Card ranking · The Hobbit (HOB)
← The Hobbit188 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 threat that grows on its own. The Treasure created each upkeep feeds the next attack: cast on turn 4, it hits in the air for 4, then 5, 6, 7... The same Treasure can also pay for a colour of your choice, which fixes mana problems. If the opponent has no answer right away, the game often ends within a few attacks.
Risks. It has only 3 toughness: most damage spells or a flying blocker are enough. If the opponent kills it immediately, you spent your turn 4 for nothing. Every Treasure spent on mana is also a point of damage lost.
In the draft. An easy first pick if you are red. It costs two red mana (RR), so it splashes poorly.
Results in the games of the set
When it is in hand, the deck wins 63.6% of its games (set average: 56.5%, 4th of 179 cards).
In the opening hand: 63.1% wins (55.7% on average).
Drawn during the game: 64.1% (57.0% on average).
When it is drawn, the deck wins 8.7 points more than when it is not.
When it is drafted, it is played 91% of the time (set average: 61%).
Taken among the first three picks (136 drafts), it ends in the deck 90% of the time.
It is played about as much in every archetype.
Rating9.2BombWhy this rating?
One of the 3 best cards of the set (9.2/10).
Why. A 3/4 with trample for four mana, already fine on its own and excellent with Equipment. When it enters, it attaches your Equipment to a creature you control, and that creature then deals damage equal to its power to up to one target creature: removal attached to a body.
Risks. With no Equipment in play, the damage trigger doesn't happen and you're left with an honest 3/4. It is also legendary and fragile against an immediate answer: you lose your turn 4.
In the draft. A very high pick if you're red. Collect Equipment and creatures with good power so that its enters trigger kills something every time.
Results in the games of the set
When it is in hand, the deck wins 63.0% of its games (set average: 56.5%, 8th of 179 cards).
In the opening hand: 61.9% wins (55.7% on average).
Drawn during the game: 63.7% (57.0% on average).
When it is drawn, the deck wins 8.7 points more than when it is not.
When it is drafted, it is played 88% of the time (set average: 61%).
Taken as the first pick (31 drafts), it ends in the deck 87% of the time.
It is played about as much in every archetype.

3. The Arkenstone // Seek the Heart
Rating9.0BombWhy this rating?
One of the 3 best cards of the set (9.0/10).
Why. Two cards in one. Seek the Heart, a three-mana sorcery with one white mana, searches your library for a legendary creature, then the Arkenstone stays castable from exile. The five-mana artifact gives all your creatures +1/+1 and draws you a card at each of your end steps: permanent advantage.
Risks. The tutor is only as good as the legendary creatures in your deck. The five-mana artifact does nothing to the board the turn it lands, and a deck with few creatures gets little out of it.
In the draft. High pick in white decks: the first half is white, the second can be cast with any colors. Look for legendary creatures so the tutor actually finds your best card.
Results in the games of the set
When it is in hand, the deck wins 60.6% of its games (set average: 56.5%, 19th of 179 cards).
In the opening hand: 59.4% wins (55.7% on average).
Drawn during the game: 61.4% (57.0% on average).
When it is drawn, the deck wins 5.9 points more than when it is not.
When it is drafted, it is played 100% of the time (set average: 61%).
Taken among the first three picks (133 drafts), it ends in the deck 100% of the time.
It is played about as much in every archetype.
Rating8.9BombWhy this rating?
One of the 10 best cards of the set (8.9/10).
Why. A 6/6 with trample for five mana, already huge. At the beginning of combat on your turn, it puts a trample counter on a creature of your choice and makes it a Bear, which gets +2/+2. With three Bears you draw two cards every turn: it quickly turns into a win machine.
Risks. It needs two green mana (GG) and is still a single big target: removal or a gang block deals with it. Its strongest effects depend on having other Bears or enough creatures to convert.
In the draft. First pick in green decks. Even without Bears, a 6/6 trampler on turn 5 is excellent; play cheap creatures so you can turn them into Bears quickly.
Results in the games of the set
When it is in hand, the deck wins 63.1% of its games (set average: 56.5%, 6th of 179 cards).
In the opening hand: 61.1% wins (55.7% on average).
Drawn during the game: 64.4% (57.0% on average).
When it is drawn, the deck wins 10.0 points more than when it is not.
When it is drafted, it is played 90% of the time (set average: 61%).
Taken among the first three picks (117 drafts), it ends in the deck 86% of the time.
It is played about as much in every archetype.
Rating8.8BombWhy this rating?
One of the 10 best cards of the set (8.8/10).
Why. A 3/1 for two mana that punishes the opponent's spells. Choose odd or even as it enters; each time the opponent casts a spell with that mana value parity, you take a mode not yet chosen: a +1/+1 counter on Gollum, drain 2 life, or a card. Each mode can only be used once.
Risks. With 1 toughness, it dies to any damage spell. Choosing the parity is a gamble, and the opponent can avoid casting spells of the wrong parity.
In the draft. A good pick in black decks. An aggressive two-drop with three free bonuses; choose the parity of the curve your opponent is most likely to play.
Results in the games of the set
When it is in hand, the deck wins 63.0% of its games (set average: 56.5%, 7th of 179 cards).
In the opening hand: 67.4% wins (55.7% on average).
Drawn during the game: 59.7% (57.0% on average).
When it is drawn, the deck wins 8.4 points more than when it is not.
When it is drafted, it is played 91% of the time (set average: 61%).
Taken as the first pick (45 drafts), it ends in the deck 93% of the time.
It is played about as much in every archetype.
Rating8.7BombWhy this rating?
One of the 10 best cards of the set (8.7/10).
Why. A red-white two-drop that pays for itself. When it enters, you look at the top four cards and may take a Dwarf or Equipment; it has lifelink as long as you control another Dwarf. A 2/2 that replaces itself in a Dwarf deck.
Risks. Without enough Dwarves and Equipment in your deck, the effect often whiffs and you're left with a 2/2. You have to be red-white, and the lifelink depends on another Dwarf being around.
In the draft. An excellent pick if you're red-white with Dwarves: it replaces itself and wins the race. Favor cheap Dwarves and Equipment so the effect almost always finds a target.
Results in the games of the set
When it is in hand, the deck wins 62.3% of its games (set average: 56.5%, 9th of 179 cards).
In the opening hand: 64.0% wins (55.7% on average).
Drawn during the game: 61.1% (57.0% on average).
When it is drawn, the deck wins 8.2 points more than when it is not.
When it is drafted, it is played 74% of the time (set average: 61%).
Taken as the first pick (38 drafts), it ends in the deck 95% of the time.
It is played mostly in R/W decks (27% of them).
Rating8.6BombWhy this rating?
One of the 10 best cards of the set (8.6/10).
Why. A two-mana legendary 1/2 that draws a card whenever another Dwarf or Equipment enters under your control, once per turn. With an enduring story (three artifacts, legendaries or Sagas, itself included), you may pay zero instead of the equip cost of the first equip ability you activate each turn. A cheap card engine.
Risks. Its body is small and protects nothing. Without enough Dwarves and Equipment it draws too little, and the reduced equip cost needs three permanents that count toward the story.
In the draft. Good card in a white Dwarf or Equipment deck, more of a red-white plan. Play it early, on turn 2, to collect as many draws as possible.
Results in the games of the set
When it is in hand, the deck wins 63.1% of its games (set average: 56.5%, 5th of 179 cards).
In the opening hand: 67.1% wins (55.7% on average).
Drawn during the game: 60.1% (57.0% on average).
When it is drawn, the deck wins 9.8 points more than when it is not.
When it is drafted, it is played 82% of the time (set average: 61%).
Taken as the first pick (75 drafts), it ends in the deck 81% of the time.
It is played mostly in R/W decks (25% of them).

