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.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 3.00 Total Times Seen 2
Pro Rating: 3.0 Pro Comment: A two-mana 3/3 is an excellent blocker in the early game that represents a real obstacle for aggressive opponents. Making into an attacker isn’t hard either, as he counts himself, so just putting one piece of equipment or one counter on the Tyrannodon makes it so he can rumble with his impressively efficient stats.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 12.50 Total Times Seen 4
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 5.00 Total Times Seen 6
Pro Rating: 1.5 Pro Comment: So, this is sort of like removal. It makes it so that you can sort of disregard your opponent’s best creature in play -- except that the creature can still block your creatures and stuff. It is a pretty sweet answer that can deal with your opponent’s bomb, but it doesn’t really answer that creature, it just makes it worse. So we can’t just say this is removal straight up, and it certainly isn’t premium. And yes, you can gain protection from spells and stuff too, but you’ll rarely do that in Limited.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 2.00 Total Times Seen 1
Pro Rating: 2.0 Pro Comment: People always overrate this kind of card. It can do a lot of stuff for sure -- you can use it to downgrade one of your opponent’s creature, or to upgrade one of yours -- the latter is more frequently going to be the plan, because a 4/4 Angel won’t be much of a downgrade most of the time. The ideal thing to do with this is going to be to use it at instant speed somehow -- either on a creature that is going to die to removal anyway, or in response to an opponent attacking, so you can turn your smaller creature into a 4/4 that can block more effectively. All that said, this kind of card pretty much always underperforms. It is exciting to think about turning your one drop into a 4/4 angel -- but you are effectively 2-for-1ing yourself to pull that off, which is a bit dangerous. It can win you the game if your opponent doesn’t have an answer, but if they do – you are going to be in trouble tempo-wise. This is just a solid playable, and not much more.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 2.00 Total Times Seen 3
Pro Rating: 1.5 Pro Comment: It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Average Picked At: 4.50 Total Times Picked: 2 Average Last Seen At: 3.25 Total Times Seen 4
Pro Rating: 3.5 Pro Comment: This is Man – O’-War with a bunch of upside, and I’m all about that. Bouncing an opposing permanent is typically what you’ll do, and that will feel really good, since you’re adding to your board and subtracting from your opponent. But what really feels great is to bounce one of your own creatures that has an ETB ability, or that is shut down by an Aura, because you not only get to take advantage of THAT, you also get to net an additional card.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 7.50 Total Times Seen 7
Pro Rating: 1.0 Pro Comment: I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 2.00 Total Times Seen 1
Pro Rating: 3.0 Pro Comment: Okay so, there really aren’t going to be enough legendary cards in this format for her second ability to work, so mostly what you’re paying for here is the 2-mana 2/1 that can bounce one of your creatures and gain you some life. As always with this type of effect, it is particularly nice to bounce something with an ETB ability, or a creature shut down by an aura-based removal spell. So, mostly she is a difficult to cast Goblin Piker with some decent upside.
Average Picked At: 10.00 Total Times Picked: 1 Average Last Seen At: 11.50 Total Times Seen 6
Pro Rating: 3.0 Pro Comment: This card really ended up overperforming. It helps you set up things for the reanimator deck, and its ¾ body lines up surprisingly well, and sacrificing a creature to this ends up making sense more often than you’d think too.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 4.00 Total Times Seen 1
Pro Rating: 3.0 Pro Comment: I always like this card when it gets printed! A 3-mana 2/2 that grows progressively larger as the game goes on is nice, especially because you don’t have to contribute any resources to it getting larger. The Coatl gets better the more card draw you have, but even just a +1/+1 counter every turn is pretty nice. Now, the Coatl is pretty inefficient initially, and there will definitely be times where you play this and your opponent can kill it for 1-2 mana, and that’s going to be pretty rough.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 10.50 Total Times Seen 9
Pro Rating: 1.0 Pro Comment: This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Average Picked At: 11.00 Total Times Picked: 1 Average Last Seen At: 6.00 Total Times Seen 3
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.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 4.00 Total Times Seen 2
Pro Rating: 2.0 Pro Comment: This is a big ol’ dragon, and it is going to be an alright finisher for some decks. Costing 7 and not doing SOMETHING that allows it to leave value behind even if it dies is pretty rough though, and there are going to be some big swings in games where one player sticks this and can swing for 10+ the next turn -- but if the opponent has any removal at all, the player who played the Punisher is going to be in a world of hurt because of the tempo.
Average Picked At: 12.00 Total Times Picked: 1 Average Last Seen At: 7.50 Total Times Seen 6
Pro Rating: 2.0 Pro Comment: This has some decent stats and keywords, and sometimes it gets bigger. It is a surprisingly good road block for decks in this format.
Average Picked At: 1.00 Total Times Picked: 1 Average Last Seen At: 3.50 Total Times Seen 4
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.
Average Picked At: 8.00 Total Times Picked: 7 Average Last Seen At: 6.67 Total Times Seen 25
Pro Rating: 2.5 Pro Comment: So, two mana 1/3s are borderline playables most of the time, and this does come with some upside -- noncombat damage turning this into a ⅔ double striker is no joke, and just the threat of that happening will often mean your opponent is unable to block it effectively, so they have to risk getting hit for 4. As we’ve already seen, there are ways to do noncombat damage -- like the Magemutt and various burn spells, so it isn’t a pipe dream to make that happen. That said, you also will be hard-pressed to end up with a legit burn deck in Limited that can trigger this all the time -- instead, its somewhere in the middle.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 9.80 Total Times Seen 8
Pro Rating: 3.5 Pro Comment: Pack Leader is a really good lord, and is good even on its own. It is a two mana 2/2 that can’t be killed by combat damage when it is attacking, which means that it gives you an attacker every turn that is virtually free -- and your opponent has to respect the fact you might have tricks or other nonsense, so on many board states, they will just have to let it through. Then, you throw in the pump to all Dogs, not to mention the fact that it makes all of them have that damage prevention ability, and you have an impressive little guy right here.
Average Picked At: 6.00 Total Times Picked: 1 Average Last Seen At: 5.00 Total Times Seen 4
Pro Rating: 2.5 Pro Comment: Creatures with death touch are always nice because they can trade with pretty much anything, and Fetid Imp can trade for way more than to having Flying! And, in the mean time, it isn’t a bad attacker in the air.
Average Picked At: 15.00 Total Times Picked: 0 Average Last Seen At: 8.50 Total Times Seen 5
Pro Rating: 1.0 Pro Comment: I am never a huge fan of this type of situational effect. Sure, you can use it offensive, to get some attacks in, or defensively, to make a creature miss two rounds of attacks, but there are too many situations where it doesn’t do anything. For these effects to be worth it they usually need something else going on.