Card ranking · Reality Fracture (FRA)
← Reality Fracture280 cards
- Bomb > 8.4
- Very good ≥ 7.2
- Good ≥ 6.2
- Playable ≥ 5.0
- Weak < 5.0
Ratings are out of 10. They combine experts' opinions, the statistics of thousands of drafts by experienced players (when a card is taken, played, and the wins of the decks that play it) and what is printed on the card. Click a card to enlarge it.
Rating9.4BombWhy this rating?
The best card of the set (9.4/10).
Why. A planeswalker that does everything. The first +1 exiles the top card and lets you cast it, otherwise two damage to the opponent; the minus three deals four damage to a creature. On turn 4 it is removal that keeps producing.
Risks. After the minus three it is fragile against creatures that attack it. The two red mana in the cost keep it in heavily red decks.
In the draft. An easy first pick if you are red. Keep a few creatures around to protect it: its value comes from surviving.
Results in the games of the set
When it is in hand, the deck wins 60.2% of its games (set average: 56.2%, 27th of 271 cards).
In the opening hand: 61.1% wins (54.8% on average).
Drawn during the game: 59.7% (57.0% on average).
When it is drawn, the deck wins 7.3 points more than when it is not.
Rating9.3BombWhy this rating?
One of the 3 best cards of the set (9.3/10).
Why. It draws you an extra card every opponent's turn without doing anything, and the +1 makes a 1/1 creature token to protect it. The minus two bounces an opposing creature or artifact, a useful tempo play on top of the card advantage.
Risks. Against wide or flying attackers, 1/1 tokens cannot keep it alive. The two blue mana in the cost are demanding.
In the draft. Excellent in blue, take it very early. It wants a deck that blocks well so the extra cards actually matter.
Results in the games of the set
When it is in hand, the deck wins 68.7% of its games (set average: 56.2%, 3rd of 271 cards).
In the opening hand: 70.2% wins (54.8% on average).
Drawn during the game: 68.0% (57.0% on average).
When it is drawn, the deck wins 17.4 points more than when it is not.
Rating9.1BombWhy this rating?
One of the 3 best cards of the set (9.1/10).
Why. A 3/4 flash flyer for four mana: it ambushes an attacker or lands at the end of the opponent's turn. Every scry or surveil puts a counter on all your creatures, so it grows your whole team.
Risks. It needs a white mana and two blue mana, so both colours must be well supported. Without scry or surveil effects it is mostly a good flyer.
In the draft. A very high pick in a white-blue deck. Look for surveil sources alongside to trigger its ability.
Results in the games of the set
When it is in hand, the deck wins 61.8% of its games (set average: 56.2%, 20th of 271 cards).
In the opening hand: 59.5% wins (54.8% on average).
Drawn during the game: 62.8% (57.0% on average).
When it is drawn, the deck wins 9.0 points more than when it is not.
Rating9.0BombWhy this rating?
One of the 10 best cards of the set (9.0/10).
Why. A 1/4 flyer that blocks well and punishes every attack: each creature you control that attacks deals 1 damage to the opponent. The four mana ability makes a colorless 2/2 Cadet token, then gives your creatures haste.
Risks. With 1 power it hardly attacks itself. It needs two red mana plus a black one, and without attacking creatures its effect stays light.
In the draft. A good high pick in an aggressive black-red deck. The more your deck attacks, the more it gets out of it.
Results in the games of the set
When it is in hand, the deck wins 57.3% of its games (set average: 56.2%, 76th of 271 cards).
In the opening hand: 55.4% wins (54.8% on average).
Drawn during the game: 58.5% (57.0% on average).
When it is drawn, the deck wins 5.6 points more than when it is not.

5. Avatar of Burgeoning Echoes
Rating8.9BombWhy this rating?
One of the 10 best cards of the set (8.9/10).
Why. A two mana 2/3 that triggers Empower Jace 2 every time a land enters under your control. You quickly get a Jace that surveils and draws, and the minus ten ability can be huge in long games.
Risks. It has no immediate effect on the board and the Jace is vulnerable to attacks. It needs green and blue from the start.
In the draft. A high pick if you are green-blue, especially with lands to play. Less attractive outside those two colours.
Results in the games of the set
When it is in hand, the deck wins 60.3% of its games (set average: 56.2%, 25th of 271 cards).
In the opening hand: 61.9% wins (54.8% on average).
Drawn during the game: 59.4% (57.0% on average).
When it is drawn, the deck wins 8.8 points more than when it is not.
Rating8.8BombWhy this rating?
One of the 10 best cards of the set (8.8/10).
Why. The minus three makes a 4/4 green Beast creature token with trample, and the static ability draws a card whenever a creature with power 4 or greater enters under your control. The +2 untaps up to two lands so you can double-spell.
Risks. It needs two green mana and a deck with big creatures for the card draw. The Beast is its only protection, and an attack can need more than that.
In the draft. A high pick in green. Look for creatures with power 4 or more to trigger the draw.
Results in the games of the set
When it is in hand, the deck wins 65.6% of its games (set average: 56.2%, 7th of 271 cards).
In the opening hand: 63.9% wins (54.8% on average).
Drawn during the game: 66.6% (57.0% on average).
When it is drawn, the deck wins 12.6 points more than when it is not.
Rating8.8BombWhy this rating?
One of the 10 best cards of the set (8.8/10).
Why. Every loyalty ability makes a 2/2 creature token. The minus three deals four damage to every creature except your tokens: a sweeper that keeps your token team alive, then the +1 launches the attack with haste.
Risks. It costs six mana, including two red. The minus three also hits your own non-token creatures, and the minus two discards your hand before you draw for your creatures.
In the draft. A bomb in red: take it very early. Keep a low curve to reach turn 6.
Results in the games of the set
When it is in hand, the deck wins 73.4% of its games (set average: 56.2%, 1st of 271 cards).
In the opening hand: 72.7% wins (54.8% on average).
Drawn during the game: 73.8% (57.0% on average).
When it is drawn, the deck wins 20.4 points more than when it is not.
Rating8.7BombWhy this rating?
One of the 10 best cards of the set (8.7/10).
Why. A three mana 3/3 flyer: an excellent body on its own. It also makes a 3/3 blue Angel creature token with flying if you drew three cards in a turn, and its five mana activation draws two cards whenever it hits a player.
Risks. Two blue mana by turn 3. The Angel depends on your card draw, and ordinary removal kills it.
In the draft. A high pick in blue. It is playable even without card draw: the body alone makes it good.
Results in the games of the set
When it is in hand, the deck wins 61.1% of its games (set average: 56.2%, 23rd of 271 cards).
In the opening hand: 60.1% wins (54.8% on average).
Drawn during the game: 61.6% (57.0% on average).
When it is drawn, the deck wins 8.5 points more than when it is not.
Rating8.6BombWhy this rating?
One of the 10 best cards of the set (8.6/10).
Why. A versatile planeswalker: the +2 gives a creature -4/-1, the minus two makes each player sacrifice a creature and gives you a 4/4 Beast with trample if you sacrificed, the minus three makes each opponent discard two cards. It also exiles opposing creatures that die.
Risks. It costs five mana with two black. The minus two makes you sacrifice too, so it wants a cheap creature to spare.
In the draft. A first pick in black. The strongest plays come with cheap creatures to sacrifice.
Results in the games of the set
When it is in hand, the deck wins 66.0% of its games (set average: 56.2%, 5th of 271 cards).
In the opening hand: 65.3% wins (54.8% on average).
Drawn during the game: 66.4% (57.0% on average).
When it is drawn, the deck wins 13.1 points more than when it is not.

10. Guiding Hydra
Rating8.6BombWhy this rating?
One of the 10 best cards of the set (8.6/10).
Why. A flexible creature: you choose X to fit the turn. It enters with X counters and, at the start of your combat, can remove one to put a counter on each of your other creatures. It is a team card more than a lone threat.
Risks. Alone it is a small creature: with X equal to one, a 2/1. If it runs out of counters it dies. It is only good if you have other creatures.
In the draft. A high pick for a white deck with many creatures: it fits at every point of the curve.
Results in the games of the set
When it is in hand, the deck wins 57.6% of its games (set average: 56.2%, 65th of 271 cards).
In the opening hand: 55.1% wins (54.8% on average).
Drawn during the game: 59.1% (57.0% on average).
When it is drawn, the deck wins 4.9 points more than when it is not.

11. Kwia Vigorbloom
Rating8.5BombWhy this rating?
One of the very best mythics of the format (8.5/10).
Why. A six mana 6/6 with flying, vigilance, lifelink and ward 2: it attacks without ceasing to defend. Whenever you gain life you make a Lotus artifact token that gives three mana of one color, once each turn.
Risks. It needs a green mana and two white mana: a well balanced two colour base. Sacrifice effects and sweepers ignore the ward.
In the draft. A high pick in a green-white deck. At six mana one copy is enough, but do not let it go by.
Results in the games of the set
When it is in hand, the deck wins 62.2% of its games (set average: 56.2%, 17th of 271 cards).
In the opening hand: 60.3% wins (54.8% on average).
Drawn during the game: 63.3% (57.0% on average).
When it is drawn, the deck wins 11.3 points more than when it is not.

12. Aerid Konstrari
Rating8.4BombWhy this rating?
One of the very best mythics of the format (8.4/10).
Why. A four mana 5/4 flyer that makes a Heartwood token when it enters and another when it dies, so it replaces itself if killed. The Heartwood is an artifact that taps for red or green mana.
Risks. It needs a red mana and two green mana. Its six mana activation is slow, although it can end a game.
In the draft. A very good pick in red-green. Removal on it still leaves a useful artifact behind.
Results in the games of the set
When it is in hand, the deck wins 64.6% of its games (set average: 56.2%, 8th of 271 cards).
In the opening hand: 65.0% wins (54.8% on average).
Drawn during the game: 64.4% (57.0% on average).
When it is drawn, the deck wins 13.3 points more than when it is not.

13. Stingcaster Mage
Rating8.3Very goodWhy this rating?
One of the very best mythics of the format (8.3/10).
Why. A two mana 2/1 with haste that gives flashback to an instant or sorcery in your graveyard for its mana cost. At the right moment it is a second spell that repeats the first.
Risks. It does nothing extra without an instant or sorcery in the graveyard, and a 2/1 dies to everything. It depends on how many spells your deck has.
In the draft. A pick for a spell-heavy deck. Prefer it to other 2/1s only with enough instants and sorceries.
Results in the games of the set
When it is in hand, the deck wins 56.6% of its games (set average: 56.2%, 94th of 271 cards).
In the opening hand: 52.8% wins (54.8% on average).
Drawn during the game: 58.9% (57.0% on average).
When it is drawn, the deck wins 2.8 points more than when it is not.
Rating8.3Very goodWhy this rating?
One of the very best mythics of the format (8.3/10).
Why. A 5/5 with haste that gives you a mass attack turn: all your creatures gain trample and a power bonus based on your artifacts, itself included. It works as a finisher for an alpha strike.
Risks. Seven mana with three red: heavy and slow. Without artifacts or other creatures the effect is weak.
In the draft. Take it as a single finisher in a red deck with artifacts. Do not count on it without a low curve.
Results in the games of the set
When it is in hand, the deck wins 56.7% of its games (set average: 56.2%, 90th of 271 cards).
In the opening hand: 51.2% wins (54.8% on average).
Drawn during the game: 59.8% (57.0% on average).
When it is drawn, the deck wins 6.2 points more than when it is not.

15. Chandra, Chill of Compliance
Rating8.2Very goodWhy this rating?
One of the very best mythics of the format (8.2/10).
Why. A three mana blue planeswalker: the first +1 surveils 1 and puts a noncreature, nonland card milled that way into your hand. The minus X taps a creature or artifact and puts X stun counters on it.
Risks. It does not protect its own loyalty against fast attackers. The minus X empties it quickly, and the two blue mana in the cost are demanding.
In the draft. Good in a blue spells deck. Take it in the middle of a pack, below a removal or a finisher.
Results in the games of the set
When it is in hand, the deck wins 59.1% of its games (set average: 56.2%, 43rd of 271 cards).
In the opening hand: 57.5% wins (54.8% on average).
Drawn during the game: 59.9% (57.0% on average).
When it is drawn, the deck wins 5.4 points more than when it is not.
Rating8.1Very goodWhy this rating?
One of the very best mythics of the format (8.1/10).
Why. A 2/2 that improves your hand: draw two, then discard two. If you discard nonland cards, it taps up to that many creatures and puts a stun counter on each. From the graveyard it exiles itself to draw two cards for five mana.
Risks. A 2/2 for three is not threatening. Without good cards to discard, the stun is weak.
In the draft. Solid in blue: a value card that replaces itself. Take it in the middle of the pack.
Results in the games of the set
When it is in hand, the deck wins 59.3% of its games (set average: 56.2%, 39th of 271 cards).
In the opening hand: 57.9% wins (54.8% on average).
Drawn during the game: 60.0% (57.0% on average).
When it is drawn, the deck wins 6.5 points more than when it is not.

17. Uldaros Theorix
Rating8.1Very goodWhy this rating?
One of the very best mythics of the format (8.1/10).
Why. A six mana 5/5 flyer that, when you cast it, exiles up to one nonland card of each type from your graveyard and casts copies of them for free, up to six total mana value. A good removal or a big creature comes back free.
Risks. It needs a blue mana and two black mana, and its effect is weak if your graveyard is empty. The effect only works if you cast it, not if it enters another way.
In the draft. Excellent in a blue-black midrange deck. Look for cheap spells to replay: they fit within the limit of six.
Results in the games of the set
When it is in hand, the deck wins 69.3% of its games (set average: 56.2%, 2nd of 271 cards).
In the opening hand: 64.1% wins (54.8% on average).
Drawn during the game: 71.8% (57.0% on average).
When it is drawn, the deck wins 19.1 points more than when it is not.
Rating8.0Very goodWhy this rating?
One of the very best mythics of the format (8.0/10).
Why. A two mana artifact that improves your hand on entering: draw a card, then discard a card. Later it taps and exiles itself to destroy all creatures for five mana, at sorcery speed.
Risks. The sweeper is slow and hits your own creatures too. In a creature heavy deck it cuts both ways.
In the draft. A good control card, taken in the middle of the pack. Better in a deck with few creatures.
Results in the games of the set
When it is in hand, the deck wins 59.1% of its games (set average: 56.2%, 44th of 271 cards).
In the opening hand: 56.0% wins (54.8% on average).
Drawn during the game: 60.8% (57.0% on average).
When it is drawn, the deck wins 5.9 points more than when it is not.
Rating7.9Very goodWhy this rating?
One of the very best mythics of the format (7.9/10).
Why. A six mana sorcery that exiles all creatures, yours included, then empowers Jace X, X being the number of creatures exiled. After a crowded board it leaves you a Jace with plenty of loyalty.
Risks. It also exiles your own board, and its Jace effect is thin on an empty board. It needs two black mana and turn 6.
In the draft. A black control card to take fairly high. Play it in a deck with few creatures.
Results in the games of the set
When it is in hand, the deck wins 65.8% of its games (set average: 56.2%, 6th of 271 cards).
In the opening hand: 61.8% wins (54.8% on average).
Drawn during the game: 68.0% (57.0% on average).
When it is drawn, the deck wins 13.7 points more than when it is not.
Rating7.8Very goodWhy this rating?
One of the very best rares of the format (7.8/10).
Why. An Island that enters untapped if you behold a Jace (in hand or under your control), otherwise tapped. Its three mana ability does Empower Jace 2, an end game utility.
Risks. It often enters tapped if you have no Jace to behold, though a Jace token counts. Without Jace cards or Empower Jace it is an ordinary Island.
In the draft. Play it in a blue deck with Jace cards. A mid-pack pick: a utility land, not a power card.
Results in the games of the set
When it is in hand, the deck wins 57.8% of its games (set average: 56.2%, 62nd of 271 cards).
In the opening hand: 57.7% wins (54.8% on average).
Drawn during the game: 57.8% (57.0% on average).
When it is drawn, the deck wins 4.0 points more than when it is not.
Rating7.8Very goodWhy this rating?
One of the very best rares of the format (7.8/10).
Why. A one mana creature that gains you 1 life each time another creature or a planeswalker enters under your control. Its activation gives another creature or planeswalker hexproof, at the cost of a discard.
Risks. A 1/1 is vulnerable and blocks almost nothing. The activation costs a card, which is not free.
In the draft. A good life gain source for a white deck. A mid-pack pick, higher in a deck built around life gain.
Results in the games of the set
When it is in hand, the deck wins 57.9% of its games (set average: 56.2%, 57th of 271 cards).
In the opening hand: 61.0% wins (54.8% on average).
Drawn during the game: 55.9% (57.0% on average).
When it is drawn, the deck wins 4.7 points more than when it is not.
Rating7.7Very goodWhy this rating?
One of the very best rares of the format (7.7/10).
Why. A three mana 4/4 with deathtouch that blocks almost anything. If you control six lands, its arrival destroys an opposing permanent, and its controller creates a Treasure token.
Risks. It needs two black and a green mana by turn 3. The destroy effect only triggers with six or more lands.
In the draft. A very good black-green pick. Good early as a body, and flexible removal in the late game.
Results in the games of the set
When it is in hand, the deck wins 62.7% of its games (set average: 56.2%, 14th of 271 cards).
In the opening hand: 59.1% wins (54.8% on average).
Drawn during the game: 64.7% (57.0% on average).
When it is drawn, the deck wins 8.9 points more than when it is not.

23. Lich's Relic
Rating7.6Very goodWhy this rating?
One of the very best rares of the format (7.6/10).
Why. A one mana Equipment that becomes removal: pay two more as it enters to destroy an opposing creature or planeswalker. It then stays in play: equip 2, +2/+1 to the equipped creature.
Risks. The removal costs three mana in total, and the Equipment alone does little. It needs a creature to equip.
In the draft. Flexible removal in black, to take high. A bit expensive, but useful at any point of the game.
Results in the games of the set
When it is in hand, the deck wins 62.9% of its games (set average: 56.2%, 12th of 271 cards).
In the opening hand: 60.5% wins (54.8% on average).
Drawn during the game: 64.3% (57.0% on average).
When it is drawn, the deck wins 9.8 points more than when it is not.

24. Diviner of Victory // Unwind History
Rating7.6Very goodWhy this rating?
One of the very best rares of the format (7.6/10).
Why. A one mana blue creature that enters prepared: you can cast a copy of its sorcery for two mana, which returns an opposing creature with mana value 3 or less to hand, then surveils 1. Every scry or surveil gives the 1/1 +1/+1 until end of turn.
Risks. The 1/1 is weak alone. The bounce only hits cheap creatures, and there is no permanent gain.
In the draft. A good tempo card in blue, a mid-pack pick. Stronger in a blue deck with surveil.
Results in the games of the set
When it is in hand, the deck wins 59.9% of its games (set average: 56.2%, 30th of 271 cards).
In the opening hand: 60.3% wins (54.8% on average).
Drawn during the game: 59.8% (57.0% on average).
When it is drawn, the deck wins 6.2 points more than when it is not.
Rating7.6Very goodWhy this rating?
One of the very best mythics of the format (7.6/10).
Why. A two mana 2/1 with lifelink: it triggers your life gain effects, then surveils 1 at end of turn if you gained life. A card put into the graveyard that way returns to hand if its mana value is no more than the life you gained.
Risks. A 2/1 dies to everything. The surveil bonus depends on life gained in the turn, so on attacking or blocking.
In the draft. A good start in white, a mid-pack pick. It plays better in a deck with other life gain effects.
Results in the games of the set
When it is in hand, the deck wins 57.8% of its games (set average: 56.2%, 58th of 271 cards).
In the opening hand: 61.1% wins (54.8% on average).
Drawn during the game: 55.8% (57.0% on average).
When it is drawn, the deck wins 4.7 points more than when it is not.
Rating7.6Very goodWhy this rating?
One of the very best rares of the format (7.6/10).
Why. A three mana 3/3 flyer: whenever you gain life, each Angel you control gets a +1/+1 counter, itself included since it is an Angel. With a source of life gain it quickly gets out of reach.
Risks. Without life gain it is a decent 3/3 flyer and no more. It dies to ordinary removal.
In the draft. A good white pick. Higher with life gain effects and other Angels.
Results in the games of the set
When it is in hand, the deck wins 58.8% of its games (set average: 56.2%, 47th of 271 cards).
In the opening hand: 58.0% wins (54.8% on average).
Drawn during the game: 59.3% (57.0% on average).
When it is drawn, the deck wins 5.0 points more than when it is not.
Rating7.5Very goodWhy this rating?
One of the very best rares of the format (7.5/10).
Why. A four mana 4/4 with flying and trample: a very good body. On entering it searches your library for any card, but you then discard a card at random from your hand.
Risks. The random discard can cost you the card you searched for, especially when your hand is small.
In the draft. A good red finisher, an upper mid-pack pick. Its tutor value is probably worth less than its body.
Results in the games of the set
When it is in hand, the deck wins 56.3% of its games (set average: 56.2%, 101st of 271 cards).
In the opening hand: 55.7% wins (54.8% on average).
Drawn during the game: 56.7% (57.0% on average).
When it is drawn, the deck wins 3.1 points more than when it is not.

28. Draconic Visitor
Rating7.5Very goodWhy this rating?
A very good rare of the format (7.5/10).
Why. A five mana 5/5 flyer: a good body by itself. If you create artifact tokens, you get 5/5 red Dragon creature tokens with flying instead, a huge effect in a deck built for it.
Risks. Without artifact tokens the effect does nothing: it is a five mana 5/5 flyer, a good body and no more. It needs two red mana.
In the draft. Take it as a finisher for a red deck, higher if you have artifact token makers.
Results in the games of the set
When it is in hand, the deck wins 53.6% of its games (set average: 56.2%, 182nd of 271 cards).
In the opening hand: 51.7% wins (54.8% on average).
Drawn during the game: 54.8% (57.0% on average).
When it is drawn, the deck wins 2.4 points more than when it is not.
Rating7.4Very goodWhy this rating?
A very good rare of the format (7.4/10).
Why. A one mana 1/2 that mills three cards on entering, then gets +2/+0 for every seven cards in your graveyard. In a graveyard deck it becomes a late game threat.
Risks. Alone it is a weak 1/2: you need to reach seven cards in the graveyard. Milling your own library has a long term cost.
In the draft. A pick for a black graveyard deck. A mid-pack pick, worse without other ways to fill the graveyard.
Results in the games of the set
When it is in hand, the deck wins 57.6% of its games (set average: 56.2%, 66th of 271 cards).
In the opening hand: 60.8% wins (54.8% on average).
Drawn during the game: 55.7% (57.0% on average).
When it is drawn, the deck wins 3.8 points more than when it is not.

30. Master of Barbs
Rating7.4Very goodWhy this rating?
A very good rare of the format (7.4/10).
Why. A two mana 2/1 with menace: an aggressive attacker that gives your creatures +1/+0 when an opponent is dealt noncombat damage. Useful in a deck that deals a lot of direct damage.
Risks. A 2/1 is weak, and the effect needs sources of noncombat damage. On its own it is limited and does not deserve a slot without them.
In the draft. A niche card for an aggressive red deck with direct damage. Take it late.
Results in the games of the set
When it is in hand, the deck wins 53.1% of its games (set average: 56.2%, 196th of 271 cards).
In the opening hand: 55.6% wins (54.8% on average).
Drawn during the game: 51.3% (57.0% on average).
When it is drawn, the deck wins 0.4 points more than when it is not.
Rating7.4Very goodWhy this rating?
A very good rare of the format (7.4/10).
Why. A two mana 3/1: on entering, and whenever another creature enters under your control, it surveils 1. It returns from the graveyard for two mana with a finality counter if you scried or surveilled this turn.
Risks. A 3/1 dies to almost anything. It needs white and blue by turn 2, and the return only works with a surveil in the turn.
In the draft. A very good card for a white-blue deck. Take it fairly high; the surveil and recursion make it a better two drop than its stats suggest.
Results in the games of the set
When it is in hand, the deck wins 60.3% of its games (set average: 56.2%, 26th of 271 cards).
In the opening hand: 62.4% wins (54.8% on average).
Drawn during the game: 59.1% (57.0% on average).
When it is drawn, the deck wins 6.4 points more than when it is not.

32. Sphinx of False Conclusions
Rating7.4Very goodWhy this rating?
A very good rare of the format (7.4/10).
Why. A 4/2 with flash and flying: it ambushes an attacker or arrives at end of turn. Each attack lets it loot, and if it dies, a token copy stays. It is hard to remove for good.
Risks. With 2 toughness it falls in combat. The copy is a token: if it dies in turn, it does not replace itself.
In the draft. A very good pick in blue. Take it high: it is a quality threat and blocker.
Results in the games of the set
When it is in hand, the deck wins 64.2% of its games (set average: 56.2%, 10th of 271 cards).
In the opening hand: 64.8% wins (54.8% on average).
Drawn during the game: 63.9% (57.0% on average).
When it is drawn, the deck wins 10.7 points more than when it is not.