8. Gandalf, Goblins' Bane // Flameshape
Rating8.4BombWhy this rating?
One of the 10 best cards of the set (8.5/10).
Why. A three-drop that rewards noncreature spells: each time you cast one, Gandalf gets +1/+1 until end of turn and deals 1 damage to each opponent. Its Flameshape half, a two-mana sorcery with one red, exiles the top two cards of your library face down; you may play them as long as you control a Wizard.
Risks. It depends on a deck full of noncreature spells; without them it is an average creature. Cards exiled by Flameshape can only be played if you control a Wizard: Gandalf is one himself, but if he dies they are stuck.
In the draft. Good pick in red decks heavy on noncreature spells. Cast Flameshape first, then Gandalf from exile, so you can play the exiled cards afterwards.
Results in the games of the set
When it is in hand, the deck wins 57.9% of its games (set average: 56.5%, 49th of 179 cards).
In the opening hand: 57.7% wins (55.7% on average).
Drawn during the game: 58.0% (57.0% on average).
When it is drawn, the deck wins 3.1 points more than when it is not.
When it is drafted, it is played 85% of the time (set average: 61%).
Taken as the first pick (36 drafts), it ends in the deck 100% of the time.
It is played about as much in every archetype.
Rating8.3Very goodWhy this rating?
One of the 10 best cards of the set (8.3/10).
Why. A three-mana Saga. Chapter I recruits (draw then discard, with a 1/1 Human Soldier token if you discard a nonland card); II returns a creature with mana value 3 or less from your graveyard; III puts a +1/+1 counter on a creature.
Risks. It spreads over three turns and its immediate impact on the battlefield is low. Chapter II needs a suitable creature in your graveyard (the discard from chapter I can help), and chapter III is modest.
In the draft. A good card in white decks with small creatures, especially white-blue or white-red. It is stronger in a deck that already has quality creatures worth returning.
Results in the games of the set
When it is in hand, the deck wins 61.3% of its games (set average: 56.5%, 14th of 179 cards).
In the opening hand: 60.8% wins (55.7% on average).
Drawn during the game: 61.6% (57.0% on average).
When it is drawn, the deck wins 6.3 points more than when it is not.
When it is drafted, it is played 89% of the time (set average: 61%).
Taken as the first pick (197 drafts), it ends in the deck 92% of the time.
It is played mostly in U/W decks (45% of them) and R/W (44%).

10. An Unexpected Party // At the Door
Rating8.2Very goodWhy this rating?
One of the 10 best cards of the set (8.2/10).
Why. Two cards in one. At the Door, a sorcery costing X plus three mana including one white, creates X 2/2 red Dwarf tokens, then the enchantment stays castable from exile. An Unexpected Party, at four mana including two white, gives +2/+2 to all your creatures of the chosen type as it enters.
Risks. The enchantment is only strong if a large part of your army shares a type: otherwise its bonus hits few creatures. The Dwarf tokens are expensive for what they give.
In the draft. A good pick in white decks with a tribal theme (Dwarves, Humans). On its own it stays decent as a late-game token maker.
Results in the games of the set
When it is in hand, the deck wins 65.3% of its games (set average: 56.5%, 2nd of 179 cards).
In the opening hand: 61.6% wins (55.7% on average).
Drawn during the game: 67.5% (57.0% on average).
When it is drawn, the deck wins 11.9 points more than when it is not.
When it is drafted, it is played 93% of the time (set average: 61%).
Taken as the first pick (100 drafts), it ends in the deck 88% of the time.
It is played about as much in every archetype.
Rating8.1Very goodWhy this rating?
One of the very best mythics of the format (8.1/10).
Why. A five-mana enchantment that turns every land and every creature into an advantage. Each land you play creates a 2/2 green Bear token; each creature spell you cast puts +1/+1 counters equal to its mana value on a creature you control. Powerful if the game goes long enough.
Risks. It does nothing the turn you play it, and it costs two green mana (GG) among five: meanwhile you develop nothing. It is vulnerable to enchantment removal, and the payoff depends on your future plays.
In the draft. Good late-game card, but not a first pick if your deck is aggressive. Stronger in a green deck with enough lands and creatures to play afterwards.
Results in the games of the set
When it is in hand, the deck wins 58.8% of its games (set average: 56.5%, 37th of 179 cards).
In the opening hand: 57.0% wins (55.7% on average).
Drawn during the game: 60.1% (57.0% on average).
When it is drawn, the deck wins 5.7 points more than when it is not.
When it is drafted, it is played 88% of the time (set average: 61%).
Taken among the first three picks (107 drafts), it ends in the deck 87% of the time.
It is played about as much in every archetype.
Rating8.0Very goodWhy this rating?
One of the very best rares of the format (8.0/10).
Why. A 2/2 for four mana that generates value. When it enters, and each time another nontoken Dwarf enters, you create a 2/2 red Dwarf creature token. With an enduring story (three artifacts, legendaries or Sagas), all your creatures get +1/+1.
Risks. The 2/2 body is fragile, and it needs other Dwarves to make more than one token: the tokens themselves don't trigger it. The +1/+1 needs the enduring story, which not every deck reaches.
In the draft. High pick in a white Dwarf deck: it gives two bodies for four mana, then one more Dwarf token for each other nontoken Dwarf that enters. The legendaries and artifacts in your deck also give it the +1/+1 bonus.
Results in the games of the set
When it is in hand, the deck wins 66.0% of its games (set average: 56.5%, 1st of 179 cards).
In the opening hand: 65.3% wins (55.7% on average).
Drawn during the game: 66.4% (57.0% on average).
When it is drawn, the deck wins 12.7 points more than when it is not.
When it is drafted, it is played 90% of the time (set average: 61%).
Taken as the first pick (72 drafts), it ends in the deck 89% of the time.
It is played about as much in every archetype.
Rating7.9Very goodWhy this rating?
One of the very best rares of the format (7.9/10).
Why. A two-mana instant that returns one of your creatures to your hand to save it from removal, then creates a 4/4 white Bird Soldier creature token with flying at the beginning of the next upkeep for each creature returned. With kicker (four more mana, two of them white), you return as many creatures as you like: a huge swing late in the game.
Risks. It only targets your own creatures, and the token only arrives at the next upkeep. The kicked version costs six mana and makes you lose the tempo of the creatures you return.
In the draft. A good pick in white, especially with creatures that have enter-the-battlefield effects. It is better as an answer to opposing removal than as a main plan.
Results in the games of the set
When it is in hand, the deck wins 59.7% of its games (set average: 56.5%, 25th of 179 cards).
In the opening hand: 57.1% wins (55.7% on average).
Drawn during the game: 61.1% (57.0% on average).
When it is drawn, the deck wins 5.5 points more than when it is not.
When it is drafted, it is played 89% of the time (set average: 61%).
Taken as the first pick (82 drafts), it ends in the deck 89% of the time.
It is played about as much in every archetype.
Rating7.8Very goodWhy this rating?
One of the very best uncommons of the format (7.8/10).
Why. A two-mana 2/2 that builds a Goblin Army when you cast noncreature spells. Each such spell puts a +1/+1 counter on the Army, or first creates a 0/0 black Goblin Army creature token if you don't have one. In a deck with lots of spells, it grows a threat effortlessly.
Risks. With few noncreature spells, it's just a 2/2. The Army is a single token that dies to one removal spell, and nothing is immediate.
In the draft. Decent in red decks heavy on spells, notably black-red and blue-red. Otherwise it's an average curve opener.
Results in the games of the set
When it is in hand, the deck wins 60.5% of its games (set average: 56.5%, 20th of 179 cards).
In the opening hand: 63.1% wins (55.7% on average).
Drawn during the game: 58.5% (57.0% on average).
When it is drawn, the deck wins 3.5 points more than when it is not.
When it is drafted, it is played 89% of the time (set average: 61%).
Taken as the first pick (234 drafts), it ends in the deck 92% of the time.
It is played mostly in B/R decks (47% of them) and R/U (45%).

