Draft Trainer

Core Set 2021 Limited Quiz

Answered: 0/20
Accuracy: 0
Sporeweb Weaver
Average Picked At: 15.00
Total Times Picked: 0
Average Last Seen At: 3.00
Total Times Seen 2
Pro Rating: 3.5
Pro Comment: Just these stats and Reach would be a kind of okay card, but getting a 1/1 token and a life every time it is damaged is huge. Generally, given the stat-line here, that will mean when it blocks, and it basically bogs down the board to the point where basically only 4-power things can really attack you profitably, and that’s pretty much all on its own! Hexproof from Blue is some nice additional upside.
Plains
Average Picked At: 14.00
Total Times Picked: 4
Average Last Seen At: 11.22
Total Times Seen 43
Baneslayer Angel
Pro Rating: 4.5
Pro Comment: This is a bomb every time we see it. It can come down and stabilize the board if you’re behind, pull you ahead if you’re at parity, and pretty much seal the game if you are ahead. She is difficult to attack through or block, and she gains you life while she does those things -- and lifelink is really what makes her capable of taking the game over, since she is impossible to race.
Rewind
Average Picked At: 10.57
Total Times Picked: 7
Average Last Seen At: 6.52
Total Times Seen 34
Pro Rating: 1.0
Pro Comment: 4 mana for a counterspell is a ton, and while this is “free” in a sense, that fact won’t matter in the vast majority of Limited games. You just won’t have another instant or activated ability to spend that untapped mana on most of the time, so you’re just looking at what is basically a 4-mana hard counter, and that’s something that you don’t want to play in Limited. Your opponent playing around it is pretty devastating, and it is a lot harder to do well tempo-wise with a 4-mana counter. I can see decks coming together sometimes that are loaded up with instants and/or activated abilities, in which case it becomes a little better, but I think you steer clear most of the time.
Cultivate
Pro Rating: 3.0
Pro Comment: This is a pretty classic ramp spell, and it is one I always like in Limited. This is because it also provides great fixing, potentially even enabling you to splash a double-colored card, since it can grab you two lands. This is definitely fixing you’re going to be on the look out for if it looks like you’re going to be a three colored deck, and even if you aren’t, there will be some decks interested in the ramp this can give you.
Liliana, Waker of the Dead
Pro Rating: 3.5
Pro Comment: So, this new Liliana seems nice for Limited, though I don’t think she’s a bomb. Her +1 is nice because it simultaneously takes cards away from the opponent, eventually damaging them if they don’t make sure they have something to discard. That discard effect is symmetrical, so keep that in mind -- but it also synergizes well with her -3, which is a nice effect if you can get some cards in your graveyard. Cards in your graveyard will happen organically of course, but there will undoubtedly be times where she comes down and the best you can do with it is give -1/-1 to something, which won’t be enough a lot of the time, especially as you lower her loyalty to one. Her ultimate is also powerful, and synergizes with her +1 quite well. It is definitely the kind of ultimate that can end games, and it is great you reap the rewards right away -- not only does the creature reanimate when you go to combat, it has Haste, so you can send it in right away if you need to. So, I think the whole package here is a very good card for Limited, but she isn’t a bomb planeswalker -- those are the kinds that can actively protect themselves, and have removal effects that take a lot less effort than Liliana.
Silent Dart
Average Picked At: 10.64
Total Times Picked: 11
Average Last Seen At: 8.00
Total Times Seen 101
Pro Rating: 1.5
Pro Comment: This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Tempered Veteran
Average Picked At: 4.25
Total Times Picked: 4
Average Last Seen At: 4.50
Total Times Seen 16
Pro Rating: 3.0
Pro Comment: So, this guy starts with some pretty mediocre stats, but he has some nice activated abilities that are solid mana sinks. One mana to add a counter is a great deal -- but it is so efficient because you won’t always be able to do it. Paying 6 for a single counter is less impressive, but in the late game adding a counter every turn even if you are flooding out isn’t too bad, especially because after that first counter you can start paying a single White mana to add additional counters.
Wind-Scarred Crag
Average Picked At: 7.80
Total Times Picked: 5
Average Last Seen At: 7.71
Total Times Seen 55
Pro Rating: 2.5
Pro Comment: This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Finishing Blow
Average Picked At: 3.89
Total Times Picked: 9
Average Last Seen At: 4.68
Total Times Seen 46
Pro Rating: 3.5
Pro Comment: This is a little bit expensive, but it can kill pretty much everything and it does at Instant speed, so the 5 mana is well worth it.
Island
Average Picked At: 15.00
Total Times Picked: 4
Average Last Seen At: 10.44
Total Times Seen 46
Transmogrify
Average Picked At: 5.00
Total Times Picked: 3
Average Last Seen At: 4.43
Total Times Seen 7
Pro Rating: 0.0
Pro Comment: Well, Red usually gets at least one Rare or Mythic that is a super random card that looks like fun, but isn’t so good in Limited, and that’s what we have here. Most of the ways you could use this, you are really relying on chance. If you use it on your opponent, you have to hope they get a worse creature -- something that is a safe bet if they have a bomb in play, but something that is definitely not guaranteed against most creatures. If you use it on yourself, you kind of have to hope that you hit something better. Now, sure -- you could use this on a creature token, but even in cashing in a token for a random creature for 4 mana isn’t going to be worth it way too often. I think it is best to steer clear of this.