33. Verdant Kraken
Rating7.4Very goodWhy this rating?
A very good rare of the format (7.4/10).
Why. A 6/6 that creates a 3/3 green Forest Tentacle land creature token at the start of each player's upkeep: two tokens each turn cycle. The token also makes mana, and the game tips quickly.
Risks. Seven mana with three green: heavy, slow, and a removal before it does anything undoes it. It needs a very green deck.
In the draft. A finisher for a green deck, taken in the middle of the pack. One copy is enough, and you want ways to survive until turn 7.
Results in the games of the set
When it is in hand, the deck wins 58.3% of its games (set average: 56.2%, 51st of 271 cards).
In the opening hand: 53.9% wins (54.8% on average).
Drawn during the game: 60.8% (57.0% on average).
When it is drawn, the deck wins 6.2 points more than when it is not.
Rating7.4Very goodWhy this rating?
A very good rare of the format (7.4/10).
Why. An instant that exiles a creature or planeswalker: real removal. If the target has mana value 3 or less, it returns tapped under your control, then is exiled at the next end step.
Risks. It costs three mana, two black and one white, so a black-white deck. The temporary control is very short, and against a big target it is a plain exile.
In the draft. A removal to take in a white-black deck, in the middle of the pack. Without those two colours, skip it.
Results in the games of the set
When it is in hand, the deck wins 54.7% of its games (set average: 56.2%, 149th of 271 cards).
In the opening hand: 50.7% wins (54.8% on average).
Drawn during the game: 57.0% (57.0% on average).
When it is drawn, the deck wins 3.3 points more than when it is not.
Rating7.4Very goodWhy this rating?
A very good rare of the format (7.4/10).
Why. A 5/5 for five that comes with a Heartwood: the token makes mana now and fuels the creature later. Sacrificing another artifact adds a +1/+1 counter and your choice of trample, hexproof or haste for the turn, which lets you push damage through or dodge a removal spell.
Risks. It needs two green mana, and nothing protects it from removal if you have no artifact to sacrifice or no mana to pay for the ability. Without another artifact it is just a big body, and each sacrifice weakens your mana.
In the draft. A good green five-drop, worth taking fairly early, more so if you have other artifacts or tokens. It also plays well in red-green thanks to the Heartwood.
Results in the games of the set
When it is in hand, the deck wins 61.7% of its games (set average: 56.2%, 21st of 271 cards).
In the opening hand: 60.8% wins (54.8% on average).
Drawn during the game: 62.3% (57.0% on average).
When it is drawn, the deck wins 8.9 points more than when it is not.
Rating7.3Very goodWhy this rating?
A very good rare of the format (7.3/10).
Why. A 1/1 for three that trades a land for two tapped Heartwood tokens: you come out a mana source ahead with red-green fixing. Tapping two untapped artifacts gives it two +1/+1 counters each time, so it turns into a real threat quickly.
Risks. It is a 1/1 for a whole turn, and sacrificing a land hurts if your hand is slow. The Heartwood tokens enter tapped, so it cannot grow before your next turn, and tapping them costs you their mana.
In the draft. A rare worth taking in a ramp-style red-green deck. Outside those two colors it does nothing, since both are required.
Results in the games of the set
When it is in hand, the deck wins 58.7% of its games (set average: 56.2%, 48th of 271 cards).
In the opening hand: 59.9% wins (54.8% on average).
Drawn during the game: 57.9% (57.0% on average).
When it is drawn, the deck wins 5.9 points more than when it is not.
Rating7.2Very goodWhy this rating?
A very good mythic of the format (7.2/10).
Why. A 3/2 for four with flying and haste, so it hits the turn it lands. If two or more creatures die on your turn it returns from the graveyard at the beginning of combat, which rewards trades and your own sacrifices.
Risks. The recursion condition is demanding: two deaths before combat on your own turn. In a deck with no way to cause deaths it is an ordinary 3/2 flier, easy to answer with a removal spell.
In the draft. Fine in a black deck that sacrifices creatures or kills before combat. Do not overpay: without those tools it is a filler flier.
Results in the games of the set
When it is in hand, the deck wins 53.2% of its games (set average: 56.2%, 194th of 271 cards).
In the opening hand: 52.2% wins (54.8% on average).
Drawn during the game: 53.8% (57.0% on average).
When it is drawn, the deck wins 1.7 points more than when it is not.
Rating7.2Very goodWhy this rating?
A very good rare of the format (7.2/10).
Why. A 2/2 that fetches a basic land tapped when it enters and draws you a card when it dies. It fixes, ramps and replaces itself, so it stays useful even late in the game.
Risks. It asks for two green mana on turn three, which is awkward if green is your second color. The land enters tapped, so the mana only helps the following turn.
In the draft. A value card to take readily in a green deck. It gets even better in a three-color deck where fixing matters.
Results in the games of the set
When it is in hand, the deck wins 59.7% of its games (set average: 56.2%, 32nd of 271 cards).
In the opening hand: 63.4% wins (54.8% on average).
Drawn during the game: 57.5% (57.0% on average).
When it is drawn, the deck wins 6.3 points more than when it is not.

39. Tarmogoyf
Rating7.2Very goodWhy this rating?
A very good mythic of the format (7.2/10).
Why. Two mana for a creature that scales with the card types in all graveyards. After a few trades, with a creature, an instant, a sorcery and a land in the yards, it becomes a 4/5 for almost nothing.
Risks. It starts small: on turn two it can be a 0/1 or a 1/2. A removal spell on it, or graveyards that stay empty, leave it very weak.
In the draft. A solid pick for an aggressive green curve. It grows as the game goes on, so avoid sending it into combat too early.
Results in the games of the set
When it is in hand, the deck wins 56.9% of its games (set average: 56.2%, 86th of 271 cards).
In the opening hand: 58.4% wins (54.8% on average).
Drawn during the game: 55.9% (57.0% on average).
When it is drawn, the deck wins 5.4 points more than when it is not.

40. Solitary Cell
Rating7.2GoodWhy this rating?
A very good rare of the format (7.2/10).
Why. Two mana to exile an opposing nonland permanent with mana value three or less, as long as the artifact stays. It is a cheap, flexible removal that hits creatures, artifacts and enchantments. Discarding a legendary card for a draw is a minor bonus.
Risks. The exile is temporary: if the artifact leaves the battlefield, the card comes back. It cannot touch anything big, and it needs a red-white deck.
In the draft. Playable in a red-white deck from mid-pack. It shines against cheap threats; do not take it over a broader removal spell.
Results in the games of the set
When it is in hand, the deck wins 50.9% of its games (set average: 56.2%, 241st of 271 cards).
In the opening hand: 49.4% wins (54.8% on average).
Drawn during the game: 51.8% (57.0% on average).
When it is drawn, the deck wins 1.1 points more than when it is not.
Rating7.2GoodWhy this rating?
A very good rare of the format (7.2/10).
Why. Two black mana to destroy any creature or planeswalker for two life: a cheap, unconditional removal at sorcery speed. The second mode gives you a Jace with six loyalty counters, a late-game source of cards.
Risks. The double black cost makes it hard outside a heavy black deck. Losing two life each time adds up against an aggressive deck.
In the draft. A good removal spell to take early in a black deck. The Jace mode is a fallback, but the first mode is reason enough for the pick.
Results in the games of the set
When it is in hand, the deck wins 54.4% of its games (set average: 56.2%, 163rd of 271 cards).
In the opening hand: 51.4% wins (54.8% on average).
Drawn during the game: 56.1% (57.0% on average).
When it is drawn, the deck wins 1.6 points more than when it is not.
Rating7.1GoodWhy this rating?
A very good rare of the format (7.1/10).
Why. A 2/2 for two that mills two cards each time another creature or planeswalker enters under your control, which feeds Threshold. Once, for six mana, it returns a creature or planeswalker card from your graveyard to the battlefield and gets a +1/+1 counter itself.
Risks. Milling yourself shortens your library if the game drags on. The reanimation costs a lot of mana and works only once, and a 2/2 dies quickly in combat.
In the draft. A good rare for a black deck that plays Threshold or wants to fill its graveyard. In other decks it is just an honest two-drop.
Results in the games of the set
When it is in hand, the deck wins 56.2% of its games (set average: 56.2%, 110th of 271 cards).
In the opening hand: 55.5% wins (54.8% on average).
Drawn during the game: 56.6% (57.0% on average).
When it is drawn, the deck wins 1.4 points more than when it is not.
Rating7.0GoodWhy this rating?
A very good rare of the format (7.0/10).
Why. This two-mana legendary artifact has two uses: discard it from your hand for two mana and it deals four damage to an attacking or blocking creature. On the battlefield it gives your creature tokens +1/+0 and vigilance.
Risks. The permanent mode only matters with many tokens, and its mana can only cast planeswalker spells. The discard mode costs two mana and a card, and it only hits attackers and blockers.
In the draft. A late-pack option, fine in a white deck with tokens or planeswalkers. Otherwise you play it only for the discard effect.
Results in the games of the set
When it is in hand, the deck wins 50.7% of its games (set average: 56.2%, 245th of 271 cards).
In the opening hand: 48.1% wins (54.8% on average).
Drawn during the game: 52.3% (57.0% on average).
When it is drawn, the deck wins 2.2 points less than when it is not.

44. Null Summoner
Rating7.0GoodWhy this rating?
A very good rare of the format (7.0/10).
Why. A 4/2 for four that reveals the opponent's hand and exiles a nonland card of your choice: a disruption effect that often takes their best card. With Threshold you can cast that card yourself using mana of any type.
Risks. Two toughness trades with almost anything, and the exiled card only becomes yours with Threshold. It needs blue and black by turn four.
In the draft. Very good in a blue-black deck, worth taking fairly high. It is at its best in games where your graveyard fills up quickly.
Results in the games of the set
When it is in hand, the deck wins 62.9% of its games (set average: 56.2%, 11th of 271 cards).
In the opening hand: 60.9% wins (54.8% on average).
Drawn during the game: 63.9% (57.0% on average).
When it is drawn, the deck wins 10.5 points more than when it is not.

45. Puppet Crafting
Rating7.0GoodWhy this rating?
A very good rare of the format (7.0/10).
Why. For two mana it turns an artifact or non-Aura enchantment into a Construct creature with base power and toughness 5/5. It can return to your hand from the graveyard for five mana, so it keeps coming back as a threat. A worthless artifact becomes a big body.
Risks. It needs an artifact or enchantment to target; without one it is dead in your hand. If the permanent is destroyed you lose the Aura, though you can buy it back later.
In the draft. A build-around card for red-green or green decks with artifacts. Take it only if you already have several targets, such as Heartwood tokens.
Results in the games of the set
When it is in hand, the deck wins 51.3% of its games (set average: 56.2%, 236th of 271 cards).
In the opening hand: 48.1% wins (54.8% on average).
Drawn during the game: 53.4% (57.0% on average).
When it is drawn, the deck wins 0.1 points more than when it is not.
Rating7.0GoodWhy this rating?
A very good rare of the format (7.0/10).
Why. A 3/2 for two that applies Empower Jace each time it attacks, with loyalty equal to the number of creatures you control. The Jace token gives you surveil and extra cards, rewarding a deck of cheap creatures.
Risks. At two toughness it often dies when it attacks, and a lone Jace token is vulnerable. With no other creature it adds only one loyalty counter.
In the draft. A good two-drop for an aggressive white deck; white-blue pushes it further. Take it fairly high, it is good from turn two.
Results in the games of the set
When it is in hand, the deck wins 59.7% of its games (set average: 56.2%, 33rd of 271 cards).
In the opening hand: 63.2% wins (54.8% on average).
Drawn during the game: 57.6% (57.0% on average).
When it is drawn, the deck wins 7.1 points more than when it is not.
Rating7.0GoodWhy this rating?
A very good rare of the format (7.0/10).
Why. A flexible five-mana instant: either draw cards equal to the greatest power among your creatures, or give all creatures -3/-3 until end of turn. The second mode acts as a sweeper and can turn around a lost board.
Risks. The sweep hits your own creatures, and the draw costs you the same amount of life. Without a big creature the first mode is weak.
In the draft. Good in a black deck with large creatures, or a control deck that wants a sweeper. It is still expensive, so do not play more than one.
Results in the games of the set
When it is in hand, the deck wins 55.7% of its games (set average: 56.2%, 126th of 271 cards).
In the opening hand: 53.2% wins (54.8% on average).
Drawn during the game: 57.1% (57.0% on average).
When it is drawn, the deck wins 3.2 points more than when it is not.
Rating7.0GoodWhy this rating?
A solid uncommon of the format (7.0/10).
Why. A black-red instant with three modes: three damage to any target, first strike and deathtouch on a creature for the turn, or a colorless 2/2 Cadet token with haste. The first mode is removal, the second wins a combat, the third makes a body on demand.
Risks. It cannot kill large creatures, and the token is a 2/2 whose haste lasts a single turn. Both colors are required, so it only lives in one archetype.
In the draft. A good uncommon for black-red, worth taking fairly high. Its flexibility makes it a removal spell that adapts to the game.
Results in the games of the set
When it is in hand, the deck wins 55.4% of its games (set average: 56.2%, 134th of 271 cards).
In the opening hand: 53.5% wins (54.8% on average).
Drawn during the game: 56.7% (57.0% on average).
When it is drawn, the deck wins 2.2 points more than when it is not.

49. Stingerquill Voxmancer // Vicious Verse
Rating7.0GoodWhy this rating?
A solid uncommon of the format (7.0/10).
Why. A 1/2 that costs a single hybrid black-or-red mana, so it fits either color. It becomes prepared at your upkeep, and you can then cast a copy of Vicious Verse for one mana to deal one damage to the opponent. A small body with a very small effect.
Risks. The effect is minor and the body is weak: a 1/2 blocks little. It is mostly filler with little impact on the game.
In the draft. A late-pack card, to play only in a very aggressive black-red deck. Take it only if you lack cheap creatures.
Results in the games of the set
When it is in hand, the deck wins 54.1% of its games (set average: 56.2%, 170th of 271 cards).
In the opening hand: 56.8% wins (54.8% on average).
Drawn during the game: 52.1% (57.0% on average).
When it is drawn, the deck wins 1.6 points more than when it is not.
Rating7.0GoodWhy this rating?
A very good rare of the format (7.0/10).
Why. A 3/3 for three, but in three colors: each noncreature spell you cast creates a colorless 1/1 Sculpture Treasure artifact creature token that sacrifices for mana of any color. It also gives your artifact creatures vigilance.
Risks. It needs blue, red and white on turn three, which almost never happens. With few noncreature spells it creates no tokens.
In the draft. A card for a three-color deck full of noncreature spells. Outside that frame it stays in the binder.
Results in the games of the set
When it is in hand, the deck wins 53.3% of its games (set average: 56.2%, 189th of 271 cards).
In the opening hand: 51.4% wins (54.8% on average).
Drawn during the game: 54.3% (57.0% on average).
When it is drawn, the deck wins 3.9 points more than when it is not.
Rating7.0GoodWhy this rating?
A solid uncommon of the format (7.0/10).
Why. When it enters, another creature you control fights a creature an opponent controls: removal on a body if your creature is bigger. For six mana it puts a +1/+1 counter on a nonlegendary creature, a late-game mana sink.
Risks. It does nothing without another creature, and a 1/1 that enters is just a fragile small body. The fight can go wrong if the opponent responds.
In the draft. A good green uncommon, especially in a deck with large creatures. Take it fairly high, it provides removal at a fair price.
Results in the games of the set
When it is in hand, the deck wins 54.1% of its games (set average: 56.2%, 172nd of 271 cards).
In the opening hand: 51.0% wins (54.8% on average).
Drawn during the game: 56.0% (57.0% on average).
When it is drawn, the deck wins 1.6 points more than when it is not.

52. Fulminous Forte
Rating6.9GoodWhy this rating?
A solid uncommon of the format (6.9/10).
Why. A three-mana red instant with two modes: five damage to a creature or planeswalker, or one damage to each creature and planeswalker your opponents control. The first kills most creatures, the second cleans up small ones.
Risks. The sweep mode only kills small creatures, and the damage mode hits a single target. Very large bodies survive it.
In the draft. A good removal spell to take early in a red deck. The choice of mode makes it good against token decks and single threats alike.
Results in the games of the set
When it is in hand, the deck wins 56.9% of its games (set average: 56.2%, 88th of 271 cards).
In the opening hand: 55.4% wins (54.8% on average).
Drawn during the game: 57.8% (57.0% on average).
When it is drawn, the deck wins 3.0 points more than when it is not.

53. Vigorbloom Charm
Rating6.9GoodWhy this rating?
A solid uncommon of the format (6.9/10).
Why. A green-white instant with three modes: hexproof and indestructible for one of your permanents, draw a card and gain three life, or a +1/+1 counter followed by a fight. It acts as removal, protection or value depending on the game.
Risks. The fight mode depends on your creature: if it is small, it fails. The protection mode does not save you from exile, sacrifice or -X/-X effects.
In the draft. A good uncommon for green-white, and it fits Lifegain decks. Take it fairly high, its flexibility means it is rarely dead.
Results in the games of the set
When it is in hand, the deck wins 56.7% of its games (set average: 56.2%, 93rd of 271 cards).
In the opening hand: 54.6% wins (54.8% on average).
Drawn during the game: 57.9% (57.0% on average).
When it is drawn, the deck wins 3.4 points more than when it is not.

54. Ajani's Anguish
Rating6.8GoodWhy this rating?
A very good rare of the format (6.8/10).
Why. For X plus one red mana it deals X damage to any target, then stays on the battlefield giving your creatures trample. It is removal or a finisher, depending on when you cast it.
Risks. The cost climbs fast with X, and a small X does almost nothing. The trample alone does not justify the card.
In the draft. A good red card, worth playing as a one-of. It shines in decks that reach high mana and in those that want to finish with direct damage.
Results in the games of the set
When it is in hand, the deck wins 56.3% of its games (set average: 56.2%, 103rd of 271 cards).
In the opening hand: 51.5% wins (54.8% on average).
Drawn during the game: 59.2% (57.0% on average).
When it is drawn, the deck wins 3.3 points more than when it is not.

55. Carnivorous Cultivator // Enroot
Rating6.8GoodWhy this rating?
A very good rare of the format (6.8/10).
Why. A 2/3 deathtouch for two mana that enters prepared: you can cast Enroot, which finds a land and puts it into your graveyard. If it deals combat damage to a player, it returns a land card from your graveyard to your hand. A good blocker that discourages attacks.
Risks. Enroot only fills your graveyard, with no direct gain. It has no evasion, so when blocked it does not hurt the player and returns no land.
In the draft. A solid green two-drop, worth taking for its body. It is best on defense and in decks that want a full graveyard.
Results in the games of the set
When it is in hand, the deck wins 58.9% of its games (set average: 56.2%, 46th of 271 cards).
In the opening hand: 62.2% wins (54.8% on average).
Drawn during the game: 56.8% (57.0% on average).
When it is drawn, the deck wins 5.7 points more than when it is not.
Rating6.8GoodWhy this rating?
A very good rare of the format (6.8/10).
Why. A sorcery that draws cards equal to the number put into target player's graveyard from their library this turn, and you can target yourself. With surveil, your draws come from your own graveyard fills, in a very specialized deck.
Risks. Without a way to fill a graveyard the same turn, it does nothing. It is a three-mana sorcery with no board effect, well below the level of the set.
In the draft. Avoid it in most decks: you need to chain surveil or mill effects in the same turn. Take it only in a specialized deck that is already built.
Results in the games of the set
When it is in hand, the deck wins 49.1% of its games (set average: 56.2%).
Drawn during the game: 51.7% (57.0% on average).
When it is drawn, the deck wins 0.4 points less than when it is not.
Rating6.8GoodWhy this rating?
A solid uncommon of the format (6.8/10).
Why. For X plus two green mana it searches for up to X basic lands with different names and puts them into your hand. Its power equals the number of basic land types among lands you control, so with two types in play it is a 2/2 and with three a 3/2.
Risks. Two toughness is fragile, and it only counts lands in play. Paying X does not make it bigger right away; the lands it finds go to your hand.
In the draft. A good green uncommon for decks that fix their mana. It is especially good in decks with three or more colors, where mana matters.
Results in the games of the set
When it is in hand, the deck wins 57.7% of its games (set average: 56.2%, 64th of 271 cards).
In the opening hand: 56.4% wins (54.8% on average).
Drawn during the game: 58.4% (57.0% on average).
When it is drawn, the deck wins 4.2 points more than when it is not.
Rating6.8GoodWhy this rating?
A very good rare of the format (6.8/10).
Why. A 3/3 for three with ward, discard a card: targeting it costs the opponent. It deals one damage to the opponent whenever one of their creatures enters or they activate a loyalty ability. A good midrange creature that wears opponents down.
Risks. The passive damage is small and depends on the opponent's cards: a deck with few creatures or planeswalkers turns it off. Ward does not stop a sweeper.
In the draft. A good black three-drop that fits in several pairs. Take it fairly high, it is a solid body for the cost.
Results in the games of the set
When it is in hand, the deck wins 59.5% of its games (set average: 56.2%, 36th of 271 cards).
In the opening hand: 60.9% wins (54.8% on average).
Drawn during the game: 58.7% (57.0% on average).
When it is drawn, the deck wins 6.5 points more than when it is not.

59. Sanctum Lurker
Rating6.8GoodWhy this rating?
A very good rare of the format (6.8/10).
Why. A 3/2 for three that applies Empower Jace 1 when it enters. Your planeswalkers, including that Jace token, gain a +2 ability: one damage to each opponent and one life for you. They are no longer put into the graveyard at zero loyalty.
Risks. A 3/2 is fragile, and the Jace starts with only one loyalty. The drain is slow: unless you protect the Jace, you lose the advantage.
In the draft. A very good black rare, best in decks with planeswalkers or Empower Jace. It is good even alone as a body, so take it fairly high.
Results in the games of the set
When it is in hand, the deck wins 61.9% of its games (set average: 56.2%, 19th of 271 cards).
In the opening hand: 63.0% wins (54.8% on average).
Drawn during the game: 61.2% (57.0% on average).
When it is drawn, the deck wins 9.6 points more than when it is not.

60. Stinging Vitriol
Rating6.8GoodWhy this rating?
A very good rare of the format (6.8/10).
Why. A two-mana black-red sorcery: two damage to the opponent, and you see their hand to make them discard a nonland card of your choice. A decent way to strip their most dangerous threat before it lands.
Risks. It does not affect the board and gives you no card: a one-for-one trade. It loses value late in the game, when the opponent has emptied their hand.
In the draft. A tool for a very aggressive black-red deck. Take it later in the pack, and only if no removal spell is available instead.
Results in the games of the set
When it is in hand, the deck wins 53.7% of its games (set average: 56.2%, 181st of 271 cards).
In the opening hand: 52.8% wins (54.8% on average).
Drawn during the game: 54.3% (57.0% on average).
When it is drawn, the deck wins 2.0 points more than when it is not.
Rating6.7GoodWhy this rating?
A very good rare of the format (6.7/10).
Why. A 2/2 for two that gives haste to all your creatures. It lets your biggest threats attack the turn they arrive, which costs the opponent time.
Risks. A 2/2 with no other ability is mediocre on the board, and without big threats to follow the haste is worth almost nothing. It is easy to kill.
In the draft. Fine in a red deck that chains large creatures. Take it mid-pack; elsewhere it is an interchangeable two-drop.
Results in the games of the set
When it is in hand, the deck wins 56.3% of its games (set average: 56.2%, 100th of 271 cards).
In the opening hand: 58.7% wins (54.8% on average).
Drawn during the game: 54.7% (57.0% on average).
When it is drawn, the deck wins 3.4 points more than when it is not.

62. Heartwood Crafter // Soul Tether
Rating6.6GoodWhy this rating?
A solid uncommon of the format (6.6/10).
Why. A 1/1 for one mana that enters prepared: you can cast Soul Tether to create a Heartwood token. It taps for colorless mana that cannot be spent on spells from your hand, but it can pay for prepared copies and abilities. A good start for ramp.
Risks. A 1/1 dies to everything, and its mana does not pay for spells cast from your hand. Soul Tether costs three mana, which is a lot for a single Heartwood.
In the draft. A good one-drop for a green ramp deck, especially red-green. It is weaker in a very aggressive deck.
Results in the games of the set
When it is in hand, the deck wins 56.9% of its games (set average: 56.2%, 87th of 271 cards).
In the opening hand: 62.5% wins (54.8% on average).
Drawn during the game: 53.0% (57.0% on average).
When it is drawn, the deck wins 2.6 points more than when it is not.

63. Bloombrute
Rating6.6GoodWhy this rating?
A solid uncommon of the format (6.6/10).
Why. A 4/4 for four that draws a card the first time you gain life each turn. For six mana it gives trample and lifelink to a creature, a good way to trigger it, along with Lifegain cards.
Risks. It needs green and white, and without lifegain it is a 4/4 with nothing else. The six-mana ability is expensive and lasts a single turn.
In the draft. A good four-drop for green-white, worth taking fairly high. Look for lifegain sources alongside it so that it draws regularly.
Results in the games of the set
When it is in hand, the deck wins 57.6% of its games (set average: 56.2%, 67th of 271 cards).
In the opening hand: 55.8% wins (54.8% on average).
Drawn during the game: 58.6% (57.0% on average).
When it is drawn, the deck wins 4.8 points more than when it is not.