15. Dáin Ironfoot
Rating7.7Very goodWhy this rating?
One of the very best rares of the format (7.7/10).
Why. A solid three-mana 1/4 on defense. When it enters, it creates an Axe Equipment token (+1/+0, equip 2) and attaches it to a creature of your choice. When it attacks, each equipped attacking creature gains double strike: Dáin himself with the Axe becomes a 2-power double strike attacker.
Risks. Its body only attacks well when equipped, and it is legendary. You need other creatures to benefit from the double strike, and attacking exposes a creature to a bigger blocker.
In the draft. Fine to good in red decks with plenty of Equipment and bigger creatures. A good three-drop that also makes an Equipment.
Results in the games of the set
When it is in hand, the deck wins 61.3% of its games (set average: 56.5%, 15th of 179 cards).
In the opening hand: 62.3% wins (55.7% on average).
Drawn during the game: 60.5% (57.0% on average).
When it is drawn, the deck wins 5.7 points more than when it is not.
When it is drafted, it is played 90% of the time (set average: 61%).
Taken as the first pick (60 drafts), it ends in the deck 95% of the time.
It is played about as much in every archetype.
Rating7.6Very goodWhy this rating?
One of the very best uncommons of the format (7.6/10).
Why. A 2/2 for two mana that becomes a 4/4 until end of turn if you pay 2 life, once each turn. It attacks well early, blocks like a big body when needed, and the pump in response saves it from a damage spell.
Risks. Each pump costs 2 life, which hurts against an aggressive deck. It doesn't survive destroy effects or exile.
In the draft. A very good black two-drop, playable in any black deck. Take it high.
Results in the games of the set
When it is in hand, the deck wins 61.0% of its games (set average: 56.5%, 16th of 179 cards).
In the opening hand: 64.1% wins (55.7% on average).
Drawn during the game: 58.5% (57.0% on average).
When it is drawn, the deck wins 3.9 points more than when it is not.
When it is drafted, it is played 92% of the time (set average: 61%).
Taken as the first pick (294 drafts), it ends in the deck 96% of the time.
It is played mostly in B/R decks (47% of them) and B/G (46%).
Rating7.6Very goodWhy this rating?
One of the very best uncommons of the format (7.6/10).
Why. A flexible two-mana instant. One mode destroys a creature with power 4 or greater, which removes the biggest threats at a very low price. The other makes a creature an artifact and indestructible until end of turn, saving it from destruction or combat.
Risks. The destroy mode is limited to big creatures: a small evasive creature gets through. The protection mode does not help against exile or sacrifice.
In the draft. Reliable white removal, to take fairly high. It is especially good when the opponent plays big bodies.
Results in the games of the set
When it is in hand, the deck wins 60.3% of its games (set average: 56.5%, 22nd of 179 cards).
In the opening hand: 57.2% wins (55.7% on average).
Drawn during the game: 62.1% (57.0% on average).
When it is drawn, the deck wins 5.7 points more than when it is not.
When it is drafted, it is played 90% of the time (set average: 61%).
Taken as the first pick (181 drafts), it ends in the deck 96% of the time.
It is played mostly in R/W decks (47% of them) and G/W (43%).

18. Bejeweled Warg
Rating7.6Very goodWhy this rating?
One of the very best rares of the format (7.6/10).
Why. A 3/2 with trample for two mana that attacks fast. When it deals combat damage to a player, you choose a +1/+1 counter on a Wolf you control (it is one itself) or a Treasure, which speeds up your mana or grows your threat.
Risks. With 2 toughness, it dies to any solid block, and it has to hit a player to get its bonuses. Against a defensive deck, it struggles to trigger its effect.
In the draft. A good aggressive two-drop in green, especially with other Wolves to use the counters. Take it early if you want to speed up your game.
Results in the games of the set
When it is in hand, the deck wins 59.9% of its games (set average: 56.5%, 24th of 179 cards).
In the opening hand: 63.9% wins (55.7% on average).
Drawn during the game: 56.6% (57.0% on average).
When it is drawn, the deck wins 5.9 points more than when it is not.
When it is drafted, it is played 83% of the time (set average: 61%).
Taken as the first pick (47 drafts), it ends in the deck 94% of the time.
It is played about as much in every archetype.

19. Head of the Hunt
Rating7.5Very goodWhy this rating?
A very good rare of the format (7.5/10).
Why. A four-mana 4/3 with flash. You can cast it at the end of the opponent's turn or as a combat ambush. While it is on the battlefield, opposing creatures that would die are exiled instead, and each time you create a 2/2 green Wolf creature token: a value machine.
Risks. It needs two black mana (BB) and its 3 toughness is fragile. The effect only works when opposing creatures die, so you need removal or favorable combats.
In the draft. Very good pick in black decks, especially with removal and creature trades: it is worth a high pick, ahead of simpler cards.
Results in the games of the set
When it is in hand, the deck wins 60.9% of its games (set average: 56.5%, 18th of 179 cards).
In the opening hand: 61.0% wins (55.7% on average).
Drawn during the game: 60.8% (57.0% on average).
When it is drawn, the deck wins 5.7 points more than when it is not.
When it is drafted, it is played 93% of the time (set average: 61%).
Taken as the first pick (74 drafts), it ends in the deck 96% of the time.
It is played about as much in every archetype.
Rating7.4Very goodWhy this rating?
A very good mythic of the format (7.4/10).
Why. A 2/2 for two mana that gets value from the graveyard. When it attacks, you may cast an artifact, instant or sorcery from your graveyard; an instant or sorcery cast this way is exiled afterwards. Spells you cast from anywhere other than your hand cost one less.
Risks. It needs spells in the graveyard and has to survive the attack, which isn't easy with 2 toughness. Without good spells to replay, it's a plain 2/2.
In the draft. A card for a blue spells deck. Take it if you already have several efficient, cheap instants and sorceries; otherwise it's an average card.
Results in the games of the set
When it is in hand, the deck wins 58.4% of its games (set average: 56.5%, 44th of 179 cards).
In the opening hand: 56.9% wins (55.7% on average).
Drawn during the game: 59.2% (57.0% on average).
When it is drawn, the deck wins 6.5 points more than when it is not.
When it is drafted, it is played 82% of the time (set average: 61%).
Taken as the first pick (34 drafts), it ends in the deck 88% of the time.
It is played about as much in every archetype.

21. Celebrate the Mountain-king
Rating7.4Very goodWhy this rating?
A solid uncommon of the format (7.4/10).
Why. A four-mana removal that exiles an opponent's nonland permanent for as long as the enchantment stays on the battlefield, then makes you recruit (draw then discard; if you discard a nonland card, you create a 1/1 Human Soldier token). It answers any threat and filters your hand a little.
Risks. The permanent comes back if the enchantment is destroyed or exiled: against a deck that can get rid of it, it is only a temporary answer. At four mana, it also arrives late against an aggressive opponent.
In the draft. A good white pick, especially in red-white or white-black. It is one of the best cards in the set: take it without hesitation if you are white, right behind the bombs.
Results in the games of the set
When it is in hand, the deck wins 62.0% of its games (set average: 56.5%, 12th of 179 cards).
In the opening hand: 59.4% wins (55.7% on average).
Drawn during the game: 63.4% (57.0% on average).
When it is drawn, the deck wins 7.5 points more than when it is not.
When it is drafted, it is played 93% of the time (set average: 61%).
Taken as the first pick (231 drafts), it ends in the deck 97% of the time.
It is played mostly in R/W decks (47% of them) and B/W (44%).
Rating7.4Very goodWhy this rating?
A very good rare of the format (7.4/10).
Why. A 4/4 Vehicle for three mana that recruits every time you attack, even if the Boat itself doesn't attack. Each attack loots your hand and can give a 1/1 Human Soldier token. With a crew of total power 2, it becomes a big attacker.
Risks. It needs a crew of power 2 to become a creature, which takes part of your army out of your attacks. It can't block without a crew, and it is fragile against artifact removal.
In the draft. A decent supporting card in blue. Better in a deck with lots of small creatures, especially if you want to filter your hand.
Results in the games of the set
When it is in hand, the deck wins 62.0% of its games (set average: 56.5%, 10th of 179 cards).
In the opening hand: 64.0% wins (55.7% on average).
Drawn during the game: 61.0% (57.0% on average).
When it is drawn, the deck wins 9.7 points more than when it is not.
When it is drafted, it is played 90% of the time (set average: 61%).
Taken as the first pick (87 drafts), it ends in the deck 92% of the time.
It is played about as much in every archetype.
Rating7.4Very goodWhy this rating?
A very good rare of the format (7.4/10).
Why. A Mountain that taps for red mana and becomes a late-game token engine: five mana (four plus one red) plus tapping it creates a 2/2 Dwarf, costing one less for each Equipment you control. It can only be activated at sorcery speed.
Risks. It enters tapped unless you control an Equipment, which slows your curve in a deck without Equipment. The activation is expensive and slow.
In the draft. Play it in a red deck with Equipment: a free land that becomes a token engine. Otherwise it is a Mountain that enters tapped, to take late.
Results in the games of the set
When it is in hand, the deck wins 58.4% of its games (set average: 56.5%, 43rd of 179 cards).
In the opening hand: 58.4% wins (55.7% on average).
Drawn during the game: 58.4% (57.0% on average).
When it is drawn, the deck wins 2.0 points more than when it is not.
When it is drafted, it is played 86% of the time (set average: 61%).
Taken as the first pick (45 drafts), it ends in the deck 91% of the time.
Rating7.3Very goodWhy this rating?
A very good rare of the format (7.3/10).
Why. A 3/2 for three mana that grows by sacrificing creatures. When it attacks, you may sacrifice another creature to put on it as many +1/+1 counters as the sacrificed creature's power. When it dies, it amasses Goblins equal to its power: you keep some value.
Risks. You need creatures to sacrifice to benefit, and 2 toughness doesn't survive a block or removal. Its plan depends on a deck well stocked with creatures.
In the draft. Fine in a black deck with small creatures or tokens to sacrifice. Take it as a mid-curve card, at a middling rank.
Results in the games of the set
When it is in hand, the deck wins 60.9% of its games (set average: 56.5%, 17th of 179 cards).
In the opening hand: 62.1% wins (55.7% on average).
Drawn during the game: 60.0% (57.0% on average).
When it is drawn, the deck wins 4.8 points more than when it is not.
When it is drafted, it is played 92% of the time (set average: 61%).
Taken as the first pick (82 drafts), it ends in the deck 95% of the time.
It is played about as much in every archetype.
Rating7.2Very goodWhy this rating?
A very good mythic of the format (7.2/10).
Why. A two-mana 2/1 that filters your hand each time the opponent casts their first noncreature spell of the turn. If you discard a nonland card, you also get a 1/1 Human Soldier. Against an opponent who plays Adventure spells or enchantments, it produces value every turn.
Risks. It does nothing against an opponent who only chains creatures, and its 1 toughness makes it fragile to any damage effect. Recruiting also forces you to discard: with no spare card in hand, you often lose a good card for mere filtering.
In the draft. A very good white two-drop, to take fairly high. It is better the more your deck is full of cards you are happy to replace (extra lands, marginal cards).
Results in the games of the set
When it is in hand, the deck wins 58.5% of its games (set average: 56.5%, 40th of 179 cards).
In the opening hand: 58.9% wins (55.7% on average).
Drawn during the game: 58.3% (57.0% on average).
When it is drawn, the deck wins 5.6 points more than when it is not.
When it is drafted, it is played 84% of the time (set average: 61%).
Taken as the first pick (40 drafts), it ends in the deck 95% of the time.
It is played about as much in every archetype.