Feat of Resistance
Average Picked At: 7.38
Total Times Picked: 16
Average Last Seen At: 6.88
Total Times Seen 69
Pro Rating: 3.0
Pro Comment: Protection is just really powerful – the obvious way to use this is to win combat one way or another, by making your creature big enough and also giving it protection from whatever it is in combat with – but you can also use it in response to removal to save a creature, or if your opponent has only blockers of one color and you need evasion for lethal, it can do that too. Not to mention, it puts a +1/+1 counter on the creature, and there is synergy for that in this set. Now, your opponent can still respond to Feat with removal to 2-for-1 you, but the flexibility and upside is real enough that I don’t see a reason to cut the first couple of copies of this in most White decks.
Subira, Tulzidi Caravanner
Average Picked At: 2.40
Total Times Picked: 5
Average Last Seen At: 2.57
Total Times Seen 7
Pro Rating: 4.0
Pro Comment: A 3-mana ⅔ with Haste is usually in the lower range of playable, and she comes with two nice activated abilities. Making other power 2 or less creatures unblockable for only a single mana means that she can represent some serious inevitability for your opponent, and her card draw effect is a great way to help an aggressive Red deck reload. Red decks are notorious for running out of gas too early, but Soubira makes it hard for that to happen.
Glorious Anthem
Average Picked At: 5.00
Total Times Picked: 2
Average Last Seen At: 3.50
Total Times Seen 4
Pro Rating: 3.5
Pro Comment: This type of card can be frustrating sometimes, because you get it on a board where you just don’t have much of a presence, but the effect offered by the anthem is pretty powerful, and does impact the board immediately in most cases, enabling attacks that weren’t possible before you played it. You do need to be a heavy creature deck, and going pretty wide to really take advantage of it, but that doesn’t look to be a problem in White decks in this format.
Teferi's Ageless Insight
Average Picked At: 4.00
Total Times Picked: 1
Average Last Seen At: 3.43
Total Times Seen 7
Pro Rating: 2.0
Pro Comment: This is a win more card, and it doesn’t directly impact the board in any real way, and that always sends up a red flag for me. Now, there is a decent amount of looting and card draw in this set, and the Insight is definitely a payoff for a UR deck that is going to be about drawing extra cards, and there are some very real payoffs for that (including another card with “Teferi” in its name we will see momentarily), but even with that as a supported archetype, it is far from a foregone conclusion that Teferi’s Ageless Insight will be worth running in all of your Blue decks, or even all of your UR decks. That said, if you can turn this into the engine that it has the potential to be, it is going to feel pretty awesome. It probably needs to net you 3 cards before you feel great about the situation.
Peer into the Abyss
Average Picked At: 7.00
Total Times Picked: 1
Average Last Seen At: 4.67
Total Times Seen 10
Pro Rating: 1.5
Pro Comment: Well, this is pretty wacky, and definitely a “Greatness at any cost” card for Black decks. So, a lot of the time this will help you reload your hand, and not only that, but you’ll end up with some insane card selection, keeping whatever cards are the best in the top half of your deck. Keep in mind, if you are spending the 7 on this, you probably aren’t doing anything else on your turn, so you won’t get to hold on to all of those cards, you’ll have to discard down to 7. The fact that this doesn’t do anything to change the board is a bit of a concern, as if you’re behind you’re just going to end up even further behind after you cast this. Sure, if you get to untap you might be ok, but it will be hard to find the time to cast this -- and don’t forget you’re also lowering your life while you’re at it. It seems too expensive to really be something most decks want.
Island
Average Picked At: 15.00
Total Times Picked: 3
Average Last Seen At: 11.32
Total Times Seen 34
Discontinuity
Pro Rating: 1.5
Pro Comment: This card is too inconsistent to be really good. You can use something like this a few different ways -- the ideal way is to use it as sort of a reverse time walk -- to use it on your opponent’s turn to make them skip their whole turn. Sometimes, waiting to cast it in response to them doing something is even better, because it will just remove whatever it is from teh stack, effectively countering it and ending their turn. You normally don’t want to be using these on your own turn since you would like to have your whole turn, but this offers some extra incentive to do it -- namely that it only costs TWO mana if you use it on your turn. So when do you do that? Well, it can effectively be a counterspell on your turn -- the most ideal way to use it in that case is probably in response to removal at the end of your turn, since it again -- is effectively countered. Having to use this earlier in your turn can be a real pain, but sometimes it will be worth doing. So, this sort of has two modes, basically -- one where it effectively gives you an extra turn, and another where you can use it as a pseudo-counterspell. How does all of that add up? Well, not amazingly. You’ve gotta have that mana up at the right time, and not adding to the board is rough.
Jeskai Elder
Average Picked At: 5.50
Total Times Picked: 4
Average Last Seen At: 5.23
Total Times Seen 35
Pro Rating: 2.5
Pro Comment: A two mana ½ with Prowess isn’t the most amazing -- we have seen a few different two mana 1/3s with Prowess in the past -- but the damage trigger here letting you loot is pretty nice. That said, a ½ can’t really threaten a whole lot of creatures as an attacker, even with Prowess, and the elder will rapidly become irrelevant on many board states, because it just isn’t big enough. It is pretty nice on turn two, but after that it isn’t all that impressive.
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