64. Deserted Beach
Rating6.6GoodWhy this rating?
A very good rare of the format (6.6/10).
Why. A land that taps for white or blue and enters untapped if you already control two or more other lands. It is clean fixing for white-blue.
Risks. It enters tapped in the early turns, which slows an aggressive curve. Its only role is mana fixing.
In the draft. Take it in a white-blue deck over a basic land. It is a mid-pack pick, and only for these two colors.
Results in the games of the set
When it is in hand, the deck wins 55.9% of its games (set average: 56.2%, 122nd of 271 cards).
In the opening hand: 55.9% wins (54.8% on average).
Drawn during the game: 55.8% (57.0% on average).
When it is drawn, the deck wins 1.1 points more than when it is not.
Rating6.6GoodWhy this rating?
A solid uncommon of the format (6.6/10).
Why. A 3/4 flier for four that, at the beginning of combat on your turn, gives another creature +1/+1 until end of turn. If you scried or surveilled this turn, it puts a permanent +1/+1 counter on that creature instead. A good body that improves your attacks.
Risks. Without another creature to buff it is just a 3/4 flier. It needs white and blue, and the permanent bonus requires a scry or surveil that turn.
In the draft. A good four-drop for white-blue, worth taking fairly high. It is excellent with surveil sources and creatures to improve.
Results in the games of the set
When it is in hand, the deck wins 57.8% of its games (set average: 56.2%, 59th of 271 cards).
In the opening hand: 55.6% wins (54.8% on average).
Drawn during the game: 58.9% (57.0% on average).
When it is drawn, the deck wins 4.7 points more than when it is not.

66. Haunted Ridge
Rating6.6GoodWhy this rating?
A very good rare of the format (6.6/10).
Why. A land that taps for black or red and enters untapped if you already control two or more other lands. It is clean fixing for black-red.
Risks. It enters tapped in the early turns, which slows an aggressive curve. Its only role is mana fixing.
In the draft. Take it in a black-red deck over a basic land. It is a mid-pack pick, and only for these two colors.
Results in the games of the set
When it is in hand, the deck wins 54.7% of its games (set average: 56.2%, 153rd of 271 cards).
In the opening hand: 55.4% wins (54.8% on average).
Drawn during the game: 54.2% (57.0% on average).
When it is drawn, the deck wins 0.2 points less than when it is not.
Rating6.6GoodWhy this rating?
A very good rare of the format (6.6/10).
Why. A three-mana instant: until end of turn, you can activate the loyalty abilities of your Jace planeswalkers at instant speed, even on the opponent's turn. It also applies Empower Jace 8: enough to draw and surveil, at one activation per turn.
Risks. The Jace token is exposed to attacks, and the value is spread over several turns. It does not change the board right away.
In the draft. A good value spell for a blue deck that can protect its Jace. Take it fairly high in a control deck.
Results in the games of the set
When it is in hand, the deck wins 57.8% of its games (set average: 56.2%, 61st of 271 cards).
In the opening hand: 57.1% wins (54.8% on average).
Drawn during the game: 58.2% (57.0% on average).
When it is drawn, the deck wins 5.1 points more than when it is not.
Rating6.6GoodWhy this rating?
A very good rare of the format (6.6/10).
Why. A land that taps for green or white and enters untapped if you already control two or more other lands. It is clean fixing for green-white.
Risks. It enters tapped in the early turns, which slows an aggressive curve. Its only role is mana fixing.
In the draft. Take it in a green-white deck over a basic land. It is a mid-pack pick, and only for these two colors.
Results in the games of the set
When it is in hand, the deck wins 52.9% of its games (set average: 56.2%, 202nd of 271 cards).
In the opening hand: 52.7% wins (54.8% on average).
Drawn during the game: 53.0% (57.0% on average).
When it is drawn, the deck wins 0.4 points less than when it is not.

69. Proft, Consulting Detective
Rating6.6GoodWhy this rating?
A solid uncommon of the format (6.6/10).
Why. A two-mana 2/2 that becomes an engine in a deck that scries or uses Surveil. Each trigger, for two mana, puts a +1/+1 counter on it and draws you a card.
Risks. Without scry or Surveil sources it is just a 2/2. It also wants spare mana on every trigger, which slows your development.
In the draft. Take it in a blue deck with several scry or Surveil sources. Otherwise it is a decent mid-pack pick and nothing more.
Results in the games of the set
When it is in hand, the deck wins 57.5% of its games (set average: 56.2%, 71st of 271 cards).
In the opening hand: 57.2% wins (54.8% on average).
Drawn during the game: 57.6% (57.0% on average).
When it is drawn, the deck wins 3.3 points more than when it is not.

70. Rockfall Vale
Rating6.6GoodWhy this rating?
A very good rare of the format (6.6/10).
Why. A red-green fixing land that enters untapped once you control two other lands. From turn three on it almost never costs you tempo.
Risks. On turns one and two it enters tapped, which can hurt an aggressive curve. Outside red-green it does not earn a slot.
In the draft. Take it if you are red-green or splashing one of those colours. Do not take it over a real playable.
Results in the games of the set
When it is in hand, the deck wins 55.0% of its games (set average: 56.2%, 143rd of 271 cards).
In the opening hand: 56.4% wins (54.8% on average).
Drawn during the game: 54.1% (57.0% on average).
When it is drawn, the deck wins 0.9 points more than when it is not.

71. Shipwreck Marsh
Rating6.6GoodWhy this rating?
A very good rare of the format (6.6/10).
Why. A blue-black fixing land that enters untapped when you control at least two other lands. It smooths the mana of a blue-black deck at almost no cost.
Risks. It enters tapped early in the game. It does nothing outside those two colours.
In the draft. A fine late pick for a blue-black deck or a splash of either colour. Playables come first.
Results in the games of the set
When it is in hand, the deck wins 57.8% of its games (set average: 56.2%, 60th of 271 cards).
In the opening hand: 58.3% wins (54.8% on average).
Drawn during the game: 57.5% (57.0% on average).
When it is drawn, the deck wins 3.0 points more than when it is not.

72. Warrior's Blades
Rating6.6GoodWhy this rating?
A solid uncommon of the format (6.6/10).
Why. Four mana for three damage to any target and three life, then an Equipment that gives +2/+1. Even if the Equipment stays in the background, you have already got a removal spell out of it.
Risks. It needs red and white. Equipping costs three mana, one less for each +1/+1 counter on the target creature, so it is a slow investment.
In the draft. Take it in a red-white deck: it is a removal spell with a bonus. Do not change colours for it.
Results in the games of the set
When it is in hand, the deck wins 54.8% of its games (set average: 56.2%, 148th of 271 cards).
In the opening hand: 53.1% wins (54.8% on average).
Drawn during the game: 55.8% (57.0% on average).
When it is drawn, the deck wins 3.4 points more than when it is not.
Rating6.6GoodWhy this rating?
A solid uncommon of the format (6.6/10).
Why. A three-mana instant-speed removal that destroys a creature or planeswalker with mana value three or more, then lets you Surveil 1. It handles the real threats at any time.
Risks. It cannot hit permanents with mana value one or two, nor tokens. You will need other answers for small threats.
In the draft. A good white removal to take fairly high. In a deck short on answers to big creatures, it is one of your best answers.
Results in the games of the set
When it is in hand, the deck wins 57.3% of its games (set average: 56.2%, 78th of 271 cards).
In the opening hand: 54.7% wins (54.8% on average).
Drawn during the game: 58.7% (57.0% on average).
When it is drawn, the deck wins 3.7 points more than when it is not.

74. Saheeli, Jewel of Avishkar
Rating6.6GoodWhy this rating?
A solid uncommon of the format (6.6/10).
Why. A sturdy 2/4 for four mana that blocks well, and makes a 1/1 colorless Thopter artifact creature token with flying each time you cast a noncreature spell. Thopters also have haste.
Risks. It needs a blue-red deck with enough noncreature spells. Without them it is a decent body and no more, and a removal spell ends it.
In the draft. A good card for a blue-red deck full of instants and sorceries. Take it mid-pack, higher if you already have plenty of spells.
Results in the games of the set
When it is in hand, the deck wins 57.0% of its games (set average: 56.2%, 81st of 271 cards).
In the opening hand: 54.8% wins (54.8% on average).
Drawn during the game: 58.1% (57.0% on average).
When it is drawn, the deck wins 4.1 points more than when it is not.
Rating6.5GoodWhy this rating?
A very good rare of the format (6.5/10).
Why. A five-mana planeswalker whose plus ability puts as many loyalty counters on a Jace token as you control Islands. In a heavy blue deck you quickly build a token that can draw or surveil. The minus three shrinks creatures attacking you or your planeswalkers.
Risks. It needs two blue mana and many Islands to be good. Its plus ability empowers a Jace token rather than itself, and the ultimate needs twenty-five loyalty counters among your Jaces.
In the draft. Take it in a deck that is clearly mostly blue. In an even two-colour deck it loses value.
Results in the games of the set
When it is in hand, the deck wins 58.1% of its games (set average: 56.2%, 53rd of 271 cards).
In the opening hand: 54.3% wins (54.8% on average).
Drawn during the game: 59.9% (57.0% on average).
When it is drawn, the deck wins 5.7 points more than when it is not.
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. A two-mana 2/1 with menace that attacks well early. Late in the game you can bring her back from the graveyard with a +1/+1 counter by paying five mana and exiling another creature card from your graveyard.
Risks. She is fragile and dies to almost anything. Coming back needs another creature card in your graveyard and five mana, which is a heavy cost.
In the draft. A decent black two-drop for an aggressive or grindy deck. It is not a priority.
Results in the games of the set
When it is in hand, the deck wins 55.4% of its games (set average: 56.2%, 135th of 271 cards).
In the opening hand: 55.9% wins (54.8% on average).
Drawn during the game: 55.0% (57.0% on average).
When it is drawn, the deck wins 0.7 points more than when it is not.
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. A three-mana instant that removes any nonland permanent: its owner puts it on top of their library and takes two damage, or it goes to the bottom. Either way the threat leaves the battlefield.
Risks. If the opponent picks the top, they redraw it, so you gain tempo rather than a true answer. It needs blue and red.
In the draft. A good tempo tool for a blue-red deck: the opponent loses either the card or their next draw. Save it for an expensive target.
Results in the games of the set
When it is in hand, the deck wins 58.5% of its games (set average: 56.2%, 50th of 271 cards).
In the opening hand: 55.6% wins (54.8% on average).
Drawn during the game: 60.0% (57.0% on average).
When it is drawn, the deck wins 4.6 points more than when it is not.
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. A 7/5 with trample that, when it enters, lets you choose two: four damage to a creature or planeswalker, a 2/2 colorless Wizard Soldier creature token named Cadet, or drawing a card. It brings value and ends the game.
Risks. Seven mana including two red and two green: it is heavy and only castable late. It is useless outside red-green.
In the draft. Take it in a red-green deck with enough early game to reach it. One copy is enough as a finisher.
Results in the games of the set
When it is in hand, the deck wins 62.3% of its games (set average: 56.2%, 16th of 271 cards).
In the opening hand: 59.3% wins (54.8% on average).
Drawn during the game: 64.0% (57.0% on average).
When it is drawn, the deck wins 9.0 points more than when it is not.

79. Fatehold Charm
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. A two-mana white-blue instant with three modes: draw and Empower Jace 2, return a spell or creature to hand, or give your creatures +1/+2 until end of turn. It adapts to the situation.
Risks. No mode permanently answers a big threat. It needs white and blue, and only produces one of its three effects.
In the draft. A good tempo tool for a white-blue deck. One copy is fine; you do not need to chase more.
Results in the games of the set
When it is in hand, the deck wins 58.0% of its games (set average: 56.2%, 54th of 271 cards).
In the opening hand: 54.3% wins (54.8% on average).
Drawn during the game: 59.9% (57.0% on average).
When it is drawn, the deck wins 2.9 points more than when it is not.

80. Multiply by Zero
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. A two-mana instant that sets a creature's base power and toughness to 0/0 until end of turn. Against a creature with no bonuses, it dies; in combat, it stops dealing damage.
Risks. Only the base becomes 0/0: counters and bonuses still count, so the creature may survive. The effect ends at end of turn.
In the draft. A cheap black removal spell to take fairly high. Save it for a creature with no counters or bonuses.
Results in the games of the set
When it is in hand, the deck wins 59.0% of its games (set average: 56.2%, 45th of 271 cards).
In the opening hand: 57.1% wins (54.8% on average).
Drawn during the game: 60.2% (57.0% on average).
When it is drawn, the deck wins 5.8 points more than when it is not.

81. Paradox Shaper // Omit Variables
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. A two-mana 1/3 that becomes prepared on your upkeep. Omit Variables, for one mana, mills three cards; separately, the body can put a card from your graveyard on the bottom of your library for two mana.
Risks. The body is small and the prepared spell just fills the graveyard. It gains neither cards nor tempo.
In the draft. Filler for a blue-black deck, mostly useful if you want to fill your graveyard. Do not take it over a card with real impact.
Results in the games of the set
When it is in hand, the deck wins 55.1% of its games (set average: 56.2%, 141st of 271 cards).
In the opening hand: 52.6% wins (54.8% on average).
Drawn during the game: 56.5% (57.0% on average).
When it is drawn, the deck wins 1.1 points more than when it is not.

82. Solarium Sentry
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. A two-mana 3/3 in green-white: an efficient body for its curve. It also gains you two life whenever an opponent casts a spell with mana value two or less.
Risks. It needs green and white by turn two. It has no combat ability, and a removal spell stops it.
In the draft. A good two-drop for a green-white deck. Take it if you are in those colours, otherwise leave it.
Results in the games of the set
When it is in hand, the deck wins 56.2% of its games (set average: 56.2%, 106th of 271 cards).
In the opening hand: 59.8% wins (54.8% on average).
Drawn during the game: 53.9% (57.0% on average).
When it is drawn, the deck wins 4.2 points more than when it is not.
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. A two-mana creature with flash: when it enters, a permanent you control gains hexproof until end of turn, with a +1/+1 counter if it is a creature. It protects your target from a removal spell and makes it grow.
Risks. On its own it is a 1/1 (or a 2/2 if it targets itself). Its value depends on having a good moment to cast it.
In the draft. A decent white two-drop, especially in a creature deck where it protects a valuable threat. A mid pick.
Results in the games of the set
When it is in hand, the deck wins 56.2% of its games (set average: 56.2%, 109th of 271 cards).
In the opening hand: 55.2% wins (54.8% on average).
Drawn during the game: 56.9% (57.0% on average).
When it is drawn, the deck wins 2.5 points more than when it is not.
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. Three mana to Empower Jace 5, then your planeswalkers can deal two damage to a creature or planeswalker and two to a player by removing four loyalty counters. You get a small removal and damage to a player.
Risks. The Jace token can only use it once, and you get no body on the battlefield. It is slow and does not win the game alone.
In the draft. A support card to play only as a last resort or in a planeswalker deck. Take it late.
Results in the games of the set
When it is in hand, the deck wins 53.5% of its games (set average: 56.2%, 184th of 271 cards).
In the opening hand: 51.2% wins (54.8% on average).
Drawn during the game: 54.9% (57.0% on average).
When it is drawn, the deck wins 0.6 points more than when it is not.
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. A three-mana 2/1 with menace that, when it enters, mills four and returns a land card from your graveyard to the battlefield tapped. You gain a land and fill the graveyard.
Risks. If your graveyard holds no land card, you get nothing extra. The body is small and fragile.
In the draft. A good black-green card, especially in a deck that uses the graveyard. A solid pick.
Results in the games of the set
When it is in hand, the deck wins 59.1% of its games (set average: 56.2%, 42nd of 271 cards).
In the opening hand: 61.3% wins (54.8% on average).
Drawn during the game: 57.8% (57.0% on average).
When it is drawn, the deck wins 4.5 points more than when it is not.
Rating6.3GoodWhy this rating?
Good playable that always makes the cut (6.3/10).
Why. A five-mana 3/3 that, when it enters, puts as many -1/-1 counters on an opposing creature as the greatest mana value among cards in your graveyard. With a full graveyard, it is a removal and a body.
Risks. It needs two black mana and one green. Early, with an empty graveyard, the effect can do nothing.
In the draft. Take it in a black-green deck with ways to fill the graveyard. A decent pick.
Results in the games of the set
When it is in hand, the deck wins 59.3% of its games (set average: 56.2%, 41st of 271 cards).
In the opening hand: 56.6% wins (54.8% on average).
Drawn during the game: 60.8% (57.0% on average).
When it is drawn, the deck wins 5.2 points more than when it is not.

87. Prophesied End
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A two-mana instant removal that destroys any creature. If it was not attacking, its controller draws a card, so the ideal moment is during an attack.
Risks. Outside combat the opponent draws a card. It needs precise timing to stay profitable.
In the draft. A good cheap white removal to take fairly high. In a white deck it is a flexible answer to any kind of creature.
Results in the games of the set
When it is in hand, the deck wins 55.5% of its games (set average: 56.2%, 133rd of 271 cards).
In the opening hand: 51.9% wins (54.8% on average).
Drawn during the game: 57.6% (57.0% on average).
When it is drawn, the deck wins 2.5 points more than when it is not.
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A three-mana sorcery that makes a 2/2 colorless Wizard Soldier creature token named Cadet. It returns from the graveyard to your hand if an opponent was dealt noncombat damage last turn.
Risks. A single 2/2 for three mana is weak, and the return needs noncombat damage that few decks deal.
In the draft. A red filler card. Play it only if you lack playables.
Results in the games of the set
When it is in hand, the deck wins 49.8% of its games (set average: 56.2%, 256th of 271 cards).
In the opening hand: 49.1% wins (54.8% on average).
Drawn during the game: 50.3% (57.0% on average).
When it is drawn, the deck wins 2.4 points less than when it is not.
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A white-black two-mana 2/3 that gains you a life whenever another creature or planeswalker you control dies, and can sacrifice one of them for two mana to grow and gain menace.
Risks. It needs permanents to sacrifice and two specific colours. Alone it does almost nothing, and sacrificing costs you material.
In the draft. A decent two-drop for a white-black deck of cheap creatures. Outside those colours, do not take it.
Results in the games of the set
When it is in hand, the deck wins 52.8% of its games (set average: 56.2%, 207th of 271 cards).
In the opening hand: 53.6% wins (54.8% on average).
Drawn during the game: 52.4% (57.0% on average).
When it is drawn, the deck wins 0.4 points more than when it is not.

90. Flickering Hound
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A four-mana 2/2 that exiles and returns another creature you control each time you cast a creature spell. Useful with creatures that have enters-the-battlefield abilities.
Risks. The body is weak for its cost and the effect is pointless without good creatures to reuse. It dies easily.
In the draft. A niche card, only for a deck full of enters-the-battlefield creatures. Otherwise leave it.
Results in the games of the set
When it is in hand, the deck wins 45.7% of its games (set average: 56.2%, 270th of 271 cards).
In the opening hand: 42.9% wins (54.8% on average).
Drawn during the game: 47.4% (57.0% on average).
When it is drawn, the deck wins 4.6 points less than when it is not.

91. Kindred Judgment
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A seven-mana sorcery that destroys all creatures that are not of the chosen type. If all your creatures share a type, it is a one-sided sweeper.
Risks. Seven mana including two white: very slow. It is bad if your creatures have varied types.
In the draft. A good finisher in a white control deck or one with consistent types. One copy is enough.
Results in the games of the set
When it is in hand, the deck wins 61.9% of its games (set average: 56.2%, 18th of 271 cards).
In the opening hand: 56.9% wins (54.8% on average).
Drawn during the game: 64.5% (57.0% on average).
When it is drawn, the deck wins 8.6 points more than when it is not.
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A three-mana green-blue 2/4. When you attack after activating a loyalty ability, she untaps an attacking creature that can't be blocked. Your planeswalkers can also create an 8/8 blue Leviathan creature token with hexproof.
Risks. She depends on planeswalkers or Jace tokens to work. Without them she is a plain 2/4 body.
In the draft. A card for a green-blue planeswalker deck. Otherwise a late pick.
Results in the games of the set
When it is in hand, the deck wins 54.0% of its games (set average: 56.2%, 173rd of 271 cards).
In the opening hand: 50.4% wins (54.8% on average).
Drawn during the game: 55.9% (57.0% on average).
When it is drawn, the deck wins 3.0 points more than when it is not.
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A three-mana 2/2 that also brings a 1/1 colorless Thopter artifact creature token with flying: two bodies for one card. Its six-mana ability gives +X/+0, where X is the number of artifacts you control.
Risks. The bodies are small and the ability costs six mana. She does not win the game alone.
In the draft. A solid red three-drop, playable in nearly every red deck. Take her mid-pack.
Results in the games of the set
When it is in hand, the deck wins 56.5% of its games (set average: 56.2%, 95th of 271 cards).
In the opening hand: 56.4% wins (54.8% on average).
Drawn during the game: 56.6% (57.0% on average).
When it is drawn, the deck wins 2.9 points more than when it is not.

94. Saheeli, Consul of Oversight
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A five-mana 4/4 with flying: a big threat on its own. Each time you scry or Surveil, she makes a 1/1 colorless Thopter artifact creature token with flying, once per turn.
Risks. She needs two white mana and costs five. Without scry or Surveil sources you just have the 4/4 flyer.
In the draft. A decent white card, especially in white-blue with scry sources. Even alone she earns her pick.
Results in the games of the set
When it is in hand, the deck wins 55.2% of its games (set average: 56.2%, 138th of 271 cards).
In the opening hand: 52.5% wins (54.8% on average).
Drawn during the game: 56.7% (57.0% on average).
When it is drawn, the deck wins 1.6 points more than when it is not.

95. Theorist's Proxy
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A two-mana 0/3 with flash that Empowers Jace 3: the Jace token can then draw a card with its minus three. It blocks well and nearly replaces itself.
Risks. It does not attack and depends on the Jace token for its value. The sacrifice to make a spell uncounterable is rarely useful.
In the draft. A good blue two-drop to take fairly high. Good in any blue deck.
Results in the games of the set
When it is in hand, the deck wins 57.4% of its games (set average: 56.2%, 72nd of 271 cards).
In the opening hand: 56.6% wins (54.8% on average).
Drawn during the game: 57.9% (57.0% on average).
When it is drawn, the deck wins 3.9 points more than when it is not.

96. Twisted Fates
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A five-mana sorcery that destroys any nonland permanent and puts a +1/+1 counter on each creature a targeted player controls. You can target yourself to strengthen your own creatures.
Risks. It costs five mana including two white and a black. It is slow and answers only one threat.
In the draft. A flexible removal spell for a white-black deck. It is playable but not a priority.
Results in the games of the set
When it is in hand, the deck wins 57.0% of its games (set average: 56.2%, 80th of 271 cards).
In the opening hand: 53.1% wins (54.8% on average).
Drawn during the game: 59.2% (57.0% on average).
When it is drawn, the deck wins 4.4 points more than when it is not.

97. Violent Echoes
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A four-mana instant that deals six damage to a creature or planeswalker, then Empowers Jace by the excess damage. It kills nearly anything, with a possible bonus.
Risks. It needs two red mana and costs four. The excess is not guaranteed.
In the draft. A solid red removal spell, to take fairly high in any red deck.
Results in the games of the set
When it is in hand, the deck wins 59.5% of its games (set average: 56.2%, 37th of 271 cards).
In the opening hand: 57.7% wins (54.8% on average).
Drawn during the game: 60.5% (57.0% on average).
When it is drawn, the deck wins 5.3 points more than when it is not.

98. Woodwork Prodigy // Soul Tether
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A three-mana 3/3 with one red-green hybrid mana, a good body. It becomes prepared on your upkeep: you can then cast Soul Tether, which creates a Heartwood token, an artifact that taps for a red or green mana.
Risks. The prepared spell costs three mana and only makes a mana artifact. It is slow.
In the draft. A decent body for a red or green deck. A mid pick, not a priority.
Results in the games of the set
When it is in hand, the deck wins 52.4% of its games (set average: 56.2%, 216th of 271 cards).
In the opening hand: 52.5% wins (54.8% on average).
Drawn during the game: 52.3% (57.0% on average).
When it is drawn, the deck wins 0.5 points less than when it is not.

99. Variable Chaser // Arc of Fortune
Rating6.2PlayableWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A three-mana 2/3 with flying and prowess that enters prepared. It is already a good creature; Arc of Fortune lets each player discard their hand and draw seven cards.
Risks. Arc of Fortune is symmetric and also helps the opponent. The body stays small.
In the draft. A decent blue card, to take in any blue deck with noncreature spells.
Results in the games of the set
When it is in hand, the deck wins 57.4% of its games (set average: 56.2%, 75th of 271 cards).
In the opening hand: 56.7% wins (54.8% on average).
Drawn during the game: 57.7% (57.0% on average).
When it is drawn, the deck wins 4.4 points more than when it is not.
Rating6.1PlayableWhy this rating?
Good playable that always makes the cut (6.1/10).
Why. A two-mana 1/2 with flying that makes your noncreature spells cost one less. It lets you cast your removal and instants earlier.
Risks. A small body that any removal spell or bigger flyer stops. It loses value in a deck full of creatures.
In the draft. A decent blue card for a deck full of noncreature spells. A mid pick otherwise.
Results in the games of the set
When it is in hand, the deck wins 56.9% of its games (set average: 56.2%, 85th of 271 cards).
In the opening hand: 57.4% wins (54.8% on average).
Drawn during the game: 56.7% (57.0% on average).
When it is drawn, the deck wins 3.2 points more than when it is not.
Rating6.1PlayableWhy this rating?
Good playable that always makes the cut (6.1/10).
Why. A two-mana 2/1 flyer, which is already playable on its own. Its ability gives flying to a creature carrying a +1/+1 counter, which is handy in a deck that hands out counters.
Risks. Only 1 toughness, so any ping or cheap removal kills it. The planeswalker protection is a footnote without a planeswalker, and the tap ability does nothing without counters.
In the draft. A solid mid-pack pick for an aggressive white deck. It gets better with creatures that receive counters; white-blue and white-green are where it fits best.
Results in the games of the set
When it is in hand, the deck wins 54.1% of its games (set average: 56.2%, 168th of 271 cards).
In the opening hand: 54.4% wins (54.8% on average).
Drawn during the game: 53.9% (57.0% on average).
When it is drawn, the deck wins 0.3 points less than when it is not.