26. Bilbo, Luckwearer // Burglar's Plot
Rating7.2Very goodWhy this rating?
A solid uncommon of the format (7.2/10).
Why. A creature that can't be blocked and loots on every hit. Its Adventure, at five mana, exchanges control of two nonland permanents that share a card type: for example your worst creature for the opponent's best. You get two uses out of one card.
Risks. A 1/1 dies to everything, and the loot only matters if Bilbo connects. The Adventure needs two nonland targets that share a card type and costs five mana: it only comes online on turn 5 or later.
In the draft. A good mid-pack card for blue decks. It shines with creatures already in play to swap, and it is better in decks that have a game plan beyond the loot.
Results in the games of the set
When it is in hand, the deck wins 60.4% of its games (set average: 56.5%, 21st of 179 cards).
In the opening hand: 59.2% wins (55.7% on average).
Drawn during the game: 61.1% (57.0% on average).
When it is drawn, the deck wins 7.6 points more than when it is not.
When it is drafted, it is played 89% of the time (set average: 61%).
Taken as the first pick (184 drafts), it ends in the deck 93% of the time.
It is played mostly in B/U decks (56% of them) and G/U (52%).
Rating7.2Very goodWhy this rating?
A solid uncommon of the format (7.2/10).
Why. A black Saga that takes the best nonland card from the opponent's hand, then creates a 0/0 Goblin Army with a +1/+1 counter (or grows the one you have), then drains one life twice. It is a one-for-one card trade with a small body as a bonus.
Risks. The effect is slow: the discard happens on turn 3, but the rest is spread over the next three turns. The 1/1 Army is a modest body, and if the opponent's hand is mostly lands, the first chapter disappoints.
In the draft. A solid filler, to play in black decks that like to accumulate value. Slightly better if you have other Army sources to grow the Goblin.
Results in the games of the set
When it is in hand, the deck wins 59.2% of its games (set average: 56.5%, 28th of 179 cards).
In the opening hand: 60.3% wins (55.7% on average).
Drawn during the game: 58.4% (57.0% on average).
When it is drawn, the deck wins 2.1 points more than when it is not.
When it is drafted, it is played 89% of the time (set average: 61%).
Taken as the first pick (206 drafts), it ends in the deck 94% of the time.
It is played mostly in B/R decks (47% of them) and B/G (42%).
Rating7.1GoodWhy this rating?
A very good rare of the format (7.1/10).
Why. A 2/1 for two mana with first strike, playable in a red or white deck thanks to its hybrid cost. When it enters or attacks, it puts a hone counter on each Equipment you control: each counter gives +1/+0 to the equipped creature. With Equipment, your carriers get dangerous fast.
Risks. Without Equipment it's just a 2/1 with first strike, fine but nothing more. Its 1 toughness makes it vulnerable to damage spells and almost every block.
In the draft. A good pick in a red or white deck with Equipment, much worse without. Look for Equipment alongside it, and don't take it too high in a deck with no support.
Results in the games of the set
When it is in hand, the deck wins 59.2% of its games (set average: 56.5%, 30th of 179 cards).
In the opening hand: 58.9% wins (55.7% on average).
Drawn during the game: 59.4% (57.0% on average).
When it is drawn, the deck wins 3.8 points more than when it is not.
When it is drafted, it is played 90% of the time (set average: 61%).
Taken as the first pick (80 drafts), it ends in the deck 91% of the time.
It is played about as much in every archetype.
Rating7.0GoodWhy this rating?
A very good rare of the format (7.0/10).
Why. A trap instant: you pass the turn with four mana open, the opponent attacks, and you exile all their attacking creatures at once. It is a one-sided sweeper, with a cost: the opponent can search for as many basic lands as creatures exiled, but that does not replace the board they lost.
Risks. It is reactive: if the opponent does not attack with several creatures, it is worth little. They get lands and ramp, which can partly offset the loss. It also requires leaving four mana open, so doing nothing on your turn.
In the draft. Very strong in a defensive white deck that can pass its turn. Worse in an aggressive deck that wants to spend its mana every turn. Take it if you like playing at instant speed.
Results in the games of the set
When it is in hand, the deck wins 58.6% of its games (set average: 56.5%, 38th of 179 cards).
In the opening hand: 54.7% wins (55.7% 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.
When it is drafted, it is played 85% of the time (set average: 61%).
Taken as the first pick (57 drafts), it ends in the deck 93% of the time.
It is played about as much in every archetype.

