainly get you back ahead from behind, and if you untap and play another creature things can get really out of hand. It is still quite expensive, but it is one of the few high mana cards in the format that I think you can take pretty highly
It isn’t very hard to have targets for this, especially because it can also target itself, and it ends up giving you a ton of value for your mana
This definitely has some mediocre Hill Giant Stats, but they are passable. The mana sink ability here is definitely powerful though, as turning your lands into creatures is a good way to gain an advantage
Even if your deck only has a few cards with Explore, this is really good, as it has passable stats and the Explore payoff is pretty massive. Gaining that life is especially good at helping you turn the game into a grindy one, and the Walker getting bigger and bigger is a very big deal. If you end up with a lot of Explore, there’s a good chance this is the best card in your deck
If you can get your mana in order to cast her in your Pirate deck, she’s obviously pretty sweet. Pumping all your Pirates is nice, but what really makes her sweet is her ability to threaten to take your opponents permanents. Your opponent will generally keep that from happening, but the ability itself makes them block in some really ugly ways
This is a terrible signpost Uncommon, and that really hurts the GW deck. It is basically a 7-mana 6/6 that gives you some high toughness upside, but the GW deck tends to just be a dinosaur deck that doesn’t care about toughness very much, and that’s largely because this payoff is so expensive and underwhelming.
Three Vampire bodies with lifelink is pretty sweet, and the format has lots of nice ways to buff your vampires, which always goes great with lifelink
This is a grindy card in a format where you’re not that interested in making games go long. If your deck is already making Treasure without the help of the Plunderers, it tends to be pretty efficient, but if your main play is making treasure with this you’re going to be in trouble, as sinking 4 mana into that ability instead of adding to the board is a bad plan
This tends to attack really hard in Black-Red decks, and that’s pretty much what this format is about!
This is pretty hard to cast in a format that is pretty fast, but this is very likely to pull you ahead if you can cast it, since you’ll generally put not only Gishath but some other dinosaur into play right away, and that’s hard for the decks in this format to punch through. Most decks can’t really swing it, though, so I think you need a buildaround grade here
This card is insane. It’s a removal spell that also gives you the creature that you remove! You do need to untap and play that creature most of the time, but this still gives you insane value and is basically a 3-for-1, so it’s a bomb
Huatli can crank out 3/3s to protect herself, and her +2 can help you stabilize against an opposing aggressive start. Her -X is also pretty sweet, as it can really decimate the opposing board. She’s a bomb
Looting off of Raid is nice, but it isn’t that great. The creature does have nice stats at least
This can come down and really mess up your opponents’ board – this format has a lot of X/1s, especially in the non-Dino decks. IT can also trigger Enrage for you, which is nice – but…awkwardly, it can also trigger opposing Enrage which isn’t very much fun. Still, you get to choose when to play this thing, and if you pick your spot this card is amazing, especially because you get a big efficient creature too!
You get a 4/4 and a 3/3 fo 5 mana here, and that’s crazy. Those two bodies will be a big road block for your opponent if you were behind, and if you are ahead you’re going to be rumbling with both of those bodies. This is a bomb.
You don’t always have time to use mana sink abilities in this format, but this has nice base stats and can do some wacky stuff with +1/+1 counters in the late game, so its pretty good.
This will strike terror into your opponent’s heart if you play it on turn two. This can sometimes go an entire game without being blockable thanks to the combination of Flying and Menace, and it often represents tons of damage.
She’s expensive, but she’s usually worth it since she draws you so many cards and will add a real body to the board. You do have to hope you get to untap to take full advantage of those cards, and that’s not always going to happen in this format, but this is an expensive card that is worth it sometimes.
A 5-mana 4/4 with Vigilance and Lifelink would be pretty solid in this format, since it can really wreak havoc on a race and help you gain enough life to endure your opponent’s aggressive onslaught. I mean, its basically Batterskull! So, the added ability to destroy nonland permanents is a pretty big deal. 7 life is a lot, but Vona will gain you that life on its own. Its also nice you can attack with it to gain 4 life, and then use the ability on the same turn. This is a bomb
A 5-mana 4/4 with Vigilance and Lifelink would be pretty solid in this format, since it can really wreak havoc on a race and help you gain enough life to endure your opponent’s aggressive onslaught. I mean, its basically Batterskull! So, the added ability to destroy nonland permanents is a pretty big deal. 7 life is a lot, but Vona will gain you that life on its own. Its also nice you can attack with it to gain 4 life, and then use the ability on the same turn. This is a bomb
his doesn’t really give you a card’s worth of value most of the time. Flying alone just isn’t worth it
This is a beefy Vehicle which is nice, because all it needs to do to transform into a powerful land is attack. Crew 4 is definitely a lot, but it isn’t that hard and once this transforms it ends up being a very powerful utility land
You mostly end up playing this for the Equipment side of things – it offers a pretty real boost for the casting cost and the Equip cost. Giving your opponent Plants isn’t awesome though. Transforming this in the early game can be worth it for all that mana, but you won’t always have anything to use it on later in the game
This is pretty expensive for stats that aren’t all that impressive for a vehicle. You can crew it for a reasonable two power, but it doesn’t really feel like you’re getting a deal with this
This is very slow and very clunky. Being able to pay 4 to shock something every turn is nice, but having to discard a card to untap it definitely isn’t.