102. Last Gasp
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. Efficient two-mana removal at instant speed. It kills most small and medium creatures, and it doubles as a combat trick when the opponent blocks or attacks.
Risks. -3/-3 does nothing against the big creatures, and the effect only lasts until end of turn, so an opponent responding with a pump spell can sometimes dodge it.
In the draft. Cheap removal you take happily in black at a fair pick. Blue-black and black-green use it best; try to end up with several.
Results in the games of the set
When it is in hand, the deck wins 57.0% of its games (set average: 56.2%, 83rd of 271 cards).
In the opening hand: 55.9% wins (54.8% on average).
Drawn during the game: 57.6% (57.0% on average).
When it is drawn, the deck wins 3.4 points more than when it is not.

103. Loot, the Nexus
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. A 2/1 creature that makes mana: it adds one mana for each different power among your creatures. With a varied board it ramps you hard into your big spells.
Risks. On its own it only makes one mana, and 1 toughness makes it fragile. It needs creatures with different powers, otherwise the acceleration is weak.
In the draft. Fine in a green deck with a varied creature curve. Don't take it over good creatures or removal; red-green is where it shows up most.
Results in the games of the set
When it is in hand, the deck wins 52.5% of its games (set average: 56.2%, 212th of 271 cards).
In the opening hand: 53.4% wins (54.8% on average).
Drawn during the game: 51.9% (57.0% on average).
When it is drawn, the deck wins 0.2 points less than when it is not.
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. A 3/2 for two mana, a good body at the price. Your lands gain hexproof, and she can return a land card from your graveyard for two mana, which is some value in long games.
Risks. Hexproof on lands rarely matters, and the recursion is slow. Her 2 toughness leaves her vulnerable in combat against small creatures.
In the draft. A good curve creature for an aggressive green deck. Take her as an efficient 3/2 and treat the rest as a bonus. Red-green is her best pair.
Results in the games of the set
When it is in hand, the deck wins 54.2% of its games (set average: 56.2%, 167th of 271 cards).
In the opening hand: 54.8% wins (54.8% on average).
Drawn during the game: 53.8% (57.0% on average).
When it is drawn, the deck wins 0.2 points less than when it is not.

105. Mind Meanderer
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. A 4/4 flyer that fights an opposing creature when it enters, two cards in one. It also has vigilance as long as you control a Jace planeswalker.
Risks. Six mana including two blue and one green, so it's heavy and needs both colours. The fight doesn't always kill the target and can damage the 4/4; if the opponent has no creature, it's just a 4/4 flyer.
In the draft. A good top-end for a blue-green deck, taken at a middling pick. One or two copies of this kind of card are enough. It has also done well in blue-black-green.
Results in the games of the set
When it is in hand, the deck wins 57.5% of its games (set average: 56.2%, 68th of 271 cards).
In the opening hand: 52.6% wins (54.8% on average).
Drawn during the game: 59.8% (57.0% on average).
When it is drawn, the deck wins 5.7 points more than when it is not.
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. A four-mana answer that sends another nonland permanent to the top or bottom of its owner's library, their choice. After that, your first noncreature spell each turn empowers Jace 1.
Risks. The owner picks, so they put their creature on top to replay it. It's tempo, not a clean answer. The Jace trigger needs noncreature spells.
In the draft. Best in a blue deck full of spells, like blue-black, white-blue or blue-red. Take it as a good tempo tool, after your permanent removal.
Results in the games of the set
When it is in hand, the deck wins 59.4% of its games (set average: 56.2%, 38th of 271 cards).
In the opening hand: 57.2% wins (54.8% on average).
Drawn during the game: 60.4% (57.0% on average).
When it is drawn, the deck wins 5.3 points more than when it is not.

107. Pompous Battlemage // Improvised Act
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. A one-mana 1/1 with prowess that enters prepared: you can cast its spell half to rummage, discarding a card to draw one. A small piece for a spell-heavy deck.
Risks. A 1/1 for one is weak in a deck without many noncreature spells. The rummage is modest and does nothing immediate to the board.
In the draft. A playable filler for a red deck with plenty of instants and sorceries. Don't take it over removal or good creatures.
Results in the games of the set
When it is in hand, the deck wins 53.4% of its games (set average: 56.2%, 186th of 271 cards).
In the opening hand: 56.1% wins (54.8% on average).
Drawn during the game: 51.7% (57.0% on average).
When it is drawn, the deck wins 1.0 points more than when it is not.
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. Two 2/2 Cadet tokens for four mana, plus a late flashback that makes them bigger depending on your graveyard. A good source of board presence and late-game value.
Risks. It costs four mana across two colours. The flashback costs eight, so it only matters in long games, and the tokens are fragile against sweepers.
In the draft. Good in a blue-black deck, which is its main pair. Take it fairly early if you are in those colours; it matters less outside them.
Results in the games of the set
When it is in hand, the deck wins 61.0% of its games (set average: 56.2%, 24th of 271 cards).
In the opening hand: 58.3% wins (54.8% on average).
Drawn during the game: 62.4% (57.0% on average).
When it is drawn, the deck wins 6.3 points more than when it is not.

109. Refute Destiny
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. For two mana it exiles a green or blue creature or planeswalker, then surveils 1. Against those colours it's very efficient and permanent removal.
Risks. It's a sorcery and only hits green or blue targets, so it's a dead card against the other colours. It does nothing against a red or black opponent.
In the draft. Effectively a sideboard card: play it if you see plenty of green and blue in the pod. Otherwise take it late, after unrestricted removal.
Results in the games of the set
When it is in hand, the deck wins 52.9% of its games (set average: 56.2%, 205th of 271 cards).
In the opening hand: 49.5% wins (54.8% on average).
Drawn during the game: 54.8% (57.0% on average).
When it is drawn, the deck wins 1.3 points more than when it is not.

110. Terminal Criticism
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. Destroys a blue or red creature or planeswalker for two mana at instant speed, and you gain 1 life. Against those colours it is very cheap removal.
Risks. It only hits blue and red, so it does nothing against the other colours. It is a conditional card, and the life gain is tiny.
In the draft. Take it as a plan B card, after your unrestricted removal. If you see a lot of blue or red in the pod, move it up.
Results in the games of the set
When it is in hand, the deck wins 52.2% of its games (set average: 56.2%, 219th of 271 cards).
In the opening hand: 47.7% wins (54.8% on average).
Drawn during the game: 54.7% (57.0% on average).
When it is drawn, the deck wins 3.1 points more than when it is not.

111. Way of the Healer
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. It empowers Jace 5 on entering, and gives all your planeswalkers a minus-two ability that creates a 2/2 Cadet (then surveil 1). With five counters, Jace can make two Cadets, or a Cadet and then draw a card.
Risks. Each planeswalker activates once a turn and planeswalkers are exposed to attackers. It's a legendary enchantment, so a second copy only adds its counters.
In the draft. Good in a white-blue deck, its best pair. Take it comfortably in a controlling deck; weaker in a pure aggro build.
Results in the games of the set
When it is in hand, the deck wins 57.4% of its games (set average: 56.2%, 73rd of 271 cards).
In the opening hand: 56.8% wins (54.8% on average).
Drawn during the game: 57.7% (57.0% on average).
When it is drawn, the deck wins 3.8 points more than when it is not.
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. For two mana it empowers Jace 2, and your planeswalkers can add a red mana by gaining a loyalty counter. A small planeswalker start and a little acceleration.
Risks. A slow, low-impact effect: the Jace mostly surveils or draws later. No creature and no damage.
In the draft. Filler for a red deck that plays planeswalkers or Jace effects. Take it late, after your creatures and removal.
Results in the games of the set
When it is in hand, the deck wins 51.8% of its games (set average: 56.2%, 228th of 271 cards).
In the opening hand: 53.5% wins (54.8% on average).
Drawn during the game: 50.6% (57.0% on average).
When it is drawn, the deck wins 0.6 points less than when it is not.

113. Titanbones, Towering Heart
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. A 4/3 reach creature that grows by two counters every time you gain life. In a lifegain deck it gets huge quickly; discarded, it gains you 3 life.
Risks. Without lifegain sources it's an average 4/3 for four mana. It dies to removal before it grows.
In the draft. Play it in green-white or in any deck with many lifegain sources. Otherwise don't take it over good creatures.
Results in the games of the set
When it is in hand, the deck wins 52.1% of its games (set average: 56.2%, 222nd of 271 cards).
In the opening hand: 51.0% wins (54.8% on average).
Drawn during the game: 52.8% (57.0% on average).
When it is drawn, the deck wins 0.3 points more than when it is not.

114. Grim Repriser
Rating5.9PlayableWhy this rating?
Good playable that always makes the cut (5.9/10).
Why. A two-mana 2/2 with prowess in black and red. It can come back from the graveyard with a finality counter if the opponent was dealt noncombat damage this turn, making it a sticky threat.
Risks. It needs both colours on turn two, and the recursion only works after noncombat damage. Without burn it's a small body.
In the draft. Aimed at a black-red deck with direct damage spells. Take it at a middling pick, once your colours are set.
Results in the games of the set
When it is in hand, the deck wins 53.2% of its games (set average: 56.2%, 192nd of 271 cards).
In the opening hand: 56.0% wins (54.8% on average).
Drawn during the game: 51.2% (57.0% on average).
When it is drawn, the deck wins 1.2 points less than when it is not.

115. Tetsuko Umezawa, Fugitive
Rating5.9PlayableWhy this rating?
Good playable that always makes the cut (5.9/10).
Why. A two-mana 1/3 that makes creatures you control with power or toughness 1 or less unblockable, itself included. It pushes through small attackers and small tokens.
Risks. Its effect is limited to small creatures, so a deck of big creatures gets nothing. It deals little damage on its own with 1 power.
In the draft. Good in a deck with many small creatures or tokens. White-blue uses it best; elsewhere it is an average card.
Results in the games of the set
When it is in hand, the deck wins 54.7% of its games (set average: 56.2%, 155th of 271 cards).
In the opening hand: 53.1% wins (54.8% on average).
Drawn during the game: 55.6% (57.0% on average).
When it is drawn, the deck wins 1.5 points more than when it is not.
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A five-mana 4/4 with flash that can ambush an attacker. If you didn't cast a spell this turn it gets two counters at end step, and its ability pumps your creatures that have counters.
Risks. Five mana with two green is pricey for a 4/4, and the end-step bonus needs you to skip casting spells, which slows you down.
In the draft. Fine in a slower green deck. Not a priority: take it after good creatures at a lower cost.
Results in the games of the set
When it is in hand, the deck wins 50.1% of its games (set average: 56.2%, 252nd of 271 cards).
In the opening hand: 48.1% wins (54.8% on average).
Drawn during the game: 51.2% (57.0% on average).
When it is drawn, the deck wins 1.9 points less than when it is not.
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. For six mana it enters with a 5/5 red Dragon creature token with flying, a huge aerial body on top of its own 2/2. The eight-mana ability makes another Dragon, which gives late-game value.
Risks. Six mana with two red makes it slow and it needs you to reach turn six. The Dragon can be removed, leaving a 2/2.
In the draft. A very good top-end for a red deck, worth a good pick. It works well in red-green, blue-red and black-red.
Results in the games of the set
When it is in hand, the deck wins 61.4% of its games (set average: 56.2%, 22nd of 271 cards).
In the opening hand: 58.2% wins (54.8% on average).
Drawn during the game: 63.1% (57.0% on average).
When it is drawn, the deck wins 8.1 points more than when it is not.
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A one-mana 1/1 with deathtouch: it deters attacks and trades with a big attacker. On entering, it removes up to three counters from another target creature or planeswalker.
Risks. A 1/1 stays fragile. The counter removal is very situational and does nothing without a good target.
In the draft. A good little blocker for a black deck, taken at a middling pick. It is best in a control or midrange deck.
Results in the games of the set
When it is in hand, the deck wins 53.8% of its games (set average: 56.2%, 180th of 271 cards).
In the opening hand: 52.2% wins (54.8% on average).
Drawn during the game: 54.7% (57.0% on average).
When it is drawn, the deck wins 0.1 points less than when it is not.

119. Massacre Girl, Most Wanted
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A five-mana 4/4 that deals 1 damage to a target opponent and gains you 1 life when another creature or planeswalker you control dies. It grows whenever an opponent is dealt noncombat damage, including the damage it deals itself.
Risks. A five-mana 4/4 with no other ability is mediocre without its synergies. It's exposed to removal, and its bonuses need setup.
In the draft. Rather weak: only take it in a black deck with sacrifice or direct damage. Otherwise take better creatures.
Results in the games of the set
When it is in hand, the deck wins 50.1% of its games (set average: 56.2%, 251st of 271 cards).
In the opening hand: 47.5% wins (54.8% on average).
Drawn during the game: 51.7% (57.0% on average).
When it is drawn, the deck wins 0.4 points less than when it is not.

120. Memory Trap
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A three-mana removal that exiles any nonland permanent an opponent controls, creature or not, for as long as the enchantment stays around. It answers almost anything at a good rate, in white.
Risks. If the enchantment is destroyed or removed, the permanent comes back. It also costs you a turn without adding a body to the board.
In the draft. A common removal to take readily in white. It plays well anywhere; white-blue and white-green are its most cited pairs.
Results in the games of the set
When it is in hand, the deck wins 56.0% of its games (set average: 56.2%, 114th of 271 cards).
In the opening hand: 53.6% wins (54.8% on average).
Drawn during the game: 57.3% (57.0% on average).
When it is drawn, the deck wins 2.2 points more than when it is not.

121. No Admittance
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A two-mana sorcery that deals 3 damage to any target: creature, planeswalker or player. It also empowers Jace by 1, a small bonus.
Risks. It's a sorcery, so it can't answer things at instant speed. Three damage doesn't kill the big creatures.
In the draft. Efficient removal you take readily in red at a fair pick. It plays in every red pair.
Results in the games of the set
When it is in hand, the deck wins 56.8% of its games (set average: 56.2%, 89th of 271 cards).
In the opening hand: 55.1% wins (54.8% on average).
Drawn during the game: 57.8% (57.0% on average).
When it is drawn, the deck wins 2.8 points more than when it is not.

122. Pyre Rhymer // Molten Tide
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A three-mana 3/3 with prowess that enters prepared. Its spell half doubles your Mountain mana for a turn, which can enable a big turn.
Risks. You need a lot to spend the mana on for the spell half to matter, and it needs two red mana. The deck must run many Mountains.
In the draft. A decent 3/3 body in a red deck. Don't take it for the spell half; it's a filler creature at a middling pick.
Results in the games of the set
When it is in hand, the deck wins 50.6% of its games (set average: 56.2%, 246th of 271 cards).
In the opening hand: 52.2% wins (54.8% on average).
Drawn during the game: 49.5% (57.0% on average).
When it is drawn, the deck wins 2.0 points less than when it is not.
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A 7/7 with reach, vigilance and trample that can't be countered and has hexproof until it has dealt combat damage. It dominates nearly any board.
Risks. Seven mana: very expensive, and it does nothing before turn seven. An edict effect or multiple blockers can slow it down.
In the draft. One copy as the top-end of a green deck that can reach seven mana. Don't take it over good curve cards.
Results in the games of the set
When it is in hand, the deck wins 54.6% of its games (set average: 56.2%, 156th of 271 cards).
In the opening hand: 51.1% wins (54.8% on average).
Drawn during the game: 56.7% (57.0% on average).
When it is drawn, the deck wins 2.4 points more than when it is not.
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A four-mana 2/4 with double strike and prowess: it hits hard and blocks well. Whenever an opposing creature with power or toughness 1 or less blocks, its controller takes 1 damage.
Risks. It deals only 2 per strike without a noncreature spell, and it can't block flyers. Its last ability is situational.
In the draft. A decent body for a red spells deck, taken at a middling pick. Black-red and blue-red are the most cited pairs.
Results in the games of the set
When it is in hand, the deck wins 52.1% of its games (set average: 56.2%, 220th of 271 cards).
In the opening hand: 51.1% wins (54.8% on average).
Drawn during the game: 52.8% (57.0% on average).
When it is drawn, the deck wins 0.4 points more than when it is not.

125. Theorix Charm
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A flexible two-mana instant in blue and black: counter a noncreature spell unless they pay two, give -2/-2, or mill three then draw. It adapts to the situation.
Risks. No mode is very powerful alone, and it needs both colours. The counter is conditional.
In the draft. Good in a blue-black deck, taken at a middling pick. It offers flexibility, not raw power.
Results in the games of the set
When it is in hand, the deck wins 57.1% of its games (set average: 56.2%, 79th of 271 cards).
In the opening hand: 55.0% wins (54.8% on average).
Drawn during the game: 58.2% (57.0% on average).
When it is drawn, the deck wins 3.6 points more than when it is not.

126. Tinybones, Pocket Nuisance
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A three-mana 2/1: the opponent discards a card on entry, and it deals 1 damage to the opponent each time a player discards. Immediate value and a little pressure.
Risks. A small fragile body, and the discard damage rarely triggers without another source. The discard is weaker if the opponent's hand is empty.
In the draft. A good mid-curve card for a black deck, taken at a middling pick. It plays in blue-black, black-red and black-green.
Results in the games of the set
When it is in hand, the deck wins 55.5% of its games (set average: 56.2%, 132nd of 271 cards).
In the opening hand: 54.3% wins (54.8% on average).
Drawn during the game: 56.2% (57.0% on average).
When it is drawn, the deck wins 3.5 points more than when it is not.
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A two-mana 1/2 with prowess: any noncombat damage dealt to an opponent or their permanents is increased by 1. It improves every burn spell.
Risks. A small 1/2 body, fragile and not very useful without damage spells. In a creature deck it does almost nothing.
In the draft. Reserved for a red deck with lots of burn. Elsewhere it's weak, so take it late.
Results in the games of the set
When it is in hand, the deck wins 51.4% of its games (set average: 56.2%, 234th of 271 cards).
In the opening hand: 52.3% wins (54.8% on average).
Drawn during the game: 50.8% (57.0% on average).
When it is drawn, the deck wins 0.9 points less than when it is not.
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. It empowers Jace 7, and your planeswalkers can remove four counters to create a 4/4 green Beast creature token with trample. The three counters left still let Jace draw a card.
Risks. Five mana for a slow effect: one planeswalker ability per turn, and Jace is exposed to attackers. It's legendary, so a second copy only adds its counters.
In the draft. Fine in a midrange green deck. Don't take it over good creatures; red-green is the most cited pair.
Results in the games of the set
When it is in hand, the deck wins 54.8% of its games (set average: 56.2%, 147th of 271 cards).
In the opening hand: 52.8% wins (54.8% on average).
Drawn during the game: 56.0% (57.0% on average).
When it is drawn, the deck wins 2.7 points more than when it is not.
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A 0/3 that, on entering, may sacrifice a creature or planeswalker (itself included) to make the opponent sacrifice a creature of their choice. It gets +1/+0 for each creature and planeswalker card in your graveyard.
Risks. It needs you to sacrifice something, and the opponent picks their creature. With an empty graveyard it's a 0/3 with little offence.
In the draft. Fine in a black deck with tokens or expendable creatures. Take it at a middling pick; blue-black and black-green are its most cited pairs.
Results in the games of the set
When it is in hand, the deck wins 53.8% of its games (set average: 56.2%, 179th of 271 cards).
In the opening hand: 51.6% wins (54.8% on average).
Drawn during the game: 55.0% (57.0% on average).
When it is drawn, the deck wins 0.7 points more than when it is not.

130. Arni, Humble Scribe
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A three-mana 3/2 that untaps whenever another nontoken creature enters under your control, and can tap to draw then discard. A good looter that also attacks and blocks.
Risks. It only loots when untapped, so it attacks or loots, not both. 2 toughness makes it vulnerable.
In the draft. A good mid-curve card for a blue deck with plenty of creatures. Take it at a middling pick; it plays in blue-black and white-blue.
Results in the games of the set
When it is in hand, the deck wins 54.5% of its games (set average: 56.2%, 158th of 271 cards).
In the opening hand: 52.7% wins (54.8% on average).
Drawn during the game: 55.5% (57.0% on average).
When it is drawn, the deck wins 1.2 points more than when it is not.

131. Proft, Sinister Mastermind
Rating5.7PlayableWhy this rating?
Good playable that always makes the cut (5.7/10).
Why. A three-mana 5/5 with menace: very powerful, but Threshold stops you casting it without seven cards in your graveyard. It can also be discarded to give a creature -3/-1.
Risks. Seven graveyard cards arrive late, and until then the card sits in hand. You have to build the deck to get there.
In the draft. Good in a black deck that fills its graveyard, such as blue-black. In other decks the discard option at least makes it a small removal.
Results in the games of the set
When it is in hand, the deck wins 54.7% of its games (set average: 56.2%, 154th of 271 cards).
In the opening hand: 51.5% wins (54.8% on average).
Drawn during the game: 56.5% (57.0% on average).
When it is drawn, the deck wins 1.9 points more than when it is not.

132. Break Under Pressure
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A three-mana instant that makes the opponent sacrifice the creature or planeswalker with the greatest mana value, then you gain 2 life. It answers their most expensive threat without targeting it.
Risks. Mana value decides, not quality: on a tie the opponent chooses, and a cheap but dangerous threat can stay on the board.
In the draft. A good removal spell to take fairly high in black. It plays in every black pair, with strong results in black-green and blue-black.
Results in the games of the set
When it is in hand, the deck wins 59.6% of its games (set average: 56.2%, 34th of 271 cards).
In the opening hand: 56.9% wins (54.8% on average).
Drawn during the game: 61.1% (57.0% on average).
When it is drawn, the deck wins 6.5 points more than when it is not.

133. Ajani Resolute
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A two-mana planeswalker that gains a loyalty counter whenever you gain life, and can create a growing 2/2 Cat. In a lifegain deck it climbs fast.
Risks. Without lifegain sources, its zero ability only gains 1 life and 1 loyalty per turn, so it stays very slow. It needs board protection against attackers.
In the draft. Meant for a lifegain deck, such as white-green. Elsewhere, don't take it high; take it at a middling pick.
Results in the games of the set
When it is in hand, the deck wins 52.7% of its games (set average: 56.2%, 210th of 271 cards).
In the opening hand: 53.2% wins (54.8% on average).
Drawn during the game: 52.3% (57.0% on average).
When it is drawn, the deck wins 0.3 points less than when it is not.

134. Bloodline Recollector // Ancestral Craving
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A two-mana 2/2 that becomes prepared when three or more creatures died this turn: you can then cast its spell half to draw three cards and lose 3 life. A big spike of value.
Risks. Three deaths in one turn are rare outside multiple trades or sweepers. Most of the time it's just a 2/2.
In the draft. A gamble for a black deck with lots of creature trades. Take it late; blue-black and black-red have used it best.
Results in the games of the set
When it is in hand, the deck wins 51.7% of its games (set average: 56.2%, 229th of 271 cards).
In the opening hand: 50.3% wins (54.8% on average).
Drawn during the game: 52.6% (57.0% on average).
When it is drawn, the deck wins 1.1 points less than when it is not.
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A colorless 1/4 for three that copies every prepared spell you cast, with new targets if you like. In a deck full of Prepare creatures, each spell side is worth double.
Risks. Without prepared creatures it is just a wall. Its activation needs one mana of each color, so do not plan around it.
In the draft. A late pick for decks with plenty of Prepare creatures, mostly white-blue where it performs best. Otherwise let it go.
Results in the games of the set
When it is in hand, the deck wins 46.4% of its games (set average: 56.2%).
In the opening hand: 0.0% wins (54.8% on average).
Drawn during the game: 47.0% (57.0% on average).
When it is drawn, the deck wins 4.9 points less than when it is not.