30. Bard's Company
Rating7.0GoodWhy this rating?
A very good rare of the format (7.0/10).
Why. A 2/3 for four mana that gives your other creatures +1/+1 and recruits when it enters and on every attack. Flash, as long as you already control a Human, lets you cast it at the end of the opponent's turn or as an ambush during combat. The 1/1 Human Soldier that recruit can create will provide a Human for later turns.
Risks. It is locked into two specific colors, white and blue, and no splash works. With only three toughness it dies to plenty of spells, and without other creatures the bonus does nothing.
In the draft. Excellent in the blue-white creature deck: take it as soon as you're in those two colors. Look for Humans and small creatures to get the full benefit of its bonus and its flash.
Results in the games of the set
When it is in hand, the deck wins 63.8% of its games (set average: 56.5%, 3rd of 179 cards).
In the opening hand: 62.7% wins (55.7% on average).
Drawn during the game: 64.4% (57.0% on average).
When it is drawn, the deck wins 11.1 points more than when it is not.
When it is drafted, it is played 91% of the time (set average: 61%).
Taken as the first pick (77 drafts), it ends in the deck 92% of the time.
It is played mostly in U/W decks (25% of them).
Rating7.0GoodWhy this rating?
A solid uncommon of the format (7.0/10).
Why. A red Saga that deals six damage to an opposing creature with its first chapter, which handles most threats. It then destroys an opposing artifact, and gives back a red mana at each of the last two chapters. It is four-mana removal with a mana bonus.
Risks. It costs four mana and can only be cast at sorcery speed. Chapter II does nothing without an opposing artifact, and the red mana of the last chapters only matters if you have something to spend it on.
In the draft. Good removal, to take fairly high in a red deck. It kills very large creatures. It is a bit expensive, so do not take it ahead of more efficient removal.
Results in the games of the set
When it is in hand, the deck wins 59.5% of its games (set average: 56.5%, 27th of 179 cards).
In the opening hand: 58.7% wins (55.7% on average).
Drawn during the game: 60.0% (57.0% on average).
When it is drawn, the deck wins 3.3 points more than when it is not.
When it is drafted, it is played 90% of the time (set average: 61%).
Taken as the first pick (199 drafts), it ends in the deck 93% of the time.
It is played mostly in G/R decks (43% of them) and R/U (42%).
Rating7.0GoodWhy this rating?
A very good rare of the format (7.0/10).
Why. A 5/3 trampler for three mana that creates a 2/2 Wolf token at the beginning of your upkeep: a free stream of threats. It can't attack unless you control two or more other Wolves, so it needs two upkeeps before it strikes. After that it leads an army of Wolves.
Risks. For the first two turns it stays on the ground; an opponent who removes it early deprives you of everything. Its two colors, black and green, are demanding, and a sweeper takes out all the Wolves.
In the draft. A very good card for a black-green deck. Take it high if you are in those colors.
Results in the games of the set
When it is in hand, the deck wins 62.0% of its games (set average: 56.5%, 11th of 179 cards).
In the opening hand: 63.7% wins (55.7% on average).
Drawn during the game: 60.6% (57.0% on average).
When it is drawn, the deck wins 7.1 points more than when it is not.
When it is drafted, it is played 92% of the time (set average: 61%).
Taken as the first pick (65 drafts), it ends in the deck 88% of the time.
It is played about as much in every archetype.
Rating7.0GoodWhy this rating?
A very good rare of the format (7.0/10).
Why. A white Saga that exiles two basic Plains, gains you 2 life, then gives them back to your hand in the following chapters: it is land fetching more than a real game effect. The last chapter gives a bonus to a creature for each Plains you control, which can set up a big attack turn.
Risks. It does nothing on the battlefield for three turns and only fetches Plains. Outside a very white deck, the last chapter is weak.
In the draft. A card for a mono-white or nearly mono-white deck: it mostly smooths your lands. In a two-colour deck it is mediocre, let it go.
Results in the games of the set
When it is in hand, the deck wins 56.4% of its games (set average: 56.5%, 65th of 179 cards).
In the opening hand: 56.8% wins (55.7% on average).
Drawn during the game: 56.2% (57.0% on average).
When it is drawn, the deck wins 1.3 points more than when it is not.
When it is drafted, it is played 69% of the time (set average: 61%).
Taken among the first three picks (108 drafts), it ends in the deck 80% of the time.
It is played about as much in every archetype.
Rating7.0GoodWhy this rating?
A very good rare of the format (7.0/10).
Why. A 5/5 for five mana that can sacrifice another creature for one mana to draw cards equal to its power, then discard a card. Even if it is killed, it returns to the battlefield as an artifact: it is no longer a creature, but it keeps its sacrifice ability and keeps feeding your hand.
Risks. The sacrifice costs you a creature each use: it's best when the victim was about to die or has big power. As an artifact it no longer blocks or attacks. Exile shuts it down for good.
In the draft. A very good body for black-green: take it high in those colors. It draws the most with high-power creatures, or ones about to die.
Results in the games of the set
When it is in hand, the deck wins 57.6% of its games (set average: 56.5%, 51st of 179 cards).
In the opening hand: 56.2% wins (55.7% on average).
Drawn during the game: 58.6% (57.0% on average).
When it is drawn, the deck wins 2.9 points more than when it is not.
When it is drafted, it is played 83% of the time (set average: 61%).
Taken as the first pick (58 drafts), it ends in the deck 91% of the time.
It is played about as much in every archetype.
Rating7.0GoodWhy this rating?
A solid uncommon of the format (7.0/10).
Why. A one-mana 1/1 with menace that becomes a 3/3 when attacking as soon as you control a creature with power 4 or greater. With a big creature alongside, it is a nearly unblockable attacker that hits hard from the turn after you play it.
Risks. Without a creature of power 4 or greater it stays a 1/1 that has no impact after the first turns. Its 1 toughness makes it fragile to any removal, and it is poor late if you lack big creatures.
In the draft. A small player for a black-green or black-red deck with creatures of power 4 or greater. Interesting mid-pack, but do not take it before you know your deck will be able to turn it on.
Results in the games of the set
When it is in hand, the deck wins 59.0% of its games (set average: 56.5%, 31st of 179 cards).
In the opening hand: 62.7% wins (55.7% on average).
Drawn during the game: 56.0% (57.0% on average).
When it is drawn, the deck wins 1.8 points more than when it is not.
When it is drafted, it is played 84% of the time (set average: 61%).
Taken as the first pick (132 drafts), it ends in the deck 91% of the time.
It is played mostly in B/G decks (48% of them) and B/R (42%).
Rating6.9GoodWhy this rating?
A very good rare of the format (6.9/10).
Why. A 3/2 for three mana with deathtouch: it discourages most attacks and blocks. Its text makes a player mill that many cards whenever they lose life, so every point of damage also mills the player hit. When it dies, it can draw cards for each graveyard with seven or more cards.
Risks. The mill effect applies to you too: an aggressive opponent wears down your library. The draw bonus needs a big graveyard, so it rarely comes early. The 3/2 dies to a lot of things.
In the draft. A good deathtouch body for black, to take fairly high. It's worth more in control decks or decks that like full graveyards; elsewhere it's mostly a solid blocker.
Results in the games of the set
When it is in hand, the deck wins 54.1% of its games (set average: 56.5%, 110th of 179 cards).
In the opening hand: 53.1% wins (55.7% on average).
Drawn during the game: 54.8% (57.0% on average).
When it is drawn, the deck wins 1.3 points less than when it is not.
When it is drafted, it is played 78% of the time (set average: 61%).
Taken as the first pick (33 drafts), it ends in the deck 85% of the time.
It is played about as much in every archetype.

37. Crude Bent Blade
Rating6.8GoodWhy this rating?
One of the best commons of the format (6.8/10).
Why. A common Equipment that first does the job of removal: when it enters, the opponent sacrifices a creature of their choice. It then stays on the battlefield and gives +2/+1 to a creature for two mana to equip. You get two effects for three mana.
Risks. The opponent chooses the creature, so they sacrifice the weakest when they have several. The effect is excellent early and much weaker once they have a full board. An Equipment alone does nothing without a creature to equip.
In the draft. A good common for black decks that attack early, as long as the opponent has only one or two creatures. Take it mid-pack, behind the more reliable removal.
Results in the games of the set
When it is in hand, the deck wins 60.1% of its games (set average: 56.5%, 23rd of 179 cards).
In the opening hand: 60.2% wins (55.7% on average).
Drawn during the game: 60.0% (57.0% on average).
When it is drawn, the deck wins 3.5 points more than when it is not.
When it is drafted, it is played 92% of the time (set average: 61%).
Taken as the first pick (514 drafts), it ends in the deck 94% of the time.
It is played mostly in B/G decks (75% of them) and B/R (75%).
Rating6.8GoodWhy this rating?
A solid uncommon of the format (6.8/10).
Why. A green three-drop whose power and toughness are each equal to the number of lands you control: it's a 3/3 on turn 3 and grows with every land you play. In a long game it becomes a huge threat, with no effort and no extra condition.
Risks. It has no ability: removal or a double block kills it before it has done anything. If you miss land drops it stays small, and an opponent who destroys your lands shrinks it.
In the draft. A good body for green, solid on the curve, and all the better the more lands your deck plays. Don't take it over removal or cards with effects.
Results in the games of the set
When it is in hand, the deck wins 59.6% of its games (set average: 56.5%, 26th of 179 cards).
In the opening hand: 58.9% wins (55.7% on average).
Drawn during the game: 60.1% (57.0% on average).
When it is drawn, the deck wins 4.6 points more than when it is not.
When it is drafted, it is played 86% of the time (set average: 61%).
Taken as the first pick (126 drafts), it ends in the deck 94% of the time.
It is played mostly in G/U decks (46% of them) and B/G (44%).
Rating6.8GoodWhy this rating?
A solid uncommon of the format (6.8/10).
Why. A one-mana 1/2 that gets a +1/+1 counter at the beginning of each combat on your turn, as soon as you control a creature with power 4 or greater. With a big creature in play, it grows turn after turn. A cheap card that ends up rivaling creatures that cost more.
Risks. Without a creature of power 4 or greater it stays a pointless little 1/2. It depends entirely on your big creatures and does nothing else.
In the draft. A good little play for green decks with several big creatures, particularly black-green. In a deck without big creatures it has no value; do not take it early.
Results in the games of the set
When it is in hand, the deck wins 58.9% of its games (set average: 56.5%, 34th of 179 cards).
In the opening hand: 62.2% wins (55.7% on average).
Drawn during the game: 56.1% (57.0% on average).
When it is drawn, the deck wins 3.5 points more than when it is not.
When it is drafted, it is played 81% of the time (set average: 61%).
Taken as the first pick (123 drafts), it ends in the deck 90% of the time.
It is played mostly in B/G decks (62% of them) and G/W (41%).
Rating6.8GoodWhy this rating?
A very good rare of the format (6.8/10).
Why. A 3/4 for four mana that, each time a land enters under your control, puts two +1/+1 counters on one of your creatures and gives it vigilance until end of turn. With another Elf you can also play an additional land each turn, which multiplies the triggers.
Risks. It needs both colors, green and blue, and its triggers need lands to play: with an empty hand, it's just a 3/4. Without another Elf you only lose the extra land drop. If it's killed there are no more triggers, though counters already placed stay.
In the draft. Very good in the green-blue deck if you keep lands in hand. Look for Elves for the extra land drop, but they aren't required.
Results in the games of the set
When it is in hand, the deck wins 61.6% of its games (set average: 56.5%, 13th of 179 cards).
In the opening hand: 61.3% wins (55.7% on average).
Drawn during the game: 61.8% (57.0% on average).
When it is drawn, the deck wins 11.1 points more than when it is not.
When it is drafted, it is played 84% of the time (set average: 61%).
Taken as the first pick (68 drafts), it ends in the deck 94% of the time.
It is played mostly in G/U decks (33% of them).