Buffing all your pirates is pretty sweet, even though this Vehicle isn’t that impressive in terms of cost and how much it crews for. It does make it easier for you to crew it because it bumps the power of your Pirates, and it is a pretty real attacker thanks to the combat damage trigger
There’s no reason to play a Hill Giant that doesn’t do anything else in this format
Sometimes you end up in a wacky ramp deck in this format, and this can be passable there. The life drain makes it a little easier to stomach not actually adding to the board, but it doesn’t do enough
This format is a tribal one, but you aren’t really interested in this unless you’re in the Dino deck, and even if you are it feels too narrow to be very good
This is probably the best Common in the set. The stats boost it offers you is big – especially when you equip it for free - and most of your decks will end up with at least some Pirates in it. +2/+1 is big in this format filled with smaller creatures
There’s not really a spell deck in this format, so transforming this and taking advantage of it is a challenge. If your deck does have a lot of spells, it is pretty good
This doesn’t give much of a boost for the cost, and getting Treasure isn’t enough to offset that fact
There isn’t a real graveyard deck in this format, so you don’t even end up sideboarding this.
This is a nice Explore payoff, though it is honestly less impressive than either of the Uncommon ones!
This is a nice little Vehicle that gives you nice stats for the cost and it is very easy to crew
This is unplayable. There aren’t enough activated abilities around that are worth turning off, and even if you do name something where you take away an ability, you aren’t going to get a full card of value out of this
This is a slow and grindy card in a format where doing slow and grindy things can be dangerous. Obviously, you can use it to fix your mana, and then it transforms into Maze of Ith, which is pretty sweet – but you won’t have the time to make it do its thing very often
This is powerful. Scry 1 for 1 mana isn’t a terrible deal, as it allows you to really filter your draws, and it is definitely worth the investment in this case, because this eventually transforms and starts drawing you cards and/or fixing your mana
Tribal decks are real in this format, and if you end up in one that has 10+ creatures of the same type, Vanquisher’s Banner is definitely worth it, as it buffs most of your creatures and will net you lots of cards.
As always, the dual land cycle in this set offers nice fixing that you should be interested in if they are in your exact color pair, or if they help you splash something
As always, the dual land cycle in this set offers nice fixing that you should be interested in if they are in your exact color pair, or if they help you splash something.
This is a sideboard card. It is one you will use on rare occasions, where your opponent has a few of the double-faced lands that can be quite powerful
As always, the dual land cycle in this set offers nice fixing that you should be interested in if they are in your exact color pair, or if they help you splash something.
As always, the dual land cycle in this set offers nice fixing that you should be interested in if they are in your exact color pair, or if they help you splash something.
As always, the dual land cycle in this set offers nice fixing that you should be interested in if they are in your exact color pair, or if they help you splash something.
While this is a tribal set, it isn’t so tribal that a land like this ends up being worth it. It usually does more damage to your mana than its worth
Filter lands are always pretty bad, and that’s the case in this format too. If you’re really desperate for fixing, it can do the job, but its way worse than most other options for fixing. It basically adds a tax of one mana to all of your off-color cards, and that’s bad
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-uncommon|White|Creature — Vampire Soldier
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Enchantment
|
0.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|White|Enchantment
|
0.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Dinosaur
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Creature — Vampire Cleric
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Creature — Vampire Soldier
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Instant
|
0.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Vampire Cleric
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Human Cleric
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Creature — Hound
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Vampire Soldier
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Creature — Dinosaur
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Dinosaur
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Human Knight
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Vampire Cleric
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Enchantment
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Creature — Human Cleric
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Creature — Dinosaur
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Creature — Vampire Soldier
|
0.0 // 3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Sorcery
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Legendary Enchantment
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Creature — Dinosaur
|
1.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Legendary Creature — Vampire Cleric
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Creature — Vampire Knight
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Enchantment — Aura
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Creature — Human Cleric
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Creature — Human Knight
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Sorcery
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Instant
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Creature — Dinosaur
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Instant
|
1.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Instant
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Instant
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Instant
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Creature — Dinosaur
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Creature — Vampire Soldier
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Instant
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Dinosaur
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Creature — Human Scout
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Creature — Dinosaur
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Creature — Human Soldier
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|White|Instant
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|White|Creature — Dinosaur Avatar
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Blue|Creature — Elemental
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Blue|Enchantment
|
0.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Instant
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Blue|Sorcery
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Blue|Creature — Human Pirate
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Blue|Creature — Human Pirate
|
0.0 // 2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Blue|Enchantment
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Instant
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Instant
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Blue|Creature — Siren Pirate
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Blue|Sorcery
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Blue|Enchantment
|
0.0 // 3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Blue|Creature — Fish
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Creature — Merfolk Warrior
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Blue|Creature — Merfolk Warrior
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|Blue|Legendary Planeswalker — Jace
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Blue|Legendary Creature — Merfolk Wizard
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Blue|Instant
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Blue|Enchantment
|
0.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Enchantment — Aura
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Instant
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|Blue|Sorcery
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Blue|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Sorcery
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Creature — Human Pirate
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Blue|Creature — Merfolk Warrior
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Blue|Sorcery
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Creature — Human Pirate
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Blue|Legendary Enchantment
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Creature — Merfolk Wizard
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Creature — Human Pirate
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Creature — Trilobite
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Creature — Siren Pirate
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Blue|Creature — Siren Pirate Wizard
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Instant
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Instant
|
0.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Blue|Instant