136. Compel Brutality
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A two-mana instant removal spell: your creature deals damage equal to its power to an opponent's creature or planeswalker. You use it mid-combat without sending your creature into a fight. The second mode uses a planeswalker's loyalty.
Risks. It is only as good as your creature: with no real power on board it does nothing, and a response that kills your creature makes it fizzle.
In the draft. A good pick for green decks with solid creatures, and it pairs with red, white or black. Save it for creatures that matter, not for a small blocker.
Results in the games of the set
When it is in hand, the deck wins 54.7% of its games (set average: 56.2%, 152nd of 271 cards).
In the opening hand: 51.8% wins (54.8% on average).
Drawn during the game: 56.4% (57.0% on average).
When it is drawn, the deck wins 1.1 points more than when it is not.
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A two-mana 1/1 that draws two cards whenever an opponent is dealt combat damage during your turn. Connect with a single attacker and the value is immediate. Fblthp then goes back into the library, so you can draw him again later.
Risks. You still need damage to go through, and a 1/1 dies to any block. It only works in a deck that attacks, and an opponent who blocks everything shuts it off.
In the draft. A good card for aggressive or tempo blue decks with fliers or evasive attackers. A step below the very best cards, but valuable for the card flow.
Results in the games of the set
When it is in hand, the deck wins 59.8% of its games (set average: 56.2%, 31st of 271 cards).
In the opening hand: 56.6% wins (54.8% on average).
Drawn during the game: 61.0% (57.0% on average).
When it is drawn, the deck wins 6.8 points more than when it is not.
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A two-mana 2/1 with haste. For two more mana and a tap, it puts a +1/+1 counter on a creature that entered this turn, and your other creatures with a +1/+1 counter have haste. Each creature you cast becomes an immediate threat.
Risks. The 2/1 body is fragile and the activation costs mana every turn. It does little if you lack creatures to cast or are short on mana.
In the draft. An uncommon for aggressive red decks with a solid creature curve. A middling pick: fine, but not essential.
Results in the games of the set
When it is in hand, the deck wins 50.7% of its games (set average: 56.2%, 243rd of 271 cards).
In the opening hand: 51.4% wins (54.8% on average).
Drawn during the game: 50.2% (57.0% on average).
When it is drawn, the deck wins 3.0 points less than when it is not.

139. Hunter's Axe
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. An Equipment for one green mana: +2/+0 and, each attack, the creature gains your choice of trample or deathtouch. It makes any small creature dangerous on offense and pushes favorable trades.
Risks. It does nothing alone and equip costs two, at sorcery speed. Removal on the equipped creature costs you tempo, though the Equipment stays.
In the draft. A card for aggressive green decks with plenty of creatures. A middling pick; two or three good creatures beat an extra Equipment.
Results in the games of the set
When it is in hand, the deck wins 51.2% of its games (set average: 56.2%, 237th of 271 cards).
In the opening hand: 49.6% wins (54.8% on average).
Drawn during the game: 52.3% (57.0% on average).
When it is drawn, the deck wins 0.9 points less than when it is not.

140. Jiang Yanggu, Never Alone
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. For four mana you get two bodies: Jiang Yanggu as a 2/2 and Mowu, a legendary 3/3 green Dog creature token. At your end step, all your tokens untap, so Mowu attacks and then blocks, like your other tokens.
Risks. The 2/2 is an easy target and the real value is Mowu: removal on the token or a bad trade leaves you with a weak body. It does nothing extra without other tokens.
In the draft. A good green uncommon, very solid in red-green, white-green or black-green decks. Take it fairly high among green mid-curve creatures.
Results in the games of the set
When it is in hand, the deck wins 55.4% of its games (set average: 56.2%, 137th of 271 cards).
In the opening hand: 54.6% wins (54.8% on average).
Drawn during the game: 55.8% (57.0% on average).
When it is drawn, the deck wins 2.6 points more than when it is not.

141. Loot, the Anomaly
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A three-mana -2/4 that assigns combat damage as though its power were positive, so it hits for 2 and blocks like a sturdy wall. With Threshold, each creature or planeswalker you sacrifice gives it another -2/-0, so 2 more damage.
Risks. It needs seven cards in your graveyard and sacrifice fodder, which is slow and costs cards. Without Threshold it is only a decent blocker for the price.
In the draft. A niche card for black decks that fill their graveyard. A late pick: only play it if your deck really supports it.
Results in the games of the set
When it is in hand, the deck wins 48.1% of its games (set average: 56.2%, 263rd of 271 cards).
In the opening hand: 46.9% wins (54.8% on average).
Drawn during the game: 48.8% (57.0% on average).
When it is drawn, the deck wins 2.7 points less than when it is not.
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A one-mana red 2/1 that is a fine early drop and becomes late-game card flow: pay two, tap it and sacrifice an artifact or land to draw a card. It turns flood lands into fresh cards.
Risks. The 2/1 dies to almost anything and sacrificing a land slows your mana. Each activation also costs mana and taps it down.
In the draft. A solid playable for red decks, fine in aggro or midrange. A middling pick: it fills the curve and salvages land-heavy hands.
Results in the games of the set
When it is in hand, the deck wins 55.2% of its games (set average: 56.2%, 140th of 271 cards).
In the opening hand: 58.6% wins (54.8% on average).
Drawn during the game: 52.8% (57.0% on average).
When it is drawn, the deck wins 1.1 points more than when it is not.

143. Mindseeker Oculus
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A three-mana 2/1 that comes with Empower Jace 4: four loyalty counters on a Jace token. It can draw a card or surveil, whichever you need. Body plus card advantage is real value for a common.
Risks. The 2/1 is fragile and Jace can be attacked. You lose value if the opponent kills the planeswalker before you use it.
In the draft. A solid blue common that brings an extra card. Take it in the middle of the pack for blue decks.
Results in the games of the set
When it is in hand, the deck wins 60.0% of its games (set average: 56.2%, 28th of 271 cards).
In the opening hand: 59.3% wins (54.8% on average).
Drawn during the game: 60.4% (57.0% on average).
When it is drawn, the deck wins 6.0 points more than when it is not.
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A four-mana 1/5 with flying, vigilance and Prowess that costs two less if you already cast a noncreature spell this turn. It attacks in the air without leaving your defense and holds the ground well.
Risks. Its power is low: it deals little damage without noncreature spells to trigger Prowess. Removal kills it like anything else, and its role is mostly defensive.
In the draft. A good uncommon for blue decks with plenty of instants and sorceries. A middling pick: the more spell-based your deck, the higher it climbs.
Results in the games of the set
When it is in hand, the deck wins 55.9% of its games (set average: 56.2%, 120th of 271 cards).
In the opening hand: 53.3% wins (54.8% on average).
Drawn during the game: 57.1% (57.0% on average).
When it is drawn, the deck wins 2.7 points more than when it is not.
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A red instant removal spell: 4 damage to a creature or planeswalker for three mana, or two if you control a legendary creature. It kills any creature with toughness 4 or less and can be cast on the opponent's turn.
Risks. It does not answer very big creatures, and it costs three without a legendary creature. It has no other effect.
In the draft. A good removal spell for any red deck. Take it fairly high among commons.
Results in the games of the set
When it is in hand, the deck wins 56.0% of its games (set average: 56.2%, 113th of 271 cards).
In the opening hand: 54.6% wins (54.8% on average).
Drawn during the game: 56.9% (57.0% on average).
When it is drawn, the deck wins 1.8 points more than when it is not.

146. Yuriko, Hope from the Shadows
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A one-mana blue 1/1 with flash and two modes on entering: -X/-0 on a creature, where X is the number of cards in your graveyard, or Surveil 2. Flash lets you block by surprise or shrink an attacker.
Risks. The body is tiny and the -X/-0 mode needs a full graveyard. With an empty graveyard you mostly settle for Surveil 2.
In the draft. A small blue playable, handy in decks that fill their graveyard. A late pick for tempo-oriented blue decks.
Results in the games of the set
When it is in hand, the deck wins 53.4% of its games (set average: 56.2%, 188th of 271 cards).
In the opening hand: 51.4% wins (54.8% on average).
Drawn during the game: 54.6% (57.0% on average).
When it is drawn, the deck wins 1.7 points more than when it is not.

147. Hapatra, the Desert Frost
Rating5.5PlayableWhy this rating?
Good playable that always makes the cut (5.5/10).
Why. A four-mana 4/3 that, on entering, taps up to one opposing creature and puts a stun counter on it, keeping it tapped longer. For three mana, including a blue one, you untap a creature, say to block or attack again.
Risks. The 4/3 dies to ordinary blocks or removal, and the stun only handles a turn or two. Its edge is tempo, not a permanent answer.
In the draft. A good uncommon for aggressive blue decks, especially blue-black or white-blue. A middling pick, good in a deck that wants damage to connect.
Results in the games of the set
When it is in hand, the deck wins 53.3% of its games (set average: 56.2%, 191st of 271 cards).
In the opening hand: 49.9% wins (54.8% on average).
Drawn during the game: 55.1% (57.0% on average).
When it is drawn, the deck wins 1.3 points more than when it is not.

148. Fatehold Annex
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A white-blue dual land that enters untapped if you control a planeswalker. It fixes both colors at no life cost.
Risks. Without a planeswalker it enters tapped, costing early tempo. It does nothing but produce mana.
In the draft. Take it for a white-blue deck, especially with cards that create a Jace token. A middling pick, after the good playables.
Results in the games of the set
When it is in hand, the deck wins 55.6% of its games (set average: 56.2%, 130th of 271 cards).
In the opening hand: 56.7% wins (54.8% on average).
Drawn during the game: 54.9% (57.0% on average).
When it is drawn, the deck wins 0.9 points more than when it is not.

149. Formidable Commons
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A black-green dual land that enters untapped if you control a planeswalker. It fixes both colors of your deck.
Risks. It enters tapped without a planeswalker, which slows a busy hand. It offers no other benefit.
In the draft. A good land for a black-green deck, or splashing either color. A late pick, after the good playables.
Results in the games of the set
When it is in hand, the deck wins 55.6% of its games (set average: 56.2%, 129th of 271 cards).
In the opening hand: 56.5% wins (54.8% on average).
Drawn during the game: 55.1% (57.0% on average).
When it is drawn, the deck wins 0.7 points more than when it is not.

150. Innovative Commons
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A blue-red dual land that enters untapped if you control a planeswalker. It fixes both colors for a tempo or spell deck.
Risks. Without a planeswalker it enters tapped and costs tempo. It does nothing more than make mana.
In the draft. Take it in a blue-red deck, or as fixing for a splash. A late pick, after the good playables.
Results in the games of the set
When it is in hand, the deck wins 56.3% of its games (set average: 56.2%, 102nd of 271 cards).
In the opening hand: 56.9% wins (54.8% on average).
Drawn during the game: 55.9% (57.0% on average).
When it is drawn, the deck wins 1.9 points more than when it is not.

151. Konstrari Annex
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A red-green dual land that enters untapped if you control a planeswalker. It fixes both colors for a creature deck.
Risks. It enters tapped without a planeswalker, a problem for an aggressive deck. It has no other use.
In the draft. Play it in a red-green deck without hesitation, or as splash fixing. A late pick, after the good playables.
Results in the games of the set
When it is in hand, the deck wins 54.5% of its games (set average: 56.2%, 160th of 271 cards).
In the opening hand: 55.9% wins (54.8% on average).
Drawn during the game: 53.5% (57.0% on average).
When it is drawn, the deck wins 0.7 points less than when it is not.
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A three-mana 2/3 that gains you 1 life for each land and puts a +1/+1 counter on a target creature whenever a Plains enters. In a deck with many Plains, it grows your team turn after turn.
Risks. Only Plains give the counter, so a multicolor deck gets less out of it. The 2/3 body is average and the effect depends on your lands.
In the draft. A good uncommon for white decks with many Plains, especially white-green. A middling pick: playable, but it wants a deck built around it.
Results in the games of the set
When it is in hand, the deck wins 54.4% of its games (set average: 56.2%, 164th of 271 cards).
In the opening hand: 55.6% wins (54.8% on average).
Drawn during the game: 53.6% (57.0% on average).
When it is drawn, the deck wins 1.9 points more than when it is not.

153. Koth, the Geomancer
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A three-mana 3/2 with reach that deals 1 damage to each opponent whenever a land enters, adding a red mana if it is a Mountain. It applies steady pressure and blocks fliers.
Risks. Its toughness of 2 makes it fragile, and the pressure is slow if you have no lands to play.
In the draft. A middle-of-the-pack uncommon for red decks, fine in red-black or red-green. A middling pick, no more.
Results in the games of the set
When it is in hand, the deck wins 51.8% of its games (set average: 56.2%, 225th of 271 cards).
In the opening hand: 51.5% wins (54.8% on average).
Drawn during the game: 52.1% (57.0% on average).
When it is drawn, the deck wins 1.3 points less than when it is not.

154. Meticulous Commons
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A white-black dual land that enters untapped if you control a planeswalker. It fixes both colors of your deck.
Risks. It enters tapped without a planeswalker, which costs tempo. It does nothing but make mana.
In the draft. Take it for a white-black deck, or for a splash. A late pick, after the good playables.
Results in the games of the set
When it is in hand, the deck wins 54.5% of its games (set average: 56.2%, 159th of 271 cards).
In the opening hand: 55.2% wins (54.8% on average).
Drawn during the game: 54.1% (57.0% on average).
When it is drawn, the deck wins 0.7 points more than when it is not.

155. Pia, Aether Ascetic
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A three-mana 2/2: on entering, you may discard a card to search your library for an enchantment and put it in hand. It is only worth it if your deck has enchantments worth fetching.
Risks. The body is poor for its cost and the effect costs a card. Without enchantments in the deck it is just a green 2/2.
In the draft. A very late pick: play it only with several important enchantments worth fetching. Otherwise leave it.
Results in the games of the set
When it is in hand, the deck wins 50.0% of its games (set average: 56.2%, 253rd of 271 cards).
In the opening hand: 47.7% wins (54.8% on average).
Drawn during the game: 51.4% (57.0% on average).
When it is drawn, the deck wins 0.5 points less than when it is not.

156. Prudent Fateseer // Peer Review
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A white-or-blue hybrid 1/4 for three that enters prepared: you can cast Peer Review, a sorcery that creates a 2/2 colorless Wizard Soldier creature token named Cadet and surveils 1. The first scry or surveil each turn gives your creatures +1/+0.
Risks. The 1/4 is a poor attacker and the spell side costs three more mana. It is not scary alone, and the power bonus depends on your scry and surveil triggers.
In the draft. A good uncommon for white or blue decks, especially white-blue. Take it fairly high: two bodies in one card and a healthy tempo.
Results in the games of the set
When it is in hand, the deck wins 55.8% of its games (set average: 56.2%, 125th of 271 cards).
In the opening hand: 53.3% wins (54.8% on average).
Drawn during the game: 57.2% (57.0% on average).
When it is drawn, the deck wins 2.2 points more than when it is not.

157. Stingerquill Annex
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A black-red dual land that enters untapped if you control a planeswalker. It fixes both colors of your deck.
Risks. It enters tapped without a planeswalker, a tempo cost. It does nothing but make mana.
In the draft. Play it in a black-red deck, or for a splash. A late pick, after the good playables.
Results in the games of the set
When it is in hand, the deck wins 54.0% of its games (set average: 56.2%, 174th of 271 cards).
In the opening hand: 55.4% wins (54.8% on average).
Drawn during the game: 53.0% (57.0% on average).
When it is drawn, the deck wins 1.1 points less than when it is not.

158. Theorix Annex
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A blue-black dual land that enters untapped if you control a planeswalker. It fixes both colors for a control deck.
Risks. Without a planeswalker it enters tapped: a tempo cost early in the game. It has no other role.
In the draft. A good choice for a blue-black deck, especially with cards that create a Jace token. A middling pick, after the good playables.
Results in the games of the set
When it is in hand, the deck wins 56.7% of its games (set average: 56.2%, 92nd of 271 cards).
In the opening hand: 56.4% wins (54.8% on average).
Drawn during the game: 56.8% (57.0% on average).
When it is drawn, the deck wins 1.8 points more than when it is not.
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A green-blue dual land that enters untapped if you control a planeswalker. It fixes both colors of your deck.
Risks. It enters tapped without a planeswalker, which slows your early game. It does nothing but make mana.
In the draft. Take it for a green-blue deck, or as splash fixing. A late pick, after the good playables.
Results in the games of the set
When it is in hand, the deck wins 56.2% of its games (set average: 56.2%, 105th of 271 cards).
In the opening hand: 56.5% wins (54.8% on average).
Drawn during the game: 56.1% (57.0% on average).
When it is drawn, the deck wins 2.3 points more than when it is not.

160. Vigorbloom Annex
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A green-white dual land that enters untapped if you control a planeswalker. It fixes both colors of your deck.
Risks. It enters tapped without a planeswalker, a tempo cost. It has no other use.
In the draft. Play it in a green-white deck, or for a splash. A late pick, after the good playables.
Results in the games of the set
When it is in hand, the deck wins 53.2% of its games (set average: 56.2%, 193rd of 271 cards).
In the opening hand: 54.7% wins (54.8% on average).
Drawn during the game: 52.2% (57.0% on average).
When it is drawn, the deck wins 0.7 points less than when it is not.

161. Countersculpt
Rating5.3PlayableWhy this rating?
A solid playable that rarely gets cut (5.3/10).
Why. A two-mana blue counterspell that costs one more unless you behold a Jace (control one or reveal one from your hand). It counters any spell and adds a loyalty counter to a Jace with Empower Jace 1, creating one if needed.
Risks. It asks you to hold mana open, which slows your development. If no good target shows up, it stays in hand.
In the draft. A good card for blue control or tempo decks. Take it in the middle of the pack, especially with other Empower Jace cards.
Results in the games of the set
When it is in hand, the deck wins 60.0% of its games (set average: 56.2%, 29th of 271 cards).
In the opening hand: 57.3% wins (54.8% on average).
Drawn during the game: 61.3% (57.0% on average).
When it is drawn, the deck wins 6.2 points more than when it is not.

162. Mabel, Valley Hero
Rating5.3PlayableWhy this rating?
A solid playable that rarely gets cut (5.3/10).
Why. A red-white 1/2 for three that puts a +1/+1 counter on a creature that entered this turn whenever it or another creature you control enters. In practice, every creature you cast arrives one size bigger.
Risks. The body is fragile and the bonus only works on turns you cast creatures. It needs two specific colors and does nothing without creatures to play.
In the draft. A card for red-white creature decks, where it sees play. A middling-to-late pick: fine, never essential.
Results in the games of the set
When it is in hand, the deck wins 51.0% of its games (set average: 56.2%, 239th of 271 cards).
In the opening hand: 51.0% wins (54.8% on average).
Drawn during the game: 50.9% (57.0% on average).
When it is drawn, the deck wins 0.4 points less than when it is not.

163. Arcane Amphisbaena
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A two-mana 1/1 with deathtouch that arrives with Empower Jace 2: a Jace token with two loyalty, enough to surveil twice. A good blocker that trades with nearly anything, plus value.
Risks. The 1/1 barely attacks and dies to anything. With only two loyalty, Jace cannot draw yet.
In the draft. A good green common, very playable in red-green. Take it among the small commons: deathtouch makes a good blocker.
Results in the games of the set
When it is in hand, the deck wins 55.9% of its games (set average: 56.2%, 118th of 271 cards).
In the opening hand: 55.3% wins (54.8% on average).
Drawn during the game: 56.3% (57.0% on average).
When it is drawn, the deck wins 1.8 points more than when it is not.
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A three-mana 2/2 with first strike that gets a +1/+1 counter whenever you cast a spell that targets an opponent or one of their creatures. With removal, it becomes a big creature that strikes first.
Risks. It stays a 2/2 as long as you cast no spells that target an opponent or their creatures. Without those spells it does little.
In the draft. A card for black decks with plenty of removal. A middling-to-late pick: take it only if you have the spells to feed it.
Results in the games of the set
When it is in hand, the deck wins 50.7% of its games (set average: 56.2%, 244th of 271 cards).
In the opening hand: 50.1% wins (54.8% on average).
Drawn during the game: 51.1% (57.0% on average).
When it is drawn, the deck wins 0.3 points less than when it is not.
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A three-mana white 2/2 with first strike that draws a card, once each turn, when you cast an Equipment or a spell that targets one of your creatures. In an Aura or Equipment deck, it gives steady card flow.
Risks. Without Equipment or spells targeting your creatures it is a plain 2/2. Its triggers depend on specific cards, so the deck must be built for it.
In the draft. A niche pick for white decks with Equipment or Auras, especially white-green. A middling-to-late pick, otherwise pass.
Results in the games of the set
When it is in hand, the deck wins 51.8% of its games (set average: 56.2%, 226th of 271 cards).
In the opening hand: 52.7% wins (54.8% on average).
Drawn during the game: 51.2% (57.0% on average).
When it is drawn, the deck wins 1.3 points less than when it is not.

166. Dedicated Commons
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A red-white dual land that enters untapped if you control a planeswalker. It fixes both colors for an aggressive deck.
Risks. It enters tapped without a planeswalker, which costs an aggressive deck tempo. It does nothing but make mana.
In the draft. Take it for a red-white deck, or as splash fixing. A late pick, after the good playables.
Results in the games of the set
When it is in hand, the deck wins 53.0% of its games (set average: 56.2%, 200th of 271 cards).
In the opening hand: 54.5% wins (54.8% on average).
Drawn during the game: 51.9% (57.0% on average).
When it is drawn, the deck wins 0.1 points more than when it is not.

167. Fatehold Chronologist // Peer Review
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A two-mana white-or-blue hybrid 1/2 flier that enters prepared: you can cast Peer Review, a sorcery that creates a 2/2 colorless Wizard Soldier creature token named Cadet and surveils 1. Two bodies from one card, one a cheap flier.
Risks. The 1/2 is fragile and the spell side costs three more mana. It does not win the game alone and stays a support piece.
In the draft. A good common for white-blue and its neighbors. Take it in the middle of the pack: two bodies, flying and steady value.
Results in the games of the set
When it is in hand, the deck wins 56.5% of its games (set average: 56.2%, 96th of 271 cards).
In the opening hand: 55.1% wins (54.8% on average).
Drawn during the game: 57.3% (57.0% on average).
When it is drawn, the deck wins 2.2 points more than when it is not.

168. Infinite Coursework
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A three-mana blue Aura that taps the enchanted creature, makes it unprepared, removes all its abilities and keeps it from untapping. It is pseudo-removal that neutralizes a threat without killing it.
Risks. The creature stays on the battlefield: if the Aura goes away, or the opponent bounces the creature, you have spent a card for nothing. It also keeps its power and toughness.
In the draft. A good common for blue decks, very playable in white-blue and blue-black. Take it in the middle of the pack: an answer to a threat is valuable in blue.
Results in the games of the set
When it is in hand, the deck wins 56.0% of its games (set average: 56.2%, 115th of 271 cards).
In the opening hand: 52.0% wins (54.8% on average).
Drawn during the game: 58.0% (57.0% on average).
When it is drawn, the deck wins 2.7 points more than when it is not.

169. Restore with Empathy
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A three-mana instant that returns a permanent card from your graveyard to your hand and gains you 4 life. It is a value card: you rebuy a dead creature or a land, and the life gain feeds your lifegain payoffs.
Risks. With no good target in the graveyard early on it is dead, and it does nothing to the board while taking a full turn of mana.
In the draft. A late pick for a green value or lifegain deck. Play at most one, after your quality creatures are secured.
Results in the games of the set
When it is in hand, the deck wins 55.0% of its games (set average: 56.2%, 145th of 271 cards).
In the opening hand: 50.8% wins (54.8% on average).
Drawn during the game: 57.4% (57.0% on average).
When it is drawn, the deck wins 2.0 points more than when it is not.

170. Silence the Echo
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A two-mana sorcery that destroys a creature or planeswalker, with an additional cost of your choice: sacrifice a creature or planeswalker, or pay three more. Paid in full it is a five-mana removal spell, reliable and with no restriction on its targets.
Risks. It is only cheap if you sacrifice something, which costs a card; otherwise it is five mana at sorcery speed.
In the draft. A solid removal spell to take mid-pack when nothing better is there, especially in blue-black. It fits a controlling deck more than an aggressive one.
Results in the games of the set
When it is in hand, the deck wins 52.8% of its games (set average: 56.2%, 208th of 271 cards).
In the opening hand: 48.5% wins (54.8% on average).
Drawn during the game: 55.3% (57.0% on average).
When it is drawn, the deck wins 0.9 points more than when it is not.

171. Surgical Precision
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A flexible two-mana sorcery: destroy a creature with toughness 4 or greater and gain 1 life, or draw a card and gain 2 life. The first mode answers big threats cheaply, and the second means it is never a dead card.
Risks. The removal only hits large creatures, so small threats slip through. The draw mode just replaces itself and does nothing for the board.
In the draft. A good support card to take without urgency but before the pack runs dry. Best in a deck that already handles small creatures.
Results in the games of the set
When it is in hand, the deck wins 57.5% of its games (set average: 56.2%, 70th of 271 cards).
In the opening hand: 54.8% wins (54.8% on average).
Drawn during the game: 59.0% (57.0% on average).
When it is drawn, the deck wins 3.6 points more than when it is not.

172. Unsummon
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A one-mana instant that returns a creature to its owner's hand. It buys tempo, saves your own creature from removal, or wrecks a combat, and the low cost lets you pair it with another spell in the same turn.
Risks. It answers nothing for good: the creature comes back and the opponent only lost mana. Against a cheap creature it is a poor trade.
In the draft. A mid-pack pick for a blue tempo deck, best in an aggressive build that wants to push damage. Skip it in a controlling deck without a plan.
Results in the games of the set
When it is in hand, the deck wins 57.5% of its games (set average: 56.2%, 69th of 271 cards).
In the opening hand: 53.8% wins (54.8% on average).
Drawn during the game: 59.4% (57.0% on average).
When it is drawn, the deck wins 3.5 points more than when it is not.

173. Vigorbloom Vanguard // Seed Suture
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A two-mana hybrid green-white 2/2 that enters prepared, so you can cast Seed Suture: a +1/+1 counter on target creature and 1 life. Creatures you control with a +1/+1 counter have vigilance, so they attack and still defend. Plenty of value for two mana.
Risks. The 2/2 body is fragile, and vigilance only matters if your creatures carry counters. Without other counter sources it is a fair body plus a small spell.
In the draft. A good mid-pack pick for a green-white counters deck. Seed Suture only gets cast once, so save it for a useful moment.
Results in the games of the set
When it is in hand, the deck wins 56.5% of its games (set average: 56.2%, 97th of 271 cards).
In the opening hand: 57.1% wins (54.8% on average).
Drawn during the game: 56.0% (57.0% on average).
When it is drawn, the deck wins 2.9 points more than when it is not.
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. On entering, Empower Jace 5 gives you a planeswalker with five loyalty that can surveil or draw a card. Planeswalkers you control also gain a minus-three ability: when you next cast an instant or sorcery this turn, copy it. In a spell-heavy deck that is real advantage.
Risks. With too few instants and sorceries the copy has nothing to copy. You pay three mana for an enchantment that does not touch the board, and the Jace token can still be attacked.
In the draft. A late pick for a blue spells deck, such as blue-black or blue-red. Outside that profile other cards do more.
Results in the games of the set
When it is in hand, the deck wins 52.9% of its games (set average: 56.2%, 201st of 271 cards).
In the opening hand: 50.1% wins (54.8% on average).
Drawn during the game: 54.5% (57.0% on average).
When it is drawn, the deck wins 0.6 points more than when it is not.

175. Way of the Paradox
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. On entering, Empower Jace 5 gives you a planeswalker with five loyalty. Each time you activate a loyalty ability you gain 1 life and may play an additional land that turn. It is a slow but steady engine for lifegain and ramp decks.
Risks. It does nothing to the board the turn you cast it and relies on a planeswalker that can be attacked. With no other planeswalkers it only triggers off the Jace token.
In the draft. A mid-pack pick for a green deck that cashes in on lifegain. Lower priority than creatures and removal, but playable in the right shell.
Results in the games of the set
When it is in hand, the deck wins 56.4% of its games (set average: 56.2%, 98th of 271 cards).
In the opening hand: 55.6% wins (54.8% on average).
Drawn during the game: 57.0% (57.0% on average).
When it is drawn, the deck wins 3.8 points more than when it is not.

176. Yoshimaru, Beloved Companion
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A three-mana 2/2 that adds one more +1/+1 counter whenever you would put counters on a creature you control. In a counters deck every growth effect gets a bonus, and the six-mana ability can target any legendary creature.
Risks. With no counter effects it is a plain 2/2 for three. The six-mana ability only targets legendary creatures, so it rarely matters, and the body is fragile.
In the draft. A conditional pick: take it only in a white-green deck that already plays several counter sources. Otherwise other three-drops are better.
Results in the games of the set
When it is in hand, the deck wins 49.4% of its games (set average: 56.2%, 257th of 271 cards).
In the opening hand: 48.4% wins (54.8% on average).
Drawn during the game: 50.1% (57.0% on average).
When it is drawn, the deck wins 3.9 points less than when it is not.

177. Hall of Echoes
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A land that taps for colorless mana, with a five-mana ability: it becomes a copy of a creature you control until end of turn. Late in the game it is an extra threat that does not take a spell slot.
Risks. It makes no colored mana and costs five to animate, so it hurts a deck with demanding colors. It is pointless without a good creature to copy and is vulnerable once animated.
In the draft. A utility land to take late for a two-color deck with strong creatures. Skip it if your mana is already tight.
Results in the games of the set
When it is in hand, the deck wins 53.5% of its games (set average: 56.2%, 185th of 271 cards).
In the opening hand: 53.0% wins (54.8% on average).
Drawn during the game: 53.7% (57.0% on average).
When it is drawn, the deck wins 0.4 points more than when it is not.
Rating5.1PlayableWhy this rating?
A solid playable that rarely gets cut (5.1/10).
Why. On entering, Empower Jace 5 gives you a planeswalker. Your planeswalkers then have a minus-two ability: sacrifice a creature to create a 4/4 green Beast creature token with trample. A small body becomes a 4/4, and with five loyalty you can do it twice.
Risks. You need creatures to sacrifice, and each activation costs you a creature. It is a three-mana enchantment that does nothing the turn it lands, and the Jace token is exposed to attacks.
In the draft. A late pick for a black deck with many small creatures. Cards that act right away are almost always better.
Results in the games of the set
When it is in hand, the deck wins 51.4% of its games (set average: 56.2%, 235th of 271 cards).
In the opening hand: 49.6% wins (54.8% on average).
Drawn during the game: 52.5% (57.0% on average).
When it is drawn, the deck wins 0.4 points more than when it is not.

179. Ruric Thar, Biomagus
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A six-mana 4/6 with flying and prowess twice. Each noncreature spell you cast grows it by 2, and if an opponent targets it you draw a card. It blocks anything, attacks in the air, and keeps you ahead even when it is targeted.
Risks. Six mana with two blue mana is expensive. Its toughness shrugs off damage, but an effect that does not target, like a forced sacrifice, answers it without a card for you.
In the draft. A good top-end card to take mid-pack, solid in a spells deck. Do not play several if your curve is already high.
Results in the games of the set
When it is in hand, the deck wins 55.8% of its games (set average: 56.2%, 123rd of 271 cards).
In the opening hand: 51.4% wins (54.8% on average).
Drawn during the game: 58.0% (57.0% on average).
When it is drawn, the deck wins 4.2 points more than when it is not.

180. Emergency Phytomedic // Seed Suture
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A one-mana hybrid green-white 1/1 that enters prepared, so you can cast Seed Suture: a +1/+1 counter on target creature and 1 life. Two effects in one card, a small bonus in value.
Risks. The body is tiny, and Seed Suture is only good if there is a creature worth pumping. It does little for the board.
In the draft. A late pick for a green-white counters or lifegain deck. Do not take it over quality creatures.
Results in the games of the set
When it is in hand, the deck wins 54.3% of its games (set average: 56.2%, 165th of 271 cards).
In the opening hand: 55.3% wins (54.8% on average).
Drawn during the game: 53.7% (57.0% on average).
When it is drawn, the deck wins 1.5 points more than when it is not.
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A three-mana 2/3 that taps for green mana and gains you 1 life whenever another creature enters under your control. It accelerates you into four-drops and feeds lifegain payoffs.
Risks. A 2/3 that taps for mana neither attacks nor blocks, and if it dies you lose the acceleration. It does nothing directly in combat.
In the draft. A good mid-pack pick for any green deck with creatures at four mana or more, especially green-white or red-green. Take it over vanilla bodies.
Results in the games of the set
When it is in hand, the deck wins 54.4% of its games (set average: 56.2%, 162nd of 271 cards).
In the opening hand: 54.6% wins (54.8% on average).
Drawn during the game: 54.3% (57.0% on average).
When it is drawn, the deck wins 1.2 points more than when it is not.

182. Hexhaven Battalion
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A six-mana sorcery that creates three 2/2 colorless Wizard Soldier creature tokens named Cadet and does Empower Jace 2. That is a lot of bodies in one turn, and basic landcycling for two keeps you from stumbling on lands.
Risks. Six mana for 2/2s is slow, and a sweeper wipes the lot. The Jace is a minor bonus, and it does not win alone against an established board.
In the draft. A good mid-pack common, playable anywhere and best in white-blue. Two copies are fine in a controlling deck.
Results in the games of the set
When it is in hand, the deck wins 57.7% of its games (set average: 56.2%, 63rd of 271 cards).
In the opening hand: 54.9% wins (54.8% on average).
Drawn during the game: 59.4% (57.0% on average).
When it is drawn, the deck wins 3.3 points more than when it is not.

183. Icy Reception
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A two-mana instant with two modes: counter a creature spell or legendary spell unless its controller pays three, or give a creature -5/-0 until end of turn. The second mode blanks an attack or a block, a small combat removal.
Risks. The counter is easy to play around if the opponent keeps three mana open, and the power reduction kills nothing. It needs mana held up, which is awkward against a passive opponent.
In the draft. A solid common to take mid-pack for a blue tempo or control deck. It rewards players who are comfortable playing with open mana.
Results in the games of the set
When it is in hand, the deck wins 58.0% of its games (set average: 56.2%, 56th of 271 cards).
In the opening hand: 56.6% wins (54.8% on average).
Drawn during the game: 58.7% (57.0% on average).
When it is drawn, the deck wins 3.8 points more than when it is not.

184. Konstrari Improviser // Soul Tether
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A two-mana hybrid red-green 2/2 that enters prepared, so you can cast Soul Tether to create a Heartwood token, a red and green artifact that taps for red or green. You get a body on turn two and acceleration after that.
Risks. The 2/2 is a small body, and Soul Tether costs three to get mana, which is slower than casting another card. It does not shift the balance of the board.
In the draft. A decent common for a red-green deck that wants to ramp. Take it in the middle of the pack, after removal and solid creatures.
Results in the games of the set
When it is in hand, the deck wins 54.1% of its games (set average: 56.2%, 171st of 271 cards).
In the opening hand: 55.8% wins (54.8% on average).
Drawn during the game: 52.8% (57.0% on average).
When it is drawn, the deck wins 0.3 points less than when it is not.

185. Precise Redaction
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A two-mana counterspell that only counters a white or black spell. Against those colors it answers anything for two, but it is a sideboard card: it only works if the opponent is in those colors.
Risks. It is dead against any other color, and you cannot know in advance what you will face. Many opponents will never give it a target.
In the draft. Do not main-deck it without information on your opponents. Take it at the very end of the pack, or pass it.

186. Skilled Battlecarver
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A two-mana 2/1 that has first strike during your turn and can get +1/+0 for two mana. It attacks well early since few small creatures can block it without dying, and keeps a little use later.
Risks. It lacks first strike on defense, so it blocks poorly. With one toughness it dies to almost everything, and its ability costs a lot of mana for a small gain.
In the draft. A decent common for aggressive red decks, especially red-green or black-red. Take it as a filler two-drop, not over removal.
Results in the games of the set
When it is in hand, the deck wins 52.9% of its games (set average: 56.2%, 204th of 271 cards).
In the opening hand: 54.2% wins (54.8% on average).
Drawn during the game: 52.0% (57.0% on average).
When it is drawn, the deck wins 0.7 points less than when it is not.
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A two-mana instant: mill four cards, put a permanent card from among them into your hand if you want, and gain 1 life. It fills the graveyard for Threshold and often replaces itself.
Risks. You mill cards from your library, and if there is no permanent among the four nothing reaches your hand. It has no effect on the board.
In the draft. A mid-pack pick for a green deck that plays Threshold cards or graveyard effects. Less useful in a deck without them.
Results in the games of the set
When it is in hand, the deck wins 57.0% of its games (set average: 56.2%, 82nd of 271 cards).
In the opening hand: 55.5% wins (54.8% on average).
Drawn during the game: 58.0% (57.0% on average).
When it is drawn, the deck wins 1.9 points more than when it is not.
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A four-mana colorless 5/4 artifact creature with trample, so it fits in any deck. Whenever you cast an artifact or creature spell, it untaps. In a creature-heavy deck it attacks nearly every turn.
Risks. It does not untap in your untap step: if none of your spells untaps it, it sits tapped and does not block. A deck with few creatures leaves it idle.
In the draft. A good mid-pack pick for a deck with many creatures. Do not take it for a controlling deck short on creatures.
Results in the games of the set
When it is in hand, the deck wins 51.6% of its games (set average: 56.2%, 231st of 271 cards).
In the opening hand: 50.3% wins (54.8% on average).
Drawn during the game: 52.4% (57.0% on average).
When it is drawn, the deck wins 2.0 points less than when it is not.
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A two-mana 2/1 with ward 1 that gets a +1/+1 counter whenever you gain life. In a deck that gains life regularly it grows out of range of small damage.
Risks. With no lifegain sources it is a vanilla 2/1 with ward 1. It dies before it can grow if targeted early, and ward 1 barely slows cheap removal.
In the draft. A fair mid-pack pick for a white-green lifegain deck. Take it mostly if you already have several lifegain sources.
Results in the games of the set
When it is in hand, the deck wins 53.9% of its games (set average: 56.2%, 176th of 271 cards).
In the opening hand: 55.9% wins (54.8% on average).
Drawn during the game: 52.5% (57.0% on average).
When it is drawn, the deck wins 0.3 points more than when it is not.

190. Void Extrapolator // Omit Variables
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A two-mana 2/2 that enters prepared: Omit Variables, for one blue-black hybrid mana, mills three cards. With seven or more cards in your graveyard the creature is a 3/3 (Threshold), which makes it a good two-drop in a deck that fills its graveyard.
Risks. Omit Variables mills three cards without drawing anything. With no other graveyard filling, Threshold comes late, and the creature stays a small body.
In the draft. A good common for a blue-black or black-green deck with graveyard effects. Take it among black two-drops, ahead of vanilla bodies.
Results in the games of the set
When it is in hand, the deck wins 55.6% of its games (set average: 56.2%, 131st of 271 cards).
In the opening hand: 54.7% wins (54.8% on average).
Drawn during the game: 56.1% (57.0% on average).
When it is drawn, the deck wins 1.0 points more than when it is not.

191. Yuriko, Blade of the Mighty
Rating5.0WeakWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A four-mana 2/3 that gives double strike to a creature attacking a player alone. During combat nobody can cast spells or activate non-mana abilities, so the opponent cannot respond to the attack. A single big creature becomes very dangerous.
Risks. It does little if you attack with several creatures, and the body is modest for four mana. The ban on spells in combat limits your own tricks too.
In the draft. A conditional late pick for a white deck with one high-impact creature. Simpler removal and creatures come first.
Results in the games of the set
When it is in hand, the deck wins 53.1% of its games (set average: 56.2%, 195th of 271 cards).
In the opening hand: 52.1% wins (54.8% on average).
Drawn during the game: 53.8% (57.0% on average).
When it is drawn, the deck wins 2.1 points more than when it is not.

192. Extended Absence
Rating4.9WeakWhy this rating?
A solid playable that rarely gets cut (4.9/10).
Why. A four-mana instant that exiles a creature or planeswalker, deals 1 damage to each opponent, and gains you 1 life. It is unconditional removal at instant speed that answers nearly every threat, including ones that would come back from the graveyard.
Risks. Four mana is a high cost for removal, and it cannot hit other permanents. You have to hold up mana to get the most from it.
In the draft. A good mid-pack pick for any black deck, especially blue-black. Take it over most average creatures.
Results in the games of the set
When it is in hand, the deck wins 59.6% of its games (set average: 56.2%, 35th of 271 cards).
In the opening hand: 55.4% wins (54.8% on average).
Drawn during the game: 61.8% (57.0% on average).
When it is drawn, the deck wins 6.3 points more than when it is not.

193. Flourishing Grapple
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A one-mana instant: target red or white creature or planeswalker an opponent controls loses all abilities until end of turn, then your creature deals damage equal to its power to it. A cheap removal spell against those two colors, a one-sided fight.
Risks. It only hits red or white targets and is dead against other colors. It also needs a creature with enough power on your side, or the damage is too low.
In the draft. A conditional pick: play it main if your opponents are often red or white. Otherwise pass it.
Results in the games of the set
When it is in hand, the deck wins 44.0% of its games (set average: 56.2%).
Drawn during the game: 0.0% (57.0% on average).
When it is drawn, the deck wins 3.1 points less than when it is not.

194. Campus Crier
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A two-mana 3/1 that attacks well early. From your graveyard, for one mana, you can exile it to Empower Jace 2: even dead, it leaves a small planeswalker that draws or surveils.
Risks. One toughness dies to almost anything, and it blocks poorly. The Jace is a modest bonus and does not make up for a 3/1 trading with a lesser card.
In the draft. A good common for a white aggro deck, especially white-blue. Take it as a filler two-drop with a bit of value.
Results in the games of the set
When it is in hand, the deck wins 55.8% of its games (set average: 56.2%, 124th of 271 cards).
In the opening hand: 57.1% wins (54.8% on average).
Drawn during the game: 54.9% (57.0% on average).
When it is drawn, the deck wins 0.1 points less than when it is not.

195. Essence Burn
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A two-mana instant that deals 5 damage to a black or green creature or planeswalker, exiling it instead if it would die. A powerful, cheap removal spell against those two colors that answers almost every creature of theirs.
Risks. It only hits black or green targets and is dead against other colors. Count on it only if you know opponents are in those colors.
In the draft. A conditional pick for a red deck: main-deck it if there is a lot of black or green around you. Otherwise more versatile removal comes first.
Results in the games of the set
When it is in hand, the deck wins 47.9% of its games (set average: 56.2%).
In the opening hand: 0.0% wins (54.8% on average).
Drawn during the game: 50.8% (57.0% on average).
When it is drawn, the deck wins 0.8 points less than when it is not.

196. Konstrari Charm
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A two-mana red-green instant with three modes: 6 damage to a creature with flying, two +1/+1 counters and trample until end of turn on a creature, or three colorless mana. It is removal against flyers, a combat trick, or a mana boost for a big spell.
Risks. It is gold, so unplayable outside red-green. The modes are situational: the first needs an opposing flyer.
In the draft. A mid-pack pick for a red-green deck only. Very useful when opponents play flyers.
Results in the games of the set
When it is in hand, the deck wins 56.1% of its games (set average: 56.2%, 112th of 271 cards).
In the opening hand: 54.7% wins (54.8% on average).
Drawn during the game: 57.0% (57.0% on average).
When it is drawn, the deck wins 2.3 points more than when it is not.

197. Rank Rat
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A two-mana 1/1 that makes each opponent discard a card when it enters. It is an even card trade: the opponent chooses what to discard, but the body can still chump block or chip in for damage.
Risks. A 1/1 does nothing on the board, and the opponent discards their worst card. Late in the game, with an empty hand, the effect vanishes.
In the draft. A filler common for a black deck, especially blue-black. Take it late in the pack, after sturdier creatures.
Results in the games of the set
When it is in hand, the deck wins 55.0% of its games (set average: 56.2%, 142nd of 271 cards).
In the opening hand: 55.3% wins (54.8% on average).
Drawn during the game: 54.9% (57.0% on average).
When it is drawn, the deck wins 1.5 points more than when it is not.

198. Rewrite Regrets
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A four-mana sorcery that returns a creature or planeswalker card with mana value 6 or less from your graveyard to the battlefield, then does Empower Jace 2. You get your best dead card back plus a small planeswalker, a big card advantage swing.
Risks. It needs a graveyard target: early in the game it does nothing. It is only strong once you have lost a valuable creature, and it does not answer an opposing threat.
In the draft. A mid-pack pick, best in a black deck with strong top-end creatures, especially blue-black or black-green. Bad in a deck of small, plain creatures.
Results in the games of the set
When it is in hand, the deck wins 59.3% of its games (set average: 56.2%, 40th of 271 cards).
In the opening hand: 55.3% wins (54.8% on average).
Drawn during the game: 61.4% (57.0% on average).
When it is drawn, the deck wins 6.0 points more than when it is not.

199. Sureshot Sower
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A two-mana 3/1 with reach and an ability: from your hand, pay four and discard it to destroy a creature with flying. A two-way card, either a decent body or removal against flyers.
Risks. One toughness dies to almost anything, and the destroy ability only hits flyers. With no opposing flyer it stays a 3/1.
In the draft. A mid-pack pick for any green deck, better against flyers. It can also fill an early two-drop slot.
Results in the games of the set
When it is in hand, the deck wins 53.5% of its games (set average: 56.2%, 183rd of 271 cards).
In the opening hand: 52.3% wins (54.8% on average).
Drawn during the game: 54.3% (57.0% on average).
When it is drawn, the deck wins 1.0 points less than when it is not.
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A four-mana 3/1 with flash. When it enters, target permanent you control gains deathtouch until end of turn, plus a +1/+1 counter if it is a creature. Cast mid-combat, it can turn a block or an attack into a win.
Risks. Four mana for a 3/1 is a poor rate, even if it can target itself to become a 4/2. Its only strength is timing, and opposing removal answers it easily.
In the draft. A late pick for a black control or tempo deck that likes flash. Otherwise it is filler.
Results in the games of the set
When it is in hand, the deck wins 50.9% of its games (set average: 56.2%, 240th of 271 cards).
In the opening hand: 49.1% wins (54.8% on average).
Drawn during the game: 52.0% (57.0% on average).
When it is drawn, the deck wins 0.2 points less than when it is not.

201. Thalia, the Survivor
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A 3/4 lifelinker for four mana, sturdy on the ground and good at stabilizing. Taxing opposing noncreature spells by one slows removal and card-draw turns.
Risks. The tax barely matters against a creature-heavy deck. For four mana the body is merely average and has no evasion.
In the draft. A fine white playable, but not a high pick. Take it as a decent body when nothing better is on offer.
Results in the games of the set
When it is in hand, the deck wins 54.9% of its games (set average: 56.2%, 146th of 271 cards).
In the opening hand: 54.9% wins (54.8% on average).
Drawn during the game: 54.9% (57.0% on average).
When it is drawn, the deck wins 2.6 points more than when it is not.
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A 4/1 for three mana that hits hard early. Once it's in the graveyard it can exile itself for four mana to return another creature card, a useful second life late in the game.
Risks. One toughness means it trades with anything and dies to any ping. It does almost nothing on defense.
In the draft. Reasonable filler in a black deck with good creatures to get back. Mid to late pick.
Results in the games of the set
When it is in hand, the deck wins 55.4% of its games (set average: 56.2%, 136th of 271 cards).
In the opening hand: 54.2% wins (54.8% on average).
Drawn during the game: 56.1% (57.0% on average).
When it is drawn, the deck wins 0.2 points less than when it is not.

203. Twinned Vision
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A two-mana instant that draws a card, then comes back from the graveyard to draw two. You see three cards for one deck slot, at the cost of discarding a card for the flashback.
Risks. It does nothing on the battlefield: it neither defends nor pressures. In a deck short on creatures it costs you tempo.
In the draft. Quality filler for a blue or red deck thanks to the hybrid cost. Take it late, after your creatures and removal.
Results in the games of the set
When it is in hand, the deck wins 58.1% of its games (set average: 56.2%, 52nd of 271 cards).
In the opening hand: 56.8% wins (54.8% on average).
Drawn during the game: 59.0% (57.0% on average).
When it is drawn, the deck wins 2.4 points more than when it is not.

204. Winter, Team Player
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A 3/3 for five mana that convoke can make cheaper if you have creatures. Each noncreature spell gives your whole team +1/+0 for the turn.
Risks. An average body without evasion for the price, and a bonus that needs many noncreature spells. In a normal deck it does very little.
In the draft. Usually avoid. It only earns a slot in a red deck full of spells and small creatures. Late pick.
Results in the games of the set
When it is in hand, the deck wins 47.8% of its games (set average: 56.2%, 265th of 271 cards).
In the opening hand: 46.8% wins (54.8% on average).
Drawn during the game: 48.4% (57.0% on average).
When it is drawn, the deck wins 3.9 points less than when it is not.

205. Awaken the Inferno
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A sorcery-speed removal that deals 6 damage to an opposing creature or planeswalker and adds a +1/+1 counter to one of your creatures. Basic landcycling for two means it's rarely dead in hand.
Risks. Five mana at sorcery speed: you take hits before using it. It's overkill for a small threat.
In the draft. Solid removal for red, taken ahead of filler creatures. Its flexibility keeps it from rotting in your hand.
Results in the games of the set
When it is in hand, the deck wins 55.9% of its games (set average: 56.2%, 117th of 271 cards).
In the opening hand: 53.6% wins (54.8% on average).
Drawn during the game: 57.4% (57.0% on average).
When it is drawn, the deck wins 1.6 points more than when it is not.

206. Semester Foreseer // Peer Review
Rating4.7WeakWhy this rating?
A solid playable that rarely gets cut (4.7/10).
Why. A 3/4 for four mana that surveils 1 on arrival and enters prepared: you can then cast Peer Review for three mana to make a 2/2 creature token named Cadet and surveil 1 again. Two bodies and two filters from one card.
Risks. You need seven mana in total to get everything, which costs tempo. The second half is lost if the creature isn't prepared anymore.
In the draft. Good blue filler, especially with white. A mid pick that adds volume without much flash.
Results in the games of the set
When it is in hand, the deck wins 53.9% of its games (set average: 56.2%, 175th of 271 cards).
In the opening hand: 50.8% wins (54.8% on average).
Drawn during the game: 55.5% (57.0% on average).
When it is drawn, the deck wins 1.1 points more than when it is not.
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. A 1/4 flier for three mana, a good air blocker. Whenever it attacks it deals 1 damage to each opponent and you gain 1 life, slowly chipping away.
Risks. With 1 power it barely affects combat, and if it attacks it isn't there to block. A swarm of small creatures gets past it quickly.
In the draft. Honest black filler, happiest in a deck that plays the long game. Mid to late pick.
Results in the games of the set
When it is in hand, the deck wins 53.9% of its games (set average: 56.2%, 177th of 271 cards).
In the opening hand: 53.7% wins (54.8% on average).
Drawn during the game: 54.0% (57.0% on average).
When it is drawn, the deck wins 2.0 points more than when it is not.

208. Archive Arbiter
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. A 4/4 flier for six mana, colorless so it fits any deck. When it enters you choose: destroy a target noncreature, nonland permanent, or gain 4 life.
Risks. Six mana is slow, and the destruction hits neither creatures nor lands. Often you'll settle for the life gain.
In the draft. A decent top-end card for any deck. One copy is enough; take it after your removal and good creatures.
Results in the games of the set
When it is in hand, the deck wins 55.9% of its games (set average: 56.2%, 121st of 271 cards).
In the opening hand: 51.8% wins (54.8% on average).
Drawn during the game: 58.0% (57.0% on average).
When it is drawn, the deck wins 2.6 points more than when it is not.

209. Artifist Acumen
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. A one-mana sorcery that gives your creatures first strike for the turn and draws a card. It does little but replaces itself.
Risks. Being a sorcery, the first strike only matters on your own attack, and you can't cast it mid-combat. Very low impact on the board.
In the draft. A last-slot card. Take it only to fill out a red deck that attacks with several creatures. Late pick.
Results in the games of the set
When it is in hand, the deck wins 49.0% of its games (set average: 56.2%, 261st of 271 cards).
In the opening hand: 48.6% wins (54.8% on average).
Drawn during the game: 49.3% (57.0% on average).
When it is drawn, the deck wins 2.9 points less than when it is not.

210. Bestial Incursion
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. A four-mana sorcery that makes a 4/4 green Beast creature token with trample, then returns with flashback for six mana and a second Beast. Two big bodies from one card, great against removal.
Risks. A plain 4/4 with no protection from removal, and the six-mana flashback is slow. It is easy to double-block.
In the draft. A good mid-curve card for green. Take it when it comes around, without making it a priority.
Results in the games of the set
When it is in hand, the deck wins 56.4% of its games (set average: 56.2%, 99th of 271 cards).
In the opening hand: 55.2% wins (54.8% on average).
Drawn during the game: 57.2% (57.0% on average).
When it is drawn, the deck wins 2.1 points more than when it is not.

211. Blazing Crescendo
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. A two-mana instant: +3/+1 to a creature, plus you exile the top card of your library and may play it until the end of your next turn. It wins a combat and adds a little value.
Risks. Vulnerable to removal in response, and the exiled card is lost if you can't play it in time. You need a creature that matters.
In the draft. A plain combat trick. It only earns a slot in an aggressive red deck. Late pick.
Results in the games of the set
When it is in hand, the deck wins 51.8% of its games (set average: 56.2%, 227th of 271 cards).
In the opening hand: 51.0% wins (54.8% on average).
Drawn during the game: 52.3% (57.0% on average).
When it is drawn, the deck wins 0.2 points less than when it is not.

212. Blessed Ghoul
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. A one-mana 1/1 lifelinker (white or black) that returns from the graveyard to your hand for three mana. A chump blocker that is never permanently lost.
Risks. A 1/1 matters very little, and recasting it costs tempo. Pure filler.
In the draft. Take it late, for a white or black deck that plays the long game. Low value.
Results in the games of the set
When it is in hand, the deck wins 54.1% of its games (set average: 56.2%, 169th of 271 cards).
In the opening hand: 55.7% wins (54.8% on average).
Drawn during the game: 53.0% (57.0% on average).
When it is drawn, the deck wins 0.9 points more than when it is not.

213. Emrakul, the Exigent Doom
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. A 12/12 flying trampler with ward (sacrifice three permanents) that untaps your lands when cast. For ten mana it ends the game; exiling it from hand to give a land two colorless mana helps you get there.
Risks. Ten mana is out of reach for most decks. The exile costs three mana, and the mana it gives is colorless.
In the draft. Only for a ramp deck with plenty of mana. Anywhere else, let it go.
Results in the games of the set
When it is in hand, the deck wins 52.3% of its games (set average: 56.2%, 217th of 271 cards).
In the opening hand: 48.0% wins (54.8% on average).
Drawn during the game: 54.7% (57.0% on average).
When it is drawn, the deck wins 0.6 points more than when it is not.

214. Hexhaven Invigorator
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. A 6/6 with vigilance for four mana, an enormous body on turn four. Each time it's dealt damage you can fetch that many lands onto the battlefield tapped.
Risks. It needs four green mana, so it's unplayable outside a nearly mono-colored deck. Removal still kills it despite its size.
In the draft. Good in a heavily green deck, unplayable otherwise. Take it high only if you're already deep in green.
Results in the games of the set
When it is in hand, the deck wins 54.7% of its games (set average: 56.2%, 151st of 271 cards).
In the opening hand: 51.1% wins (54.8% on average).
Drawn during the game: 57.0% (57.0% on average).
When it is drawn, the deck wins 3.1 points more than when it is not.

215. Room of Refuge
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. A land that enters tapped and taps for one mana of the chosen color. Later, for five mana, you can sacrifice it to put two +1/+1 counters on a creature: flood insurance.
Risks. It enters tapped and doesn't fix your colors, since it only makes one. Early on it costs you tempo.
In the draft. A utility land to play as a seventeenth land or in place of a basic. Late pick, worth taking if you like this kind of bonus.
Results in the games of the set
When it is in hand, the deck wins 55.9% of its games (set average: 56.2%, 119th of 271 cards).
In the opening hand: 57.1% wins (54.8% on average).
Drawn during the game: 55.1% (57.0% on average).
When it is drawn, the deck wins 0.6 points more than when it is not.

216. Murmuring Volume
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. A three-mana artifact that taps for one mana of any color: ramp and fixing. Later, for two mana, tapping it and discarding a card, you draw a card.
Risks. It does nothing on the battlefield, and spending three mana on acceleration at that point is slow. A poor late topdeck.
In the draft. A tool for three-color decks or ones with big spells. Mid to late pick.
Results in the games of the set
When it is in hand, the deck wins 56.7% of its games (set average: 56.2%, 91st of 271 cards).
In the opening hand: 56.2% wins (54.8% on average).
Drawn during the game: 56.9% (57.0% on average).
When it is drawn, the deck wins 2.5 points more than when it is not.

217. Heartstring Puller
Rating4.5WeakWhy this rating?
A solid playable that rarely gets cut (4.5/10).
Why. A 3/1 trampler for four mana, accompanied by a 2/2 creature token named Cadet. Two bodies from one card, handy against removal.
Risks. The 3/1 dies to any scratch, and the package is merely average for four mana. Nothing remarkable.
In the draft. Decent red filler. Mid to late pick, to flesh out your curve.
Results in the games of the set
When it is in hand, the deck wins 54.7% of its games (set average: 56.2%, 150th of 271 cards).
In the opening hand: 53.9% wins (54.8% on average).
Drawn during the game: 55.2% (57.0% on average).
When it is drawn, the deck wins 0.7 points more than when it is not.
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. An 8/8 trampler that gives your other creatures trample. Its cost drops by the greatest power among your creatures, so with a big body already out it arrives much sooner.
Risks. Without a large creature it sits in hand at nine mana. Even discounted, it leaves little mana for anything else that turn.
In the draft. Only for a green deck with big bodies. Otherwise skip it: a late pick at best.
Results in the games of the set
When it is in hand, the deck wins 53.4% of its games (set average: 56.2%, 187th of 271 cards).
In the opening hand: 49.9% wins (54.8% on average).
Drawn during the game: 55.5% (57.0% on average).
When it is drawn, the deck wins 1.9 points more than when it is not.
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. A 1/5 trampler, good at blocking. Whenever another creature enters it gets +X/+0 where X is that creature's power: a brutal attack if you cast a big creature precombat.
Risks. Its base power is 1 and it only attacks well after you've deployed a creature. On its own it threatens almost nothing.
In the draft. Usually avoid. It only fits a red deck with big creatures. Late pick.
Results in the games of the set
When it is in hand, the deck wins 46.2% of its games (set average: 56.2%, 269th of 271 cards).
In the opening hand: 44.5% wins (54.8% on average).
Drawn during the game: 47.3% (57.0% on average).
When it is drawn, the deck wins 3.5 points less than when it is not.

220. Cryotheory Adept
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. A 2/1 prowess creature for two mana, fine in a spell-heavy deck. Even dead, its graveyard ability costs four mana to tap a creature and put a stun counter on it, at sorcery speed.
Risks. A small body that blocks little. Outside a spell-heavy deck, prowess rarely triggers.
In the draft. Decent blue filler for a deck with noncreature spells. Mid to late pick.
Results in the games of the set
When it is in hand, the deck wins 53.3% of its games (set average: 56.2%, 190th of 271 cards).
In the opening hand: 53.5% wins (54.8% on average).
Drawn during the game: 53.2% (57.0% on average).
When it is drawn, the deck wins 0.1 points less than when it is not.

221. Divining Duelist
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. A 3/2 flash creature for three mana that chooses on arrival: tap a creature, untap a creature, or loot. With flash it ambushes an attacker by blocking, or taps a blocker before your attack.
Risks. A 3/2 dies easily and the enter effect is modest. It doesn't replace real removal.
In the draft. A good filler creature for blue, especially with white. Mid pick.
Results in the games of the set
When it is in hand, the deck wins 55.2% of its games (set average: 56.2%, 139th of 271 cards).
In the opening hand: 53.4% wins (54.8% on average).
Drawn during the game: 56.2% (57.0% on average).
When it is drawn, the deck wins 2.5 points more than when it is not.

222. Eardrum Rattler
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. A 2/2 for two mana whose ability makes another creature you control with power 2 or less unblockable for the turn, for one mana and a tap.
Risks. You need low-power creatures worth making unblockable. Most of the time it's just an unremarkable 2/2.
In the draft. Weak. Only to round out an aggressive red deck. Late pick.
Results in the games of the set
When it is in hand, the deck wins 49.3% of its games (set average: 56.2%, 259th of 271 cards).
In the opening hand: 49.2% wins (54.8% on average).
Drawn during the game: 49.3% (57.0% on average).
When it is drawn, the deck wins 4.5 points less than when it is not.

223. Generous Revival
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. A three-mana sorcery that returns a creature card with mana value 3 or less from your graveyard to the battlefield with an extra +1/+1 counter. Flashback for five gives a second return.
Risks. It does nothing without a good creature in the graveyard, so it's dead early. It depends on the quality of your cheap creatures.
In the draft. Good in a white deck with quality cheap creatures. Mid pick, higher if your deck piles them up.
Results in the games of the set
When it is in hand, the deck wins 57.3% of its games (set average: 56.2%, 77th of 271 cards).
In the opening hand: 54.2% wins (54.8% on average).
Drawn during the game: 59.2% (57.0% on average).
When it is drawn, the deck wins 3.6 points more than when it is not.
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. A two-mana sorcery that puts a +1/+1 counter on each of one or two target creatures, then comes back with flashback for four mana. The counters stay, giving a little value.
Risks. It does nothing without creatures, and the counters are lost if the target is killed in response. It's slow.
In the draft. Avoid, except to fill out a white deck with plenty of creatures. Very late pick.
Results in the games of the set
When it is in hand, the deck wins 48.9% of its games (set average: 56.2%, 262nd of 271 cards).
In the opening hand: 47.8% wins (54.8% on average).
Drawn during the game: 49.6% (57.0% on average).
When it is drawn, the deck wins 3.9 points less than when it is not.

225. Protege's Awakening
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. A four-mana sorcery that does Empower Jace 6 and then draws a card. The Jace token lets you draw two cards over two turns, or surveil, and soaks up damage.
Risks. No immediate effect on opposing creatures, so it's slow. If the opponent attacks the Jace, you lose part of the value.
In the draft. A good value tool for blue, especially with a stable board. Mid pick, ahead of the filler.
Results in the games of the set
When it is in hand, the deck wins 58.6% of its games (set average: 56.2%, 49th of 271 cards).
In the opening hand: 55.5% wins (54.8% on average).
Drawn during the game: 60.2% (57.0% on average).
When it is drawn, the deck wins 5.3 points more than when it is not.

226. Shatterwing Pegasus
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. A 2/3 flier for three mana, a good air attacker and blocker. Later, for five mana, the ability gives your whole team +1/+1 for the turn.
Risks. Its 2 power is modest, and the ability costs five mana for a one-turn effect.
In the draft. Solid, cheap evasion for white, especially with blue. Mid pick.
Results in the games of the set
When it is in hand, the deck wins 53.9% of its games (set average: 56.2%, 178th of 271 cards).
In the opening hand: 52.7% wins (54.8% on average).
Drawn during the game: 54.6% (57.0% on average).
When it is drawn, the deck wins 0.2 points less than when it is not.
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. A two-mana sorcery that reveals the opponent's hand and discards a nonland permanent card of your choice, with Empower Jace 1. You see their hand and they lose a card.
Risks. A slow discard effect that often whiffs late in the game, and a Jace with one loyalty does almost nothing.
In the draft. Weak in most decks. A last pick for a black deck that likes information. Very late pick.
Results in the games of the set
When it is in hand, the deck wins 52.7% of its games (set average: 56.2%, 209th of 271 cards).
In the opening hand: 52.8% wins (54.8% on average).
Drawn during the game: 52.7% (57.0% on average).
When it is drawn, the deck wins 1.4 points more than when it is not.

228. Jiang Yanggu, Alone
Rating4.3WeakWhy this rating?
A good playable, but is sometimes cut (4.3/10).
Why. A 4/4 menace creature for five mana. Whenever a creature you control attacks a player alone, you discard a card then draw a card, and it gets a +1/+1 counter for each card discarded that turn: a threat that grows every turn.
Risks. You must attack with a single creature, which limits pressure. Five mana for a 4/4 with no immediate answer gives the opponent time.
In the draft. Playable in a red deck built around one big threat. Mid pick; take it if you already have solid creatures.
Results in the games of the set
When it is in hand, the deck wins 53.1% of its games (set average: 56.2%, 198th of 271 cards).
In the opening hand: 51.4% wins (54.8% on average).
Drawn during the game: 54.1% (57.0% on average).
When it is drawn, the deck wins 0.9 points more than when it is not.

229. Tam's Resistance
Rating4.3WeakWhy this rating?
A good playable, but is sometimes cut (4.3/10).
Why. A two-mana (green or blue) sorcery that puts a +1/+1 counter on a creature, gives it vigilance for the turn and does Empower Jace 4. The Jace token offers a draw or some surveils.
Risks. A very small effect on the board, and the Jace is slow to pay off. It does nothing without a creature.
In the draft. Useful filler in a blue deck with creatures. Late pick, to fill out.
Results in the games of the set
When it is in hand, the deck wins 56.2% of its games (set average: 56.2%, 104th of 271 cards).
In the opening hand: 53.8% wins (54.8% on average).
Drawn during the game: 57.6% (57.0% on average).
When it is drawn, the deck wins 3.1 points more than when it is not.

230. Academic Ascent
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. A two-mana instant: +2/+2 and flying to a creature for the turn, with Empower Jace 2. It wins a combat or pushes damage through the air.
Risks. A combat trick with no permanent effect, lost if the target is killed in response. It needs creatures that matter.
In the draft. White filler for a creature deck. Late pick.
Results in the games of the set
When it is in hand, the deck wins 52.6% of its games (set average: 56.2%, 211th of 271 cards).
In the opening hand: 49.4% wins (54.8% on average).
Drawn during the game: 54.6% (57.0% on average).
When it is drawn, the deck wins 1.1 points less than when it is not.

231. Budding Insurgent
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. A 3/3 with vigilance for three mana, a solid body for the price. You can sacrifice it at sorcery speed to destroy an artifact or enchantment, drawing a card if it was a legendary enchantment.
Risks. The destruction costs you the creature, and most of the time there's no target. Otherwise a plain 3/3.
In the draft. A decent body for green that doubles as a plan B against an annoying artifact. Mid to late pick.
Results in the games of the set
When it is in hand, the deck wins 50.9% of its games (set average: 56.2%, 242nd of 271 cards).
In the opening hand: 50.2% wins (54.8% on average).
Drawn during the game: 51.3% (57.0% on average).
When it is drawn, the deck wins 1.8 points less than when it is not.

232. Cast Away Doubt
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. A three-mana sorcery that draws two cards and deals 2 damage to each player. Good for refilling your hand and pressuring an opponent already low.
Risks. The 2 damage hits you too, and it does nothing to the board. Risky when you're under pressure.
In the draft. Black filler, better suited to an aggressive deck. Mid to late pick.
Results in the games of the set
When it is in hand, the deck wins 53.1% of its games (set average: 56.2%, 197th of 271 cards).
In the opening hand: 51.0% wins (54.8% on average).
Drawn during the game: 54.4% (57.0% on average).
When it is drawn, the deck wins 1.2 points more than when it is not.

233. Frostbite Pyromental
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. A 4/4 trample, haste creature for three mana. If it deals combat damage to a player you draw two cards, but it's sacrificed at the beginning of the end step. It's a one-shot spell: 4 damage and two cards.
Risks. One blocker is enough to deny you the cards. Two colors, with two red mana to pay: a net card loss if the attack fails.
In the draft. Very situational, for a blue-red tempo deck only. Late pick.
Results in the games of the set
When it is in hand, the deck wins 50.4% of its games (set average: 56.2%, 248th of 271 cards).
In the opening hand: 47.0% wins (54.8% on average).
Drawn during the game: 52.4% (57.0% on average).
When it is drawn, the deck wins 0.2 points less than when it is not.

234. Graft Surgeon
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. A 2/2 that enters with a +1/+1 counter, so a 3/3 for three mana. When it dies it moves its counters onto another creature you control, so the value isn't wasted.
Risks. An average body with no offensive ability. If you have no other creature, the transfer does nothing.
In the draft. Decent white filler. Mid to late pick.
Results in the games of the set
When it is in hand, the deck wins 51.6% of its games (set average: 56.2%, 233rd of 271 cards).
In the opening hand: 51.9% wins (54.8% on average).
Drawn during the game: 51.4% (57.0% on average).
When it is drawn, the deck wins 1.0 points less than when it is not.
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. A 5/5 with vigilance and trample is a big body on paper. The hybrid cost lets each color be paid with that color's mana or two generic mana, so it fits almost any deck if you can afford it. When it enters, it draws a card for each color among your other artifacts.
Risks. It is expensive and the draw is often tiny: without colored artifacts you draw few or none. You pay a lot for a body with nothing else attached.
In the draft. A top-end playable in red-green or multicolor decks with some artifacts. Take it after your removal and your better creatures.
Results in the games of the set
When it is in hand, the deck wins 51.9% of its games (set average: 56.2%, 224th of 271 cards).
In the opening hand: 0.0% wins (54.8% on average).
Drawn during the game: 55.3% (57.0% on average).
When it is drawn, the deck wins 1.2 points more than when it is not.

236. Rescue Girl, First Responder
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. A 1/3 flyer for three that blocks small fliers well and can tap to bounce another permanent you control during your turn. That lets you reuse an enter effect or pull a permanent out of trouble.
Risks. It does almost nothing on offense, and the ability works only on your turn, so you cannot respond to an opposing removal with it. You need permanents that benefit from returning to hand.
In the draft. A late playable in a white deck with creatures that have enter effects. Without those, it is a defensive flyer more than a dangerous one.
Results in the games of the set
When it is in hand, the deck wins 52.4% of its games (set average: 56.2%, 215th of 271 cards).
In the opening hand: 50.1% wins (54.8% on average).
Drawn during the game: 53.7% (57.0% on average).
When it is drawn, the deck wins 0.2 points less than when it is not.

237. Tether Technician
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. A 4/5 with reach for five that blocks nearly everything on the ground and in the air. When it enters, you may discard a card to deal 2 damage to any target, enough to finish a small blocker, a damaged creature or the opponent.
Risks. Discarding a card is a real cost you need to be able to afford. Five mana is a crowded slot in most decks.
In the draft. A late playable in red. It helps a deck that is more defensive than fast; do not take it over removal or a good threat.
Results in the games of the set
When it is in hand, the deck wins 52.5% of its games (set average: 56.2%, 213th of 271 cards).
In the opening hand: 50.7% wins (54.8% on average).
Drawn during the game: 53.5% (57.0% on average).
When it is drawn, the deck wins 0.3 points more than when it is not.

238. Theorix Metamage // Omit Variables
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. A 2/3 for three that enters prepared. The second half costs a single blue or black mana and puts the top three cards of your library into your graveyard, which helps reach Threshold: the creature then gets +1/+0 and flying.
Risks. The spell does nothing but fill the graveyard, and it brings you closer to the end of your library in a long game. Before Threshold it is an ordinary body.
In the draft. A reasonable filler in a blue-black deck that cares about the graveyard. In other decks it is just a three-mana creature.
Results in the games of the set
When it is in hand, the deck wins 54.3% of its games (set average: 56.2%, 166th of 271 cards).
In the opening hand: 51.2% wins (54.8% on average).
Drawn during the game: 56.0% (57.0% on average).
When it is drawn, the deck wins 1.2 points more than when it is not.

239. Hallway Heckler // Vicious Verse
Rating4.1WeakWhy this rating?
A good playable, but is sometimes cut (4.1/10).
Why. A 2/3 for three that enters prepared. It can cast its second half (one black or red mana) for 1 damage to an opponent. It can also tap and discard a card to draw a card, a small filter that gets rid of extra lands.
Risks. Little pressure and little impact on the board. Tapping to filter costs you a blocker, and the effect does not replace a real threat.
In the draft. Red filler, mostly black-red, when you are short on three-drops. Take it late.
Results in the games of the set
When it is in hand, the deck wins 52.2% of its games (set average: 56.2%, 218th of 271 cards).
In the opening hand: 51.4% wins (54.8% on average).
Drawn during the game: 52.7% (57.0% on average).
When it is drawn, the deck wins 0.8 points less than when it is not.

240. Medic's Kitesail
Rating4.1WeakWhy this rating?
A good playable, but is sometimes cut (4.1/10).
Why. A two-mana Equipment that gives +1/+0, flying and a point of life when the creature attacks. It turns a ground creature into an aerial threat, which matters in decks with good creatures that lack flying.
Risks. It does nothing on its own and costs two to equip again each time the creature dies. A removal spell in response to equipping costs you tempo.
In the draft. A decent playable in decks with many creatures, especially green-white. One copy is enough; do not take it over your better creatures.
Results in the games of the set
When it is in hand, the deck wins 54.4% of its games (set average: 56.2%, 161st of 271 cards).
In the opening hand: 52.2% wins (54.8% on average).
Drawn during the game: 55.9% (57.0% on average).
When it is drawn, the deck wins 1.9 points more than when it is not.

241. Afterthought Sentry
Rating4.0WeakWhy this rating?
A good playable, but is sometimes cut (4.0/10).
Why. A 2/2 colorless artifact creature for two that fits in any deck. For two mana it gains flying until end of turn, and each time it attacks it exiles up to one target card from a graveyard.
Risks. A 2/2 is fragile and quickly outclassed. Paying two mana every turn to fly slows down your development.
In the draft. Playable filler that goes in every deck. Take it late for the curve, and prefer a real colored two-drop if you have one.
Results in the games of the set
When it is in hand, the deck wins 52.9% of its games (set average: 56.2%, 203rd of 271 cards).
In the opening hand: 52.0% wins (54.8% on average).
Drawn during the game: 53.5% (57.0% on average).
When it is drawn, the deck wins 1.6 points less than when it is not.

242. Germinate Recruits
Rating4.0WeakWhy this rating?
A good playable, but is sometimes cut (4.0/10).
Why. A three-mana instant that creates as many 2/2 colorless Wizard Soldier creature tokens named Cadet as the life you gained this turn. If you gain life several times in the same turn, it can make several creatures at once.
Risks. With no life gained this turn it does nothing. Even in a life-gain deck it is hard to get more than a few tokens for three mana.
In the draft. A trap in most decks. Play it only in a white-green deck that gains life regularly; otherwise leave it.
Results in the games of the set
When it is in hand, the deck wins 47.7% of its games (set average: 56.2%, 266th of 271 cards).
In the opening hand: 0.0% wins (54.8% on average).
Drawn during the game: 48.1% (57.0% on average).
When it is drawn, the deck wins 2.8 points less than when it is not.

243. Samut, Tyrant of Naktamun
Rating4.0WeakWhy this rating?
A good playable, but is sometimes cut (4.0/10).
Why. A two-mana 2/1 whose only ability gives split second to your instants and sorceries. The opponent cannot respond, which is useful for a removal or protection spell that must not be countered.
Risks. A two-mana 2/1 with no combat ability. You need a deck full of instants and sorceries for the ability to matter, and it dies easily.
In the draft. A niche card better left alone, except in a blue deck with many spells. Rarely a pick.
Results in the games of the set
When it is in hand, the deck wins 47.6% of its games (set average: 56.2%, 267th of 271 cards).
In the opening hand: 45.4% wins (54.8% on average).
Drawn during the game: 48.8% (57.0% on average).
When it is drawn, the deck wins 4.2 points less than when it is not.
Rating4.0WeakWhy this rating?
A good playable, but is sometimes cut (4.0/10).
Why. A two-mana 2/3 with flying and vigilance, but defender. It blocks fliers very well. If you have scried or surveilled this turn it can attack, and for four mana, one of them blue, you can Surveil 1.
Risks. It attacks only when you scried or surveilled this turn, and its ability is expensive. In a deck without those effects it is mostly a flying wall.
In the draft. Better than it looks in a defensive blue deck. Take it as a solid two-drop, around the middle of a pack.
Results in the games of the set
When it is in hand, the deck wins 57.4% of its games (set average: 56.2%, 74th of 271 cards).
In the opening hand: 55.6% wins (54.8% on average).
Drawn during the game: 58.4% (57.0% on average).
When it is drawn, the deck wins 2.5 points more than when it is not.