41. Pinecone Strike
Rating6.7GoodWhy this rating?
One of the best commons of the format (6.7/10).
Why. A two-mana red instant that deals 3 damage to a creature and exiles it if it would die this turn. The second mode destroys an artifact token, and you can choose both. An efficient, cheap and flexible answer.
Risks. Three damage is not enough for big creatures, and the destroy mode only targets artifact tokens. It only handles medium-sized or smaller threats.
In the draft. A good common removal, to take fairly high in red. It is welcome in every red deck, which wants to control small and medium creatures cheaply.
Results in the games of the set
When it is in hand, the deck wins 59.0% of its games (set average: 56.5%, 32nd of 179 cards).
In the opening hand: 58.6% wins (55.7% on average).
Drawn during the game: 59.3% (57.0% on average).
When it is drawn, the deck wins 2.5 points more than when it is not.
When it is drafted, it is played 90% of the time (set average: 61%).
Taken as the first pick (403 drafts), it ends in the deck 95% of the time.
It is played mostly in R/U decks (74% of them) and B/R (69%).
Rating6.6GoodWhy this rating?
A very good mythic of the format (6.6/10).
Why. A 3/3 for three mana that draws a card whenever you activate an ability of a creature, once each turn. Its second ability, at seven mana, flickers up to two other nonland permanents you control: it re-triggers their enters effects. With the right creatures, it gives value every turn.
Risks. Without creatures that have activated abilities, it's just a 3/3 for three. Its second ability is too expensive for most games. It depends entirely on the cards you play alongside it.
In the draft. A good body for blue, but wait until you have activatable abilities before taking it high. On its own it's a decent 3/3; with creatures that have activated abilities, it gets much better.
Results in the games of the set
When it is in hand, the deck wins 50.5% of its games (set average: 56.5%, 164th of 179 cards).
In the opening hand: 48.1% wins (55.7% on average).
Drawn during the game: 52.0% (57.0% on average).
When it is drawn, the deck wins 2.0 points more than when it is not.
When it is drafted, it is played 56% of the time (set average: 61%).
Taken among the first three picks (48 drafts), it ends in the deck 60% of the time.
It is played about as much in every archetype.

43. Dwarven Mauler
Rating6.6GoodWhy this rating?
A solid uncommon of the format (6.6/10).
Why. A one-mana 2/1 whose Equipment cost two less to attach to it. An Equipment with equip cost 2 therefore attaches for free. It is mostly a good carrier: cheap, it comes down on turn 1 and receives your upgrades at no cost.
Risks. Without Equipment it is a 2/1 with no other interest, and its 1 toughness makes it fragile. The reduction only works for it, so it does nothing for your other creatures.
In the draft. A good little play for a red-white Equipment deck, clearly worse elsewhere. Take it late in the pack in a deck without Equipment.
Results in the games of the set
When it is in hand, the deck wins 56.5% of its games (set average: 56.5%, 62nd of 179 cards).
In the opening hand: 59.2% wins (55.7% on average).
Drawn during the game: 54.4% (57.0% on average).
When it is drawn, the deck wins 0.6 points less than when it is not.
When it is drafted, it is played 77% of the time (set average: 61%).
Taken as the first pick (66 drafts), it ends in the deck 88% of the time.
It is played mostly in R/W decks (49% of them) and B/R (29%).