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Blue|Creature — Human Pirate
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Blue|Creature — Human Pirate
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Creature — Merfolk Wizard
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Blue|Creature — Merfolk Wizard
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Creature — Merfolk Wizard
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Blue|Creature — Merfolk Wizard
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Creature — Vampire Cleric
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Black|Legendary Enchantment
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Creature — Vampire Cleric
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Creature — Bat Imp
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Black|Creature — Vampire Knight
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|Black|Sorcery
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Sorcery
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Instant
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Instant
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Creature — Human Pirate
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Black|Creature — Human Pirate
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Creature — Vampire Knight
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Creature — Human Pirate
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Creature — Human Pirate
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Creature — Human Pirate
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|Black|Creature — Orc Pirate Wizard
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Sorcery
|
0.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Black|Creature — Human Pirate
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Creature — Human Pirate
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Sorcery
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Sorcery
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Creature — Human Pirate
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Creature — Beast Horror
|
1.5 // 3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Sorcery
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Enchantment — Aura
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Creature — Vampire Scout
|
1.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Creature — Vampire Soldier
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Enchantment
|
1.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Black|Enchantment
|
0.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Black|Creature — Orc Pirate
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Creature — Orc Pirate
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Black|Creature — Vampire Knight
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Creature — Human Scout
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Creature — Insect
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Creature — Vampire Soldier
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Sorcery
|
0.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Black|Sorcery
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Black|Instant
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Creature — Vampire Soldier
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Black|Instant
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Sorcery
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Creature — Human Pirate
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Red|Creature — Human Pirate
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Red|Creature — Dinosaur
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Creature — Human Pirate
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Red|Creature — Dinosaur Avatar
|
5.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Red|Legendary Creature — Human Pirate
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Red|Creature — Human Pirate
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Red|Creature — Dinosaur
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Sorcery
|
0.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Red|Instant
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Instant
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Creature — Human Pirate
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Red|Instant
|
0.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Creature — Elemental
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Sorcery
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Creature — Dinosaur
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Creature — Orc Pirate
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Sorcery
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Red|Instant
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Red|Creature — Goblin Pirate
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Red|Enchantment
|
1.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Creature — Dinosaur
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Red|Creature — Human Shaman
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Red|Creature — Dinosaur
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Red|Creature — Dinosaur
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Red|Sorcery
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Red|Creature — Goblin Pirate
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Sorcery
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|Red|Creature — Human Pirate
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Creature — Goblin Rogue
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|Red|Sorcery
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Red|Creature — Orc Pirate
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Creature — Human Pirate Wizard
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Creature — Dinosaur
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Red|Enchantment
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Instant
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Enchantment — Aura
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Creature — Dinosaur
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Creature — Human Knight
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Red|Creature — Human Shaman
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Red|Enchantment
|
0.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Red|Instant
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Red|Legendary Enchantment
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Red|Creature — Goblin Pirate
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Creature — Dinosaur
|
0.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Green|Creature — Human Archer
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Instant
|
0.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Creature — Dryad
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|Green|Creature — Dinosaur
|
5.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Creature — Dinosaur
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Sorcery
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Instant
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Instant
|
1.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Green|Creature — Dinosaur
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Green|Creature — Merfolk Shaman
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Creature — Merfolk Warrior
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Green|Creature — Human Druid
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Green|Sorcery
|
1.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Green|Creature — Human Scout
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Creature — Dinosaur
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Green|Legendary Enchantment
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Creature — Human Druid
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Creature — Human Shaman
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Creature — Merfolk Shaman
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Creature — Merfolk Warrior
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Green|Creature — Merfolk Shaman
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Green|Creature — Merfolk Scout
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Enchantment — Aura
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Green|Creature — Dryad
|
0.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Green|Creature — Dinosaur
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Creature — Dinosaur
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Green|Creature — Dinosaur
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Instant
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Green|Sorcery
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Green|Enchantment
|
0.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Green|Instant
|
0.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Green|Creature — Dinosaur
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Creature — Dinosaur
|
1.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Green|Creature — Dinosaur
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common|Green|Creature — Merfolk Scout
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Green|Instant
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Green|Creature — Dinosaur Avatar
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Green|Creature — Merfolk Shaman
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |