Average Picked At: 4.34 Total Times Picked: 73 Average Last Seen At: 4.38 Total Times Seen 275
Pro Rating: 3.0 Pro Comment: This is a neat take on this type of Green removal. It has a way higher ceiling than most cards like it, but it also has a pretty disappointing floor. You have to pay 4 mana to do the damage to one thing – and at Sorcery speed. That’s something we have gotten pretty regularly for about 3 mana of late and at Instant speed. It not being an Instant matters for sure too, because with this type of spell you have to pick your spots carefully, as a removal spell will utterly blow you out. So yeah, the floor here…not great. However, if you pay 6 for this, and it lets you take down TWO creatures, you’re going to feel pretty awesome, and in the extreme late game it can do even more work than that. I don’t quite think it is premium, though. The baseline is too inefficient and clunky, and the requirements that a card like this already asks you for – that is, having a creature with high power, and your opponent not being able to interact in response – those things it asks for you are already a big enough hurdle.
Average Picked At: 1.81 Total Times Picked: 32 Average Last Seen At: 1.91 Total Times Seen 49
Pro Rating: 3.5 Pro Comment: This has a very cool design. In the early game, you can use it to help you ramp your mana, and then once you’ve ramped your mana enough, you have a pretty nice Channel effect that will allow you to get back a whole bunch of permanents. That’s the kind of play that really helps you win the long game.
Average Picked At: 5.23 Total Times Picked: 74 Average Last Seen At: 4.97 Total Times Seen 371
Pro Rating: 3.5 Pro Comment: A 3-mana 2/2 with First Strike is already pretty playable, especially in a format with lots of ways to modify creatures, and the fact you get to do some additional damage to the opponent or (more rarely) a planeswalker if you have spare mana lying around is pretty nice. Obviously it gets spicier if you have more Shrines around.
Average Picked At: 11.77 Total Times Picked: 123 Average Last Seen At: 9.55 Total Times Seen 1542
Pro Rating: 2.0 Pro Comment: If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Average Picked At: 9.42 Total Times Picked: 139 Average Last Seen At: 7.77 Total Times Seen 1208
Pro Rating: 2.5 Pro Comment: This really reminds me of the Bloodrush Mechanic, which allowed you to pay some mana and discard a creature card for a trick – so, yeah. This isn’t the greatest as a creature or a trick – the small toughness boost does limit the number of combats you can win with the boar’s channel, but it also has the upside of really letting you run over a creature and do a ton of damage. I like the flexibility here.
Average Picked At: 4.18 Total Times Picked: 17 Average Last Seen At: 3.95 Total Times Seen 94
Pro Rating: 3.5 Pro Comment: This looks pretty good. Because of Haste, it stands a good chance at getting in and gaining an indestructible counter. And, while that counter might not stick around forever, it is definitely going to be a problem for your opponent while it does.
Average Picked At: 12.66 Total Times Picked: 104 Average Last Seen At: 10.22 Total Times Seen 1728
Pro Rating: 1.5 Pro Comment: There’s a lot of counters in this set, so taking them away from your opponent or adding them to your own things is definitely relevant, but it still won’t always actually be able to do a thing, and when it can’t it will still be a 4-mana 2/4, which is pretty bad.
Pro Rating: 3.0 Pro Comment: Almost no matter what White deck you’re in, casting this for 5 is a pretty reasonable expectation, and that is quite the efficient flyer. Sometimes it will be even more efficient than that!
Average Picked At: 4.58 Total Times Picked: 60 Average Last Seen At: 3.72 Total Times Seen 247
Pro Rating: 3.5 Pro Comment: This looks quite good. On its own, it is a two mana 1/1 Trampler that you can put a counter on every end step for one mana, and that’s definitely a quality card. Even without other Shrines, I don’t imagine you’ll ever cut this from your Green decks.
Average Picked At: 8.02 Total Times Picked: 47 Average Last Seen At: 5.94 Total Times Seen 443
Pro Rating: 3.0 Pro Comment: So in the early game this has nice efficient stats, and once it can’t attack effectively any more, it can crew stuff. And…it can crew virtually any vehicle in the format, which means it is going to have a late of late-game viability, especially in the UW deck – but most White decks will have enough Vehicles that he will be good late.
Pro Rating: 5.0 Pro Comment: This new Umezawa is very powerful. Adding a card selection and drawing effect to every ninjutsu is a great payoff, and Satoru would be a very strong build around if that’s all that was going on here, but all of your cards gain ninjutsu too, so it isn’t even a build around! So yeah, now you get a huge effect when you ninjutsu things, one that certainly trumps any sort of downside that comes with having to bounce a creature to your hand. There’s some upside there too – because you can rebuy ETB abilities or even cheat a creature into play for way less mana!
Average Picked At: 8.18 Total Times Picked: 154 Average Last Seen At: 7.08 Total Times Seen 1063
Pro Rating: 3.0 Pro Comment: It counts itself of course, so even without any other samurais around it attacks as a 3/2. One really nice thing is that you can play this, and then on the same turn attack with another Samurai, and +1/+1 is likely to help it attack more effectively.
Average Picked At: 14.99 Total Times Picked: 105 Average Last Seen At: 12.15 Total Times Seen 1599
Pro Rating: 4.0 Pro Comment: Like Boseiju, this is a land that can be a removal spell, and that’s pretty awesome. Sure, its situational, and only does 4 damage, but keep in mind – this is a land that you can draw in the late game and it actually does something, and there’s no downside in running it in place of a Plains because it comes into play untapped.
Average Picked At: 9.26 Total Times Picked: 126 Average Last Seen At: 7.98 Total Times Seen 1252
Pro Rating: 1.5 Pro Comment: We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
Average Picked At: 8.75 Total Times Picked: 140 Average Last Seen At: 7.40 Total Times Seen 1251
Pro Rating: 2.0 Pro Comment: 3 mana manarocks, even those that tap for any color, are sometimes a bit clunky in Limited – but the ability that is tacked on here isn’t an irrelevant one – it gives you some very real card selection in the late game, and it does it fairly cheaply. You do of course need another artifact around, but that’s not asking that much. Having this around will sort of feel like you are playing the RB Blood deck from Crimson Vow, and it also fixes your mana, so I think this will make the cut reasonably often – though probably only if you’re splashing a third color.
Average Picked At: 6.17 Total Times Picked: 180 Average Last Seen At: 5.39 Total Times Seen 811
Pro Rating: 3.0 Pro Comment: This seems pretty nice. In the early game you can use it to fix and ramp your mana, and in the late game it can be a big beater that helps you close things out. It isn’t super incredible at doing either thing, but effectively being a split card with a worse Rampant Growth on one side and a worse Colossal Dreadmaw on the other gives you a decent option all game long.
Average Picked At: 5.26 Total Times Picked: 211 Average Last Seen At: 5.30 Total Times Seen 799
Pro Rating: 3.5 Pro Comment: This is a very good common. We have seen 4-mana 2/2s that Bounce a creature be very good in the past, and that’s what we have here as a base line. The Ninjutsu upside being tacked on means it can feel a little more like a Man-O’-War since you’re paying three mana, and being able to do it at instant speed may also enable you to break up an opposing block or something, which is pretty spicy.
Average Picked At: 12.61 Total Times Picked: 133 Average Last Seen At: 10.42 Total Times Seen 1678
Pro Rating: 2.0 Pro Comment: Adding a conditional cantrip to Trumpet Blast is definitely interesting. This effect is really situational, but because it replaces itself, you end up with a card that – at worst – cycles for three mana, and you can also find more useful situations to use it in, since the card does replace itself.
Pro Rating: 4.0 Pro Comment: This has a neat design. Kotose is effectively a 5-mana 4/4 that draws you a card – and generally a pretty meaningful one. Sure, it is a little dependent on what your opponent has, but they are bound to have something very useful – whether its some random creature or a removal spell or whatever. Tacking the “Lobotomy” effect on to this is kind of interesting, but won’t really matter very often in Limited, where duplicates are less common. Of course, if you steal their best removal spell from their graveyard, and exile another copy from their deck, it will feel pretty good!