44. Elven Passage
Rating6.6GoodWhy this rating?
A very good rare of the format (6.6/10).
Why. A land that can sacrifice itself, paying 1 life, to search for a basic land and put it onto the battlefield tapped. If you behold an Elf, the land you fetched untaps. It's a fixing tool that swaps itself for a land of the color you're missing.
Risks. It never produces mana itself: it taps to pay its own cost. Without an Elf the basic land enters tapped, so you lose a tempo, and the life point matters.
In the draft. A useful land to take late, for a deck with three or more colors. In a well-built two-color deck a basic land does the same job; don't take it before the good cards.
Results in the games of the set
When it is in hand, the deck wins 54.4% of its games (set average: 56.5%, 105th of 179 cards).
In the opening hand: 54.0% wins (55.7% on average).
Drawn during the game: 54.7% (57.0% on average).
When it is drawn, the deck wins 0.0 points more than when it is not.
When it is drafted, it is played 80% of the time (set average: 61%).
Taken among the first three picks (69 drafts), it ends in the deck 91% of the time.
Rating6.6GoodWhy this rating?
A solid uncommon of the format (6.6/10).
Why. A six-mana 4/3 with reach that deals 3 damage divided among one, two, or three targets when it enters. It can kill two small creatures at once or a single bigger one, and its body blocks flyers. A clear two-for-one.
Risks. Six mana is expensive, and the 4/3 body stays fragile. If the targets are already dead or too big, the effect loses value. It also needs two red mana (RR) to be cast.
In the draft. A good finisher to take mid-pack in a red deck. It suits control decks that can reach six mana, and a fast deck less.
Results in the games of the set
When it is in hand, the deck wins 58.9% of its games (set average: 56.5%, 36th of 179 cards).
In the opening hand: 56.5% wins (55.7% on average).
Drawn during the game: 60.5% (57.0% on average).
When it is drawn, the deck wins 2.5 points more than when it is not.
When it is drafted, it is played 80% of the time (set average: 61%).
Taken as the first pick (113 drafts), it ends in the deck 94% of the time.
It is played mostly in G/R decks (43% of them) and R/U (43%).
Rating6.6GoodWhy this rating?
A solid uncommon of the format (6.6/10).
Why. A 1/1 with double strike for two mana that creates a colorless Equipment artifact token named Axe (+1/+0, equip for two mana). Equipped with the Axe, it strikes twice for 2 damage each (4 in all): two cards in one, and a carrier that makes full use of any power bonus.
Risks. A 1/1 dies to everything, and the Axe is a weak bonus if the creature is killed right away. You have to invest mana to equip, which slows your curve.
In the draft. A good little play for white Equipment decks, especially red-white. Take it mid-pack, and the Axe stays useful even if the original carrier dies.
Results in the games of the set
When it is in hand, the deck wins 57.7% of its games (set average: 56.5%, 50th of 179 cards).
In the opening hand: 58.4% wins (55.7% on average).
Drawn during the game: 57.3% (57.0% on average).
When it is drawn, the deck wins 2.4 points more than when it is not.
When it is drafted, it is played 87% of the time (set average: 61%).
Taken as the first pick (151 drafts), it ends in the deck 90% of the time.
It is played mostly in R/W decks (51% of them) and B/W (37%).
Rating6.6GoodWhy this rating?
A solid uncommon of the format (6.6/10).
Why. A two-mana 1/3 with vigilance, a good early blocker. It gets +2/+0 for each graveyard with seven or more cards in it, and makes the target player of your choice mill three cards each time you draw your second card of the turn. Mostly effective in a control deck that draws a lot.
Risks. The mill effect depends on a second draw each turn, which needs specific cards alongside it. Without that, it is just a 1/3 with vigilance, an honest but passive blocker.
In the draft. A decent filler for blue, more interesting in a draw-and-control deck. Do not take it before more active cards, but it fills the two-mana slot well.
Results in the games of the set
When it is in hand, the deck wins 59.0% of its games (set average: 56.5%, 33rd of 179 cards).
In the opening hand: 57.3% wins (55.7% on average).
Drawn during the game: 59.9% (57.0% on average).
When it is drawn, the deck wins 5.3 points more than when it is not.
When it is drafted, it is played 86% of the time (set average: 61%).
Taken as the first pick (159 drafts), it ends in the deck 95% of the time.
It is played mostly in B/U decks (61% of them) and U/W (51%).
Rating6.6GoodWhy this rating?
A solid uncommon of the format (6.6/10).
Why. A 4/4 for five mana that, whenever you attack, puts two +1/+1 counters on your Goblin Army (or creates a 0/0 one first). Each attack therefore provides a second, growing body, and the effect triggers as soon as you attack with any creature.
Risks. Five mana for a 4/4 is expensive, and the growing Army is only a single creature: removal on it costs you the counters. If you don't attack, the bonus doesn't trigger.
In the draft. A good body for aggressive red decks, especially red-white or black-red. Take it mid-pack, in a deck that attacks every turn.
Results in the games of the set
When it is in hand, the deck wins 58.0% of its games (set average: 56.5%, 48th of 179 cards).
In the opening hand: 56.8% wins (55.7% on average).
Drawn during the game: 58.8% (57.0% on average).
When it is drawn, the deck wins 1.4 points more than when it is not.
When it is drafted, it is played 89% of the time (set average: 61%).
Taken as the first pick (170 drafts), it ends in the deck 95% of the time.
It is played mostly in R/W decks (40% of them) and B/R (37%).
Rating6.6GoodWhy this rating?
A very good rare of the format (6.6/10).
Why. A two-mana 2/2 (one black and one generic) that can turn into a card: when it enters, you may sacrifice another creature or an artifact to draw a card and get a Treasure. Each time you sacrifice a token, the opponent loses 1 life: sacrificing a Treasure for its mana counts too.
Risks. With nothing to sacrifice, it is a plain 2/2 with no edge. Sacrificing a real creature to draw is only a good trade if it was going to die anyway or if it is a token.
In the draft. A good card in a deck that produces Treasures or small tokens, fine elsewhere. A mid-pack pick, to move up if you already have things to sacrifice.
Results in the games of the set
When it is in hand, the deck wins 58.4% of its games (set average: 56.5%, 42nd of 179 cards).
In the opening hand: 57.9% wins (55.7% on average).
Drawn during the game: 58.8% (57.0% on average).
When it is drawn, the deck wins 2.7 points more than when it is not.
When it is drafted, it is played 88% of the time (set average: 61%).
Taken as the first pick (58 drafts), it ends in the deck 86% of the time.
It is played about as much in every archetype.
Rating6.6GoodWhy this rating?
A very good rare of the format (6.6/10).
Why. A 5/5 flyer for five mana: the body alone justifies its place. When it enters, you get one tapped Treasure for each artifact your opponents control, and every spell paid for with mana from a Treasure draws you a card (at the cost of 1 life).
Risks. It needs two colors, black and red, which narrows the decks that play it. Against an opponent with no artifacts, the first ability gives nothing, and the card draw is paid for in life.
In the draft. Take it if you're already black-red or close to it: a solid flying finisher. Don't take it early without a color commitment, since it only plays in that color pair.
Results in the games of the set
When it is in hand, the deck wins 54.7% of its games (set average: 56.5%, 100th of 179 cards).
In the opening hand: 52.8% wins (55.7% on average).
Drawn during the game: 56.1% (57.0% on average).
When it is drawn, the deck wins 0.3 points less than when it is not.
When it is drafted, it is played 86% of the time (set average: 61%).
Taken as the first pick (39 drafts), it ends in the deck 90% of the time.
It is played about as much in every archetype.
Rating6.5GoodWhy this rating?
Good playable that always makes the cut (6.5/10).
Why. A two-mana instant that draws a card; if you cast it from the graveyard with its flashback (four mana, one of them blue), it draws two. Two replacements for a single deck slot, castable at the end of the opponent's turn.
Risks. It does nothing on the board: in a deck that has to defend or develop fast, it slows you down.
In the draft. A decent blue filler. Not before mid-pack, after the creatures and removal.
Results in the games of the set
When it is in hand, the deck wins 59.2% of its games (set average: 56.5%, 29th of 179 cards).
In the opening hand: 56.3% wins (55.7% on average).
Drawn during the game: 60.8% (57.0% on average).
When it is drawn, the deck wins 5.8 points more than when it is not.
When it is drafted, it is played 78% of the time (set average: 61%).
Taken as the first pick (174 drafts), it ends in the deck 98% of the time.
It is played mostly in B/U decks (87% of them) and U/W (80%).
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. A 1/3 for three mana whose enter effect destroys another creature of your choice. It's removal attached to a body. If you controlled the target, you draw a card: a way to get value out of one of your own creatures that was going to die.
Risks. The destroyed creature's controller gets an Army with as many counters as its power: killing a big monster leaves them a big Army. So it's excellent against small creatures and much worse against big ones.
In the draft. A good conditional removal, to take fairly high in black. Aim at low-power creatures or threats with dangerous text, and avoid relying on it as your only answer to the biggest attacker.
Results in the games of the set
When it is in hand, the deck wins 52.6% of its games (set average: 56.5%, 136th of 179 cards).
In the opening hand: 50.2% wins (55.7% on average).
Drawn during the game: 54.4% (57.0% on average).
When it is drawn, the deck wins 1.2 points less than when it is not.
When it is drafted, it is played 81% of the time (set average: 61%).
Taken as the first pick (37 drafts), it ends in the deck 97% of the time.
It is played about as much in every archetype.

53. Belladonna Took
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. A two-mana 2/2 that rewards tokens: the first token each turn that enters under your control gains you 1 life, the second draws a card, the third puts a +1/+1 counter on each of your creatures. In a token deck, it becomes a value engine.
Risks. It does nothing without tokens, and you need to make several in the same turn to reach the interesting effects. Alone, it is a fragile 2/2 that neither protects nor threatens.
In the draft. Take it if you already have several token sources; otherwise let it go until mid-pack. It is not worth building the deck around.
Results in the games of the set
When it is in hand, the deck wins 52.3% of its games (set average: 56.5%, 141st of 179 cards).
In the opening hand: 51.0% wins (55.7% on average).
Drawn during the game: 53.1% (57.0% on average).
When it is drawn, the deck wins 0.4 points more than when it is not.
When it is drafted, it is played 63% of the time (set average: 61%).
Taken as the first pick (38 drafts), it ends in the deck 76% of the time.
It is played about as much in every archetype.

54. Glóin the Mighty // Easy Pickings
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. Two plays in one card: Easy Pickings, for three mana, deals 1 damage to each creature your opponents control (excellent against small creatures), then Glóin, a 4/3 for four mana, adds two red mana at the beginning of your first main phase, which speeds up the following turns.
Risks. Easy Pickings doesn't kill creatures with 2 or more toughness. Glóin is only an average body if you have nothing to spend the extra two mana on.
In the draft. A good red uncommon for a deck with expensive spells to pay for. A mid-pack pick, higher if you're red-white or black-red.
Results in the games of the set
When it is in hand, the deck wins 57.5% of its games (set average: 56.5%, 54th of 179 cards).
In the opening hand: 57.2% wins (55.7% on average).
Drawn during the game: 57.7% (57.0% on average).
When it is drawn, the deck wins 1.1 points more than when it is not.
When it is drafted, it is played 84% of the time (set average: 61%).
Taken as the first pick (87 drafts), it ends in the deck 92% of the time.
It is played mostly in R/W decks (42% of them) and B/R (33%).
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. A gamble of a spell: you pay X plus two black mana, exile that many cards from the top of the opponent's library, and may play them this turn by paying life instead of their cost. Used well, it gives you a hand of free cards from the opponent.
Risks. It is slow and unpredictable: you depend on what the opponent's deck contains and on your life total. Cards you do not play this turn are lost, and ending up low on life is a real risk.
In the draft. Niche card that is not worth its rarity. A last pick for a black control deck with little opposing pressure; elsewhere, pass it.
Results in the games of the set
When it is in hand, the deck wins 49.0% of its games (set average: 56.5%, 171st of 179 cards).
In the opening hand: 46.5% wins (55.7% on average).
Drawn during the game: 50.8% (57.0% on average).
When it is drawn, the deck wins 5.8 points less than when it is not.
When it is drafted, it is played 68% of the time (set average: 61%).
Taken among the first three picks (53 drafts), it ends in the deck 79% of the time.
It is played about as much in every archetype.
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. An Equipment that gives +2/+2 and trample, and whose hits on a player bring Treasures according to the number of creatures of the type you choose. On an evasive creature or one that connects, it pumps your mana as much as your damage.
Risks. It costs three mana to cast and three to equip: six mana in total, so two turns before you benefit. The equipped creature is exposed, and if it gets killed you lose the mana investment.
In the draft. Playable in almost every deck, but a notch below the best Equipment. A mid-pack pick, better with creatures of the same type.
Results in the games of the set
When it is in hand, the deck wins 49.7% of its games (set average: 56.5%, 169th of 179 cards).
In the opening hand: 47.3% wins (55.7% on average).
Drawn during the game: 51.4% (57.0% on average).
When it is drawn, the deck wins 1.5 points less than when it is not.
When it is drafted, it is played 74% of the time (set average: 61%).
Taken among the first three picks (40 drafts), it ends in the deck 73% of the time.
It is played about as much in every archetype.
Rating6.4GoodWhy this rating?
Good playable that always makes the cut (6.4/10).
Why. A two-mana 3/2 with trample (one red, one white): a good attacker from turn 2. If you control three artifacts, legendaries, or Sagas, your artifacts and creatures gain ward 1 for the rest of the game.
Risks. The ward bonus needs three permanents that count (Thorin himself is legendary): in most decks, it will come late. With 2 toughness, he dies in any trade.
In the draft. A good card for red-white, almost unplayable outside it. A high pick if you are already in these colours, otherwise leave it.
Results in the games of the set
When it is in hand, the deck wins 56.0% of its games (set average: 56.5%, 73rd of 179 cards).
In the opening hand: 57.2% wins (55.7% on average).
Drawn during the game: 55.1% (57.0% on average).
When it is drawn, the deck wins 0.1 points more than when it is not.
When it is drafted, it is played 72% of the time (set average: 61%).
Taken as the first pick (71 drafts), it ends in the deck 94% of the time.
It is played mostly in R/W decks (62% of them).