245. Undulating Witness
Rating4.0WeakWhy this rating?
A good playable, but is sometimes cut (4.0/10).
Why. A 3/5 flyer for five: a good aerial blocker and a slow threat. For two mana it gets +1/-1 until end of turn, and you can cycle it away with basic landcycling to fetch a basic land.
Risks. Five mana for a body with no enter effect. The +1/-1 activation makes it fragile, so use it carefully.
In the draft. Very flexible filler: basic landcycling smooths your land drops, and if you do not need it, it is a 3/5 flyer. A good blue common you can take without hurry.
Results in the games of the set
When it is in hand, the deck wins 56.0% of its games (set average: 56.2%, 116th of 271 cards).
In the opening hand: 53.4% wins (54.8% on average).
Drawn during the game: 57.3% (57.0% on average).
When it is drawn, the deck wins 2.0 points more than when it is not.

246. Whiplash Wordsmith // Vicious Verse
Rating4.0WeakWhy this rating?
A good playable, but is sometimes cut (4.0/10).
Why. A 3/3 for four that enters prepared. If you cast the second half (one black or red mana), the opponent takes 1 noncombat damage and the creature gains flying and haste this turn.
Risks. You need five mana in total to do everything the same turn. Otherwise it is an ordinary 3/3, and 1 damage is too small to matter outside that use.
In the draft. Black-red filler. Take it when you are short on four-drops, not before.
Results in the games of the set
When it is in hand, the deck wins 49.4% of its games (set average: 56.2%, 258th of 271 cards).
In the opening hand: 47.6% wins (54.8% on average).
Drawn during the game: 50.5% (57.0% on average).
When it is drawn, the deck wins 2.4 points less than when it is not.

247. Blossom-Blessed Angel // Seed Suture
Rating4.0WeakWhy this rating?
A good playable, but is sometimes cut (4.0/10).
Why. A 2/4 with flying and vigilance for four that attacks in the air without giving up defense. It enters prepared, so you can cast the second half for one green or white mana: a +1/+1 counter on a creature and 1 life.
Risks. Two power does little damage, and the bonus of the second half comes only once. A removal spell handles it easily.
In the draft. A good white playable: a defensive flyer that improves your board. Take it mid-pack, especially in a deck that benefits from life gain.
Results in the games of the set
When it is in hand, the deck wins 56.1% of its games (set average: 56.2%, 111th of 271 cards).
In the opening hand: 54.0% wins (54.8% on average).
Drawn during the game: 57.4% (57.0% on average).
When it is drawn, the deck wins 2.6 points more than when it is not.

248. Living Library
Rating3.9WeakWhy this rating?
A good playable, but is sometimes cut (3.9/10).
Why. A two-mana 0/4 artifact creature: an early wall that blocks well. Later, for six mana and a sacrifice, it makes the owner of a creature or planeswalker an opponent controls shuffle it into their library.
Risks. It does not attack, and six mana for the effect is slow, so the removal comes only late. A real removal spell costs less.
In the draft. Defensive filler playable in any deck. A more active card is often better; take it late.
Results in the games of the set
When it is in hand, the deck wins 53.0% of its games (set average: 56.2%, 199th of 271 cards).
In the opening hand: 50.2% wins (54.8% on average).
Drawn during the game: 54.8% (57.0% on average).
When it is drawn, the deck wins 0.3 points less than when it is not.

249. Sphinx's Approach
Rating3.8WeakWhy this rating?
A good playable, but is sometimes cut (3.8/10).
Why. A three-mana instant that draws two cards, castable on the opponent's turn. The option to fetch a Sphinx needs four other copies exiled from your graveyard, which will almost never happen in a draft: it is simply draw two.
Risks. It does not change the board and requires two blue mana. For three mana you spend a turn on value, not pressure.
In the draft. A decent playable in a blue deck that plays the long game. One copy is enough; take it after your creatures and removal.
Results in the games of the set
When it is in hand, the deck wins 56.2% of its games (set average: 56.2%, 107th of 271 cards).
In the opening hand: 52.8% wins (54.8% on average).
Drawn during the game: 58.0% (57.0% on average).
When it is drawn, the deck wins 2.4 points more than when it is not.

250. Apex Witchstalker
Rating3.8WeakWhy this rating?
A good playable, but is sometimes cut (3.8/10).
Why. A 6/4 with menace for six: hard to block. It gains you 2 life when it enters and when it dies, and basic landcycling lets you discard it to fetch a basic land if you are short.
Risks. Six mana with two black is expensive, and a removal spell handles it despite the life gained. Power is high, but four toughness is limited.
In the draft. A very good black filler: flexible and never dead in hand. Take it mid-pack, especially in a slower deck.
Results in the games of the set
When it is in hand, the deck wins 55.6% of its games (set average: 56.2%, 128th of 271 cards).
In the opening hand: 53.6% wins (54.8% on average).
Drawn during the game: 56.9% (57.0% on average).
When it is drawn, the deck wins 1.7 points more than when it is not.

251. Inspired Tethermage
Rating3.8WeakWhy this rating?
A good playable, but is sometimes cut (3.8/10).
Why. A 3/2 for three that gets a +1/+1 counter whenever you put loyalty counters on a planeswalker. Its six-mana ability does Empower Jace 2, so it triggers its own growth.
Risks. Six mana for the ability is a late-game cost. With no planeswalker or Jace token it stays a fragile 3/2 for three.
In the draft. Green filler with some potential in Empower Jace decks. Take it late; it is not worth a real removal spell.
Results in the games of the set
When it is in hand, the deck wins 51.7% of its games (set average: 56.2%, 230th of 271 cards).
In the opening hand: 49.8% wins (54.8% on average).
Drawn during the game: 52.8% (57.0% on average).
When it is drawn, the deck wins 1.1 points less than when it is not.

252. Tam, the Possibility
Rating3.8WeakWhy this rating?
A good playable, but is sometimes cut (3.8/10).
Why. A three-mana 2/4 in green and blue. It makes your planeswalker spells cost one less, which has almost no effect in a draft.
Risks. Its activation needs one mana of each of the five colors plus a tap, so it is practically unusable. It remains a 2/4 whose only upside is defense.
In the draft. Do not take it, except as defensive filler in a green-blue deck short on creatures. Let it go by.

253. Fateshaper Aspirant
Rating3.5WeakWhy this rating?
A good playable, but is sometimes cut (3.5/10).
Why. A 3/4 for five with a choice when it enters: return a legendary card from your graveyard to your hand, or put a +1/+1 counter on a creature that gains vigilance and indestructible until end of turn. The second mode can save a creature or win a combat.
Risks. Five mana for a 3/4 is slow. The first mode needs a legendary card in your graveyard, which is rare; the second is a small bonus.
In the draft. White filler that mostly serves as a decent top-end creature. Take it late, usually alongside blue or black.
Results in the games of the set
When it is in hand, the deck wins 52.0% of its games (set average: 56.2%, 223rd of 271 cards).
In the opening hand: 48.5% wins (54.8% on average).
Drawn during the game: 54.0% (57.0% on average).
When it is drawn, the deck wins 0.3 points less than when it is not.

254. Chandra's Emberling
Rating3.3WeakWhy this rating?
Filler card but sometimes gets cut (3.3/10).
Why. A 2/2 with haste for three that gets a +1/+1 counter whenever you cast a noncreature spell. In a deck full of spells it grows quickly and permanently.
Risks. A 2/2 is fragile and it needs noncreature spells to matter. In a normal deck it does little and dies to any block or removal.
In the draft. Only for red decks with many instants and sorceries, especially blue-red. Otherwise avoid it.
Results in the games of the set
When it is in hand, the deck wins 51.6% of its games (set average: 56.2%, 232nd of 271 cards).
In the opening hand: 51.9% wins (54.8% on average).
Drawn during the game: 51.3% (57.0% on average).
When it is drawn, the deck wins 0.4 points less than when it is not.

255. Rampart Hunter
Rating3.0WeakWhy this rating?
Filler card but sometimes gets cut (3.0/10).
Why. A 3/3 with deathtouch for four that gives a target creature +2/+2 and deathtouch when it enters. The body holds the ground well, and the effect can work as a combat trick on another creature.
Risks. The effect lasts only until end of turn and triggers when it enters, before the creature itself can attack. It mostly helps with combats you start that turn.
In the draft. Mediocre black filler. Take it late for the curve, never before removal.
Results in the games of the set
When it is in hand, the deck wins 48.0% of its games (set average: 56.2%, 264th of 271 cards).
In the opening hand: 46.1% wins (54.8% on average).
Drawn during the game: 49.2% (57.0% on average).
When it is drawn, the deck wins 1.4 points less than when it is not.

256. Vinelasher Adept
Rating2.6WeakWhy this rating?
Filler card but sometimes gets cut (2.6/10).
Why. A 2/4 with reach for six that puts three +1/+1 counters on a target creature when it enters, itself included, making a 5/7. Basic landcycling keeps it playable at any stage of the game.
Risks. Six mana with two green, and putting counters on another creature exposes you to a removal spell in response. The body alone is average.
In the draft. Flexible green filler, very handy thanks to basic landcycling. Take it mid-pack, especially for a slower deck.
Results in the games of the set
When it is in hand, the deck wins 55.7% of its games (set average: 56.2%, 127th of 271 cards).
In the opening hand: 53.4% wins (54.8% on average).
Drawn during the game: 57.1% (57.0% on average).
When it is drawn, the deck wins 1.6 points more than when it is not.
Rating2.2WeakWhy this rating?
Not good filler and often gets cut (2.2/10).
Why. A legendary colorless 1/3 artifact creature for two. Its ability stops enter triggers from artifacts and creatures, the opponent's and your own.
Risks. It shuts off your own enter effects, and it only hampers part of the opponent's game. In practice you are blocking with a 1/3 and little else.
In the draft. Almost never worth playing. Let it go, except as a two-mana blocker in a deck with truly no enter effects.
Results in the games of the set
When it is in hand, the deck wins 48.6% of its games (set average: 56.2%).
In the opening hand: 0.0% wins (54.8% on average).
Drawn during the game: 48.7% (57.0% on average).
When it is drawn, the deck wins 0.3 points less than when it is not.

258. Charge the Sanctum
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A three-mana instant payable with red or white, with two modes: +2/+0 to all your creatures until end of turn, or +2/+0, first strike and a +1/+1 counter on a single creature. The second mode leaves a permanent bonus.
Risks. It is a combat trick that does nothing without creatures. A removal spell in response costs you a card and a turn of mana.
In the draft. A mediocre playable in an aggressive red-white deck. Take it late, after your creatures and removal.
Results in the games of the set
When it is in hand, the deck wins 50.4% of its games (set average: 56.2%, 247th of 271 cards).
In the opening hand: 47.4% wins (54.8% on average).
Drawn during the game: 52.4% (57.0% on average).
When it is drawn, the deck wins 0.8 points less than when it is not.

259. Entrust the Spark
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A five-mana sorcery: you may sacrifice a planeswalker to search your library for a planeswalker and put it onto the battlefield. It is value only if your deck contains planeswalkers.
Risks. In a draft you rarely have several planeswalkers in your deck. With no target the card does nothing for five mana.
In the draft. Do not play it in an ordinary draft. Leave it, except in a green-blue deck that really has planeswalkers.

260. Extrapolate the Impossible
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A two-mana sorcery that lets you reveal two cards you own with different names from outside the game. The opponent chooses one and you put it into your hand. Its effect depends entirely on what you keep in reserve.
Risks. The opponent picks the less useful of the two cards, and nothing changes on the board. You spend a turn and a deck slot for a mediocre result.
In the draft. Do not take it. It has no place in a normal draft deck.
Results in the games of the set
When it is in hand, the deck wins 48.6% of its games (set average: 56.2%).
Drawn during the game: 0.0% (57.0% on average).
When it is drawn, the deck wins 0.0 points more than when it is not.

261. Eye of Jace
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A one-mana artifact that surveils 1 each upkeep. When seven or more cards are in your graveyard, it sacrifices itself, deals 2 damage to each opponent and you gain 2 life.
Risks. It does nothing on the board and the final payoff is modest. It takes several turns to fill the graveyard, and you pay a card for a little sorting and 2 damage.
In the draft. A weak playable: only in a deck that already has other uses for Surveil and the graveyard. Take it very late.
Results in the games of the set
When it is in hand, the deck wins 50.2% of its games (set average: 56.2%, 250th of 271 cards).
In the opening hand: 49.3% wins (54.8% on average).
Drawn during the game: 50.9% (57.0% on average).
When it is drawn, the deck wins 0.2 points less than when it is not.

262. Ferocity of the Hunt
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. An Aura with flash: +1/+0 and deathtouch for the enchanted creature. When that creature dies, it returns to the battlefield tapped. Played mid-combat, it can trap a big attacker, or bring your creature back if it dies.
Risks. It is an Aura, so you risk a two-for-one if the creature is exiled or bounced in response. If the creature dies on your turn, it comes back tapped and cannot block on the opponent's turn.
In the draft. A mediocre playable in a deck with green. Take it very late, below real removal and solid creatures.
Results in the games of the set
When it is in hand, the deck wins 52.9% of its games (set average: 56.2%, 206th of 271 cards).
In the opening hand: 50.1% wins (54.8% on average).
Drawn during the game: 54.5% (57.0% on average).
When it is drawn, the deck wins 0.6 points more than when it is not.

263. Gardenize
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A three-mana enchantment: each time one of your creatures dies it gets a charge counter, and at the beginning of your first main phase it adds a green mana per counter. That can speed up later turns, but only if your creatures die.
Risks. It does nothing on the board and pays off only when creatures die. It costs you a development turn for mana that arrives late.
In the draft. Do not take it. A normal deck has no reason to play this enchantment.
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A land that produces colorless mana. It can also make a creature that attacked this turn prepared (for two mana plus tapping it, at sorcery speed) or any creature prepared (for four mana plus tapping it), which gives access to its extra spell.
Risks. It produces only colorless mana and does nothing for a creature without a prepare spell. It costs you a colored land.
In the draft. A utility land to play as a final land in a deck with many prepared creatures, especially blue-white. Otherwise it is just a colorless land.
Results in the games of the set
When it is in hand, the deck wins 49.8% of its games (set average: 56.2%, 255th of 271 cards).
In the opening hand: 49.5% wins (54.8% on average).
Drawn during the game: 50.0% (57.0% on average).
When it is drawn, the deck wins 3.0 points less than when it is not.

265. Identity Echo
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A three-mana enchantment that, for four mana at sorcery speed, exiles one of your creatures or planeswalkers and puts the first creature or planeswalker revealed from your library onto the battlefield. It swaps a weak creature for a random result.
Risks. The result is random and can be worse than what you had. You pay three, then four per activation, with no immediate effect on the board.
In the draft. Leave it. A slow, unreliable enchantment with no place in a draft deck.
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A colorless 3/2 artifact creature for three that fits in any deck. It does Empower Jace 2 when it enters: you create a Jace planeswalker token with two loyalty counters (or add them to the one you have), which you can use to Surveil 1.
Risks. A 3/2 is fragile and a Jace token with only two loyalty counters is weak. It is better with other sources of Empower Jace.
In the draft. A good three-mana filler in any deck. Take it mid-pack, especially if you want value in blue.
Results in the games of the set
When it is in hand, the deck wins 56.2% of its games (set average: 56.2%, 108th of 271 cards).
In the opening hand: 54.1% wins (54.8% on average).
Drawn during the game: 57.5% (57.0% on average).
When it is drawn, the deck wins 1.3 points more than when it is not.

267. Loyal Tutor
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A one-mana instant that searches your library for a planeswalker and puts it on top after shuffling. It matters only if your deck contains one.
Risks. In a draft deck you almost never have a planeswalker to find. With no target it is dead, and it does not even draw the card.
In the draft. Do not play it. Let it go by.

268. Perfected Theory
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A one-mana instant with two modes: a target creature has base power and toughness 1/1, or 4/5, until end of turn. That can shrink an attacker or win a combat for your creature.
Risks. These effects change only the base: counters and bonuses stay. An opposing response undoes the gain, and the card does nothing outside combat.
In the draft. A small late combat trick in a blue deck. One copy is enough, and only if you lack other spells.
Results in the games of the set
When it is in hand, the deck wins 52.1% of its games (set average: 56.2%, 221st of 271 cards).
In the opening hand: 49.5% wins (54.8% on average).
Drawn during the game: 53.6% (57.0% on average).
When it is drawn, the deck wins 2.1 points more than when it is not.

269. Roiling Canopy
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A land that makes green mana and nothing else. The +3/+3 needs five other Forests already in play when a new one arrives, which is almost never reachable in a draft deck.
Risks. It enters tapped, costing tempo for an ability you will rarely trigger. No fixing and no real utility outside green.
In the draft. Filler. Do not take it over a real dual land or a playable spell; at best it is the last land of a green deck heavy on Forests.
Results in the games of the set
When it is in hand, the deck wins 49.1% of its games (set average: 56.2%, 260th of 271 cards).
In the opening hand: 50.2% wins (54.8% on average).
Drawn during the game: 48.3% (57.0% on average).
When it is drawn, the deck wins 1.2 points less than when it is not.
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A one-mana green instant: +2/+2, reach, and the creature untaps. Cast on an attacker it acts as makeshift vigilance and lets it block a flyer afterwards; in combat it wins a tight trade.
Risks. It is a trick: if they answer with removal you lose the card and some tempo. It does nothing without a good creature to protect or push through.
In the draft. A late pick, playable as the 22nd or 23rd card of a creature-heavy green deck. Do not take it over a real creature or a removal.
Results in the games of the set
When it is in hand, the deck wins 51.0% of its games (set average: 56.2%, 238th of 271 cards).
In the opening hand: 51.4% wins (54.8% on average).
Drawn during the game: 50.8% (57.0% on average).
When it is drawn, the deck wins 1.2 points less than when it is not.

271. Way of the Mentor
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. For three mana, empower Jace 5 gives you a Jace with five loyalty counters that can surveil or draw. On top of that, each time you gain life every planeswalker you control gets a counter. It only pays off in a deck that gains life regularly.
Risks. Without life gain it is a lone Jace whose bonus never triggers. It does not act on the board and does not defend you.
In the draft. A late-pack pick, played only with several life-gain sources. In a normal deck a creature of the same level is better.
Results in the games of the set
When it is in hand, the deck wins 50.3% of its games (set average: 56.2%, 249th of 271 cards).
In the opening hand: 48.3% wins (54.8% on average).
Drawn during the game: 51.5% (57.0% on average).
When it is drawn, the deck wins 0.9 points less than when it is not.
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. Five mana: empower Jace 5 gives you a Jace with five loyalty counters. Use it right away: the minus three draws a card, and the enchantment draws a second one because you removed several counters. Two counters are left to surveil afterwards.
Risks. It does nothing on the board: five mana with no creature and no removal, so it is slow against an aggressive opponent. The Jace can still be attacked.
In the draft. A late pick, playable in a blue deck built around value. Take creatures and removal first; it does not replace a real threat.
Results in the games of the set
When it is in hand, the deck wins 58.0% of its games (set average: 56.2%, 55th of 271 cards).
In the opening hand: 55.2% wins (54.8% on average).
Drawn during the game: 59.4% (57.0% on average).
When it is drawn, the deck wins 5.0 points more than when it is not.
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. Two mana: empower Jace 2 gives you a Jace with two loyalty counters, and each of your creatures that dies puts a counter on every planeswalker you control. The Jace can surveil once or twice, and that is about it.
Risks. Only two counters: it cannot reach the drawing ability unless creatures die first. It does nothing for the board and slows your early turns.
In the draft. Frankly weak. Let it go by, except as the last card of a control deck that sees many of its creatures die.
Results in the games of the set
When it is in hand, the deck wins 44.1% of its games (set average: 56.2%, 271st of 271 cards).
In the opening hand: 41.3% wins (54.8% on average).
Drawn during the game: 45.7% (57.0% on average).
When it is drawn, the deck wins 4.1 points less than when it is not.

274. Yargle, Glutton of Urborg
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A 9/3 for five mana with no abilities. It hits enormously if it connects, but three toughness means it dies in any trade or to any damage spell.
Risks. Too fragile for its cost: any creature with three power kills it when blocking, or a single removal deals with it. With no evasion and no protection, it rarely reaches its potential.
In the draft. Late-pack filler. Take it only if you lack creatures in a black deck; prefer a card with a real ability.
Results in the games of the set
When it is in hand, the deck wins 46.3% of its games (set average: 56.2%).
Drawn during the game: 0.0% (57.0% on average).
When it is drawn, the deck wins 0.7 points more than when it is not.

275. Ghalta the Immovable
Rating1.9WeakWhy this rating?
Not good filler and often gets cut (1.9/10).
Why. It costs less based on the greatest toughness among your creatures. Once in play, each of your creatures with toughness above power deals damage equal to its toughness, itself included (seven), and your creatures can attack despite defender. With big walls it becomes a real threat.
Risks. With no high-toughness creature it costs nine mana, which is unplayable. It does nothing alone while you wait, since its power is zero. Removal kills it before the deck comes together.
In the draft. A niche pick, for a deck built around walls and high-toughness creatures. In a normal deck, let it go.
Results in the games of the set
When it is in hand, the deck wins 52.4% of its games (set average: 56.2%, 214th of 271 cards).
In the opening hand: 49.3% wins (54.8% on average).
Drawn during the game: 54.2% (57.0% on average).
When it is drawn, the deck wins 2.7 points more than when it is not.

276. Yargle, Goliath of Otaria
Rating1.7WeakWhy this rating?
Not good filler and often gets cut (1.7/10).
Why. A 3/9 for five mana with no abilities. It blocks nearly anything and survives most damage spells, but has no way to win the game alone.
Risks. Three power for five mana is little: it puts no pressure on anyone. With no evasion, a single blocker is enough to stop it.
In the draft. Filler. A fair wall for a blue control deck, but take creatures that do something, or a removal, first.
Results in the games of the set
When it is in hand, the deck wins 46.8% of its games (set average: 56.2%, 268th of 271 cards).
In the opening hand: 0.0% wins (54.8% on average).
Drawn during the game: 49.1% (57.0% on average).
When it is drawn, the deck wins 2.3 points less than when it is not.

277. Wrecking Gecko
Rating1.4WeakWhy this rating?
Almost unplayable and mostly sideboard material (1.5/10).
Why. A 5/5 for five mana with ward 2, which protects it well from targeted removal. Late in the game, eight mana gives it +4/+4 and trample until end of turn. A solid body for a green common.
Risks. It is still a 5/5 with no evasion: a double block or a non-targeted removal handles it. Five mana is a heavy turn if you have no plan before.
In the draft. Good filler for the top of a green curve. Take it after removal and the best creatures, but before tricks.
Results in the games of the set
When it is in hand, the deck wins 54.6% of its games (set average: 56.2%, 157th of 271 cards).
In the opening hand: 53.7% wins (54.8% on average).
Drawn during the game: 55.2% (57.0% on average).
When it is drawn, the deck wins 1.9 points more than when it is not.

278. Face Yourself
Rating1.4WeakWhy this rating?
Almost unplayable and mostly sideboard material (1.4/10).
Why. A seven-mana sorcery: for each creature the targeted player controls, you create a token copy with haste. On your own creatures, it is a mass attack. The copies are sacrificed at end of turn unless you control a planeswalker.
Risks. Seven mana, no effect on its own, and you need a board of creatures already. With no planeswalker the copies vanish and you spent your turn.
In the draft. A finisher, too expensive for most decks. Do not take it over creatures and removal; play a single copy in a deck with a planeswalker.
Results in the games of the set
When it is in hand, the deck wins 55.0% of its games (set average: 56.2%, 144th of 271 cards).
In the opening hand: 50.6% wins (54.8% on average).
Drawn during the game: 57.4% (57.0% on average).
When it is drawn, the deck wins 3.1 points more than when it is not.

279. Omnipresence
Rating1.4WeakWhy this rating?
Almost unplayable and mostly sideboard material (1.4/10).
Why. An eight-mana enchantment that lets you cast spells from your hand for free if their mana value is at most the number of your creatures. In a draft game you will rarely have eight mana and the board to take advantage.
Risks. Eight mana for an effect that does nothing to the board the turn it arrives. It needs three green mana and a board already full of creatures, since their number caps the free spells.
In the draft. Almost unplayable. Let it go: any creature or removal is better than a card this slow.

280. Return to the Light Realms
Rating1.4WeakWhy this rating?
Almost unplayable and mostly sideboard material (1.4/10).
Why. A nine-mana sorcery that returns every nonland permanent card in your graveyard to the battlefield. If the graveyard is full of creatures the effect is huge, but reaching nine mana takes forever in a draft game.
Risks. Nine mana and a graveyard already filled: most of the time the game is decided before. With no permanents in the graveyard it does nothing at all.
In the draft. Frankly too slow. Do not take it, except in an extreme control deck that can survive that long.
Results in the games of the set
When it is in hand, the deck wins 49.9% of its games (set average: 56.2%, 254th of 271 cards).
In the opening hand: 0.0% wins (54.8% on average).
Drawn during the game: 53.5% (57.0% on average).
When it is drawn, the deck wins 0.7 points more than when it is not.
Intrinsic ratings: they do not take into account the cards you have already picked. They matter most for the first pick of the first pack.