Average Picked At: 9.10 Total Times Picked: 20 Average Last Seen At: 6.91 Total Times Seen 219
Pro Rating: 2.5 Pro Comment: This starts as a Gray Ogre, and that’s always a pretty awful statline – mostly because plenty of one mana cards can deal with it. However, it likes it when creatures go away, whether they die or get blinked, and that means it will be useful in both BW and UW. Still, it probably isn’t the payoff that really makes those decks good, it is just sort of a decent card.
Average Picked At: 1.60 Total Times Picked: 5 Average Last Seen At: 1.50 Total Times Seen 8
Pro Rating: 5.0 Pro Comment: A 5-mana 5/5 Flyer is a 3.5, and the upside here is very real! If the only way your opponent can deal with this Dragon is by blocking or damaging it…well…they are probably going to lose, since the Dragon can do damage to pretty much anything – either finishing off your opponent off or serving as removal. Lots of decks will have lots of Dragons too, so the turn you play the Dragon you’ll often be able to attack with dragons that are already in play and the ability will cause your opponent serious problems.
Average Picked At: 2.00 Total Times Picked: 2 Average Last Seen At: 1.67 Total Times Seen 3
Pro Rating: 2.5 Pro Comment: Basically, this gives double team to all of your things. This means that you can actually chain double team together. Even if you play a creature that you got from double team, it will gain it again when you cast it, so it just keeps going. That is undoubtedly powerful, and this will give you some significant value. There is a big problem here though, and that’s that this costs 6 mana and won’t really have an immediate impact on the board. Yes, your things gain double team, and sometimes that will make you more willing to attack, but if your creatures were already pretty mediocre attackers, this isn’t going to help you out very much. So, you kind of have to have the right creatures already or this won’t matter. I think that really holds it back.
Average Picked At: 1.25 Total Times Picked: 4 Average Last Seen At: 1.25 Total Times Seen 4
Pro Rating: 5.0 Pro Comment: This is a pretty cool planeswalker! Her +1 makes it a heck of a lot harder for your opponent to take you down, and even if they do the -1/-1 counters she gives them stick around. Her -2 is also pretty neat, and can be used to protect her, but your opponent getting the choice about the card does mean that sometimes you won’t get something especially useful. Adding Ward 2 to the mix does increase the chances that that creature can stick around and protect her, though - and sometimes you’ll get something pretty awesome! Then, her ultimate is the kind that will win you the game on the spot. I think her +1 and -2 are both quite good, and getting to her ultimate really isn’t that hard. She’s a massive bomb.
Average Picked At: 6.75 Total Times Picked: 12 Average Last Seen At: 5.75 Total Times Seen 72
Pro Rating: 2.5 Pro Comment: So, these five gates don’t fix mana for you at all, and coming into play tapped can be a liability, but they mostly make up for that by being capable of drawing you a card in the late game – and the card you draw is always a nonland, and that’s a big deal. There is only one Gate payoff in the set, and it isn’t good.
Average Picked At: 9.61 Total Times Picked: 28 Average Last Seen At: 8.71 Total Times Seen 271
Pro Rating: 2.5 Pro Comment: This is kind of an Alchemy version of Persist. Basically, you get a 5-mana 3/3 that gives you a 2/2 when it dies, and when that 2/2 dies, you get a 1/1. That’s three bodies on one card, which is great for sacrifice effects and the like. It can also just represent a 2-for-1 or even 3-for-1 in a regular deck.
Average Picked At: 5.81 Total Times Picked: 27 Average Last Seen At: 4.97 Total Times Seen 157
Pro Rating: 3.0 Pro Comment: This was one of the great two drops in Forgotten Realms, and it will probably be quite good here too! It gets you half way to Pack Tactics on its own, and getting to attack with First Strike is surprisingly easy. This is going to be one of Red’s best commons.
Average Picked At: 12.22 Total Times Picked: 23 Average Last Seen At: 9.98 Total Times Seen 316
Pro Rating: 1.5 Pro Comment: Neither option here is great. Individually, they would probably both be a 1.0. +3/+1 for two mana just isn’t a big enough boost, and making a couple of things unable to block doesn’t always matter either. It isn’t the worst thing in the world to run in your deck, but you probably do cut it more than you play it.
Average Picked At: 10.85 Total Times Picked: 26 Average Last Seen At: 9.56 Total Times Seen 324
Pro Rating: 2.0 Pro Comment: This is another Forgotten Realms reprint, and it was fairly unimpressive in that format. It can help you ramp, which is cool, but the fact you can’t use the ability at instant speed is a huge bummer, as it makes the card wayyy worse. It can’t be used to threaten to untap things when your opponent attacks you and things like that.
Average Picked At: 8.25 Total Times Picked: 8 Average Last Seen At: 5.73 Total Times Seen 65
Pro Rating: 1.5 Pro Comment: 4 mana to draw three is nice and all, but as a sorcery that loses you three life as well, this seems way too clunky. You can’t not add to the board at all while you’re spending four mana, unless the game is getting really long.
Average Picked At: 3.90 Total Times Picked: 10 Average Last Seen At: 3.25 Total Times Seen 52
Pro Rating: 3.0 Pro Comment: Like most Specialize cards, I think this looks pretty nice – although this might be the worst of the specialize cards in the format. Six mana is a lot for a 4/3, and while she does set up a Fight when she comes down, you won’t always be able to make a fight happen that actually exiles a creature, and exiling the thing you Fight is necessary to really make Gut worth Specializing. If you do exile something and specialize her, she is pretty crazy, since she makes you a hasty token version of the thing that you exile. On her own, she can just take down a 2/2 before specializing, and that isn’t terrible.. Still, her casting cost and specialize cost are both high enough that I don’t think I’m eager to first pick her, which isn’t something I’ve said this week about a specialize creature!
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 7.00 Total Times Seen 6
Average Picked At: 9.93 Total Times Picked: 30 Average Last Seen At: 8.32 Total Times Seen 277
Pro Rating: 1.5 Pro Comment: This was not particularly good in Forgotten Realms. You spend a lot of mana for a mediocre removal spell, and even getting the treasure back isn’t enough.
Average Picked At: 1.00 Total Times Picked: 10 Average Last Seen At: 1.00 Total Times Seen 12
Pro Rating: 5.0 Pro Comment: Yep, the front side on this one is another very good card. It is a 4-mana 2/4 with Double Strike that dodges the first removal spell that is pointed at it. Then, this can specialize for only 1 mana, and when it does the effect it gives you more than makes up for the card you discard. One really cool thing is that if you manage to transform this before it is ever targeted with removal, you actually get an ETB trigger when your opponent tries to remove it and it blinks itself.
Average Picked At: 6.40 Total Times Picked: 5 Average Last Seen At: 5.74 Total Times Seen 35
Pro Rating: 0.5 Pro Comment: There are a decent number of Artifacts in this set, but not really enough for this to be something you want to play. It just won’t do enough most of the time. Sure, you can kill your own artifact to get another temporary copy of it or whatever, but I’m not interested. If your opponent has 5+ artifacts, you can consider siding it in, but that isn’t going to happen very often.
Average Picked At: 9.10 Total Times Picked: 10 Average Last Seen At: 8.52 Total Times Seen 114
Pro Rating: 1.0 // 3.5 Pro Comment: So, we’ve already seen a few cards that check for creature cards in your graveyard, and Sigil of Myrkul is both an enabler and a payoff, which is pretty nice. Now, when this Enchantment is doing nothing it will feel pretty miserable, but it looks like BG and ot a lesser extent Black-White will be able to set this card up, and once you are getting a counter and death touch on a creature every turn, this looks like a pretty darn good card. I think it is something of a build around – you need to make sure you have a lot of creatures to take full advantage of this, and you need other ways to mill yourself – and not every BG or BW deck will be able to do it.
Average Picked At: 11.93 Total Times Picked: 15 Average Last Seen At: 8.89 Total Times Seen 277
Pro Rating: 1.0 Pro Comment: I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Average Picked At: 2.25 Total Times Picked: 4 Average Last Seen At: 2.00 Total Times Seen 5
Pro Rating: 4.0 Pro Comment: This has been great Equipment every time we’ve seen it. Those two keywords are just great together, as making a creature capable of killing any other creature while it also gains you life is huge. It makes it hard for your opponent to race, while also making it challenging for them to attack.
Average Picked At: 1.60 Total Times Picked: 5 Average Last Seen At: 1.83 Total Times Seen 7
Pro Rating: 4.0 Pro Comment: This seems really good. I would already be on a 3-mana Enchantment that does 4 damage to anything when it enters. That’s a great removal spell that can also go to the dome. And, on top of that, Uthgardt Fury also changes the rules of damage. The first time I read this I thought it was symmetrical – but NOPE! It only hurts your opponent, and it makes it so their creatures are significantly worse, since damage won’t go away anymore. Now, I do think that’s going to have a more minimal effect than it might seem, but it does definitely make those creatures worse. So this is premium removal with impressive upside.
Average Picked At: 9.89 Total Times Picked: 28 Average Last Seen At: 7.88 Total Times Seen 273
Pro Rating: 2.5 Pro Comment: Another Adventure where neither half is especially good. The ADventure is an expensive Disenchant, and the creature has underwhelming stats for 7, even with Vigilance and its ability to not take damage during your turn. You won’t always have something to use the Adventure side on, but it is pretty nice that you can run this in your main deck without a huge cost. After all, you do still get a creature eventually, even if it is overcosted.