58. Bard the Bowman
Rating6.3GoodWhy this rating?
Good playable that always makes the cut (6.3/10).
Why. A 1/3 with reach, a good blocker against flyers. When you draw your second card each turn, it puts a +1/+1 counter on a target creature and gives it lifelink until end of turn: enough to win the race if you draw twice a turn.
Risks. It needs extra draw sources to trigger its ability; without them it's a decent blocker and nothing more. It also costs white and blue, two colors.
In the draft. For a white-blue deck that draws cards, it's a good uncommon. A mid-pack pick; in other decks, it has no place.
Results in the games of the set
When it is in hand, the deck wins 58.5% of its games (set average: 56.5%, 39th of 179 cards).
In the opening hand: 56.6% wins (55.7% on average).
Drawn during the game: 59.5% (57.0% on average).
When it is drawn, the deck wins 5.3 points more than when it is not.
When it is drafted, it is played 81% of the time (set average: 61%).
Taken as the first pick (138 drafts), it ends in the deck 96% of the time.
It is played mostly in U/W decks (59% of them).
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. For three mana (two of them black), an instant that destroys any creature. No condition, no detour: it is the basic removal every black deck needs, and you can hold it to answer the opponent's most dangerous threat.
Risks. The two black mana (BB) keep it out of decks where black is a secondary color. It only handles one creature: against an opponent who lines up many small threats, it is less profitable.
In the draft. A good pick in black, to take ahead of most mid-range creatures. Black-blue and black-green are the colors where it is most at home.
Results in the games of the set
When it is in hand, the deck wins 56.9% of its games (set average: 56.5%, 59th of 179 cards).
In the opening hand: 54.8% wins (55.7% on average).
Drawn during the game: 58.4% (57.0% on average).
When it is drawn, the deck wins 0.4 points more than when it is not.
When it is drafted, it is played 93% of the time (set average: 61%).
Taken as the first pick (396 drafts), it ends in the deck 95% of the time.
It is played mostly in B/U decks (64% of them) and B/G (61%).

60. Bofur, Reliable Guardian // Concerted Care
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A 1/1 with lifelink for one white mana, mostly interesting for its two-mana Adventure: at instant speed, one of your creatures or artifacts gains hexproof and indestructible until end of turn. That counters a removal spell or wins a combat, then Bofur comes in from exile.
Risks. Without a good target, the Adventure loses its value. The 1/1 alone is negligible, and the protection only lasts until end of turn.
In the draft. A support card for white, fine in a deck with good creatures to protect. A late pick.
Results in the games of the set
When it is in hand, the deck wins 56.4% of its games (set average: 56.5%, 66th of 179 cards).
In the opening hand: 53.9% wins (55.7% on average).
Drawn during the game: 58.1% (57.0% on average).
When it is drawn, the deck wins 2.0 points more than when it is not.
When it is drafted, it is played 77% of the time (set average: 61%).
Taken as the first pick (61 drafts), it ends in the deck 92% of the time.
It is played mostly in R/W decks (51% of them) and B/W (26%).
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A three-mana green Saga: chapter I fetches a basic land for your hand, chapter II adds Landfall, which creates a 1/1 green Elf token for each land, and chapters III and IV give the Elves +1/+0 and vigilance until end of turn.
Risks. Nothing immediate on the board. The Saga is sacrificed after chapter IV: Landfall only lasts a few turns, so you need lands to play from chapter II. The Elves stay small against a defensive opponent.
In the draft. A good tool for a slower green deck that wants fixing and tokens. A mid-pack pick; not a card for an aggressive deck.
Results in the games of the set
When it is in hand, the deck wins 55.8% of its games (set average: 56.5%, 77th of 179 cards).
In the opening hand: 57.0% wins (55.7% on average).
Drawn during the game: 55.0% (57.0% on average).
When it is drawn, the deck wins 3.4 points more than when it is not.
When it is drafted, it is played 71% of the time (set average: 61%).
Taken among the first three picks (114 drafts), it ends in the deck 87% of the time.
It is played about as much in every archetype.
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A two-mana common Equipment, one of which is black or red, that amasses Goblins 1 (a Goblin Army with a +1/+1 counter) and attaches to it right away: that makes a 2/1 creature with menace on turn 2. The Equipment then stays on the battlefield for another creature.
Risks. Re-equipping costs four mana: too expensive to switch carriers often. The starting Army is small, so it loses quickly to a well-played two-drop.
In the draft. Good curve filler for black-red, or for an aggressive deck that needs a turn-2 play. A mid-pack pick, not to be taken over removal.
Results in the games of the set
When it is in hand, the deck wins 56.4% of its games (set average: 56.5%, 64th of 179 cards).
In the opening hand: 56.8% wins (55.7% on average).
Drawn during the game: 56.1% (57.0% on average).
When it is drawn, the deck wins 0.7 points less than when it is not.
When it is drafted, it is played 92% of the time (set average: 61%).
Taken as the first pick (315 drafts), it ends in the deck 95% of the time.
It is played mostly in B/R decks (72% of them) and R/W (62%).

63. Gollum, Silent Slinker // Meager Meal
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A four-mana 4/3 with menace, hard to block. Its Adventure, Meager Meal, a one-mana black sorcery, puts a +1/+1 counter on up to one target creature and makes the target player gain 2 life, then Gollum comes from exile: a small spell before the body.
Risks. The counter and the life are modest, and the 4/3 dies to removal as well as to double blocks. It is not a card that wins on its own.
In the draft. A solid common for black decks. Mid-pack pick: a four-mana creature with nothing to complain about.
Results in the games of the set
When it is in hand, the deck wins 58.9% of its games (set average: 56.5%, 35th of 179 cards).
In the opening hand: 58.5% wins (55.7% on average).
Drawn during the game: 59.1% (57.0% on average).
When it is drawn, the deck wins 1.8 points more than when it is not.
When it is drafted, it is played 84% of the time (set average: 61%).
Taken as the first pick (193 drafts), it ends in the deck 94% of the time.
It is played mostly in B/R decks (82% of them) and B/G (74%).

64. Most Decrepit Old Bird // Speak Secrets
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A 1/1 flier for one blue mana that becomes a 2/2 once your graveyard has seven cards. Its Adventure, Speak Secrets, a sorcery, mills the top four cards of your library and puts an instant or sorcery card from among them into your hand: it feeds threshold.
Risks. The seven-card threshold comes late and the 1/1 is a weak body until then. With few instants and sorceries, Speak Secrets often finds nothing.
In the draft. A card for a blue spells and graveyard deck; otherwise filler. A late pick.
Results in the games of the set
When it is in hand, the deck wins 55.6% of its games (set average: 56.5%, 81st of 179 cards).
In the opening hand: 53.6% wins (55.7% on average).
Drawn during the game: 56.7% (57.0% on average).
When it is drawn, the deck wins 4.2 points more than when it is not.
When it is drafted, it is played 45% of the time (set average: 61%).
Taken among the first three picks (55 drafts), it ends in the deck 67% of the time.
It is played about as much in every archetype.
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A 7/7 that creates a 3/1 colorless Wall artifact creature token with defender named Stone Boulder when it enters and each time it attacks. For three mana including one red, you sacrifice an artifact (that Wall, for example) to deal 4 damage to any target.
Risks. Seven mana is a lot: it stays in hand in a deck that is too fast or behind, and removal answers it as it enters.
In the draft. A finisher for a slow deck, to play as a single copy. A mid-pack pick for a red deck that defends well until the sixth or seventh turn.
Results in the games of the set
When it is in hand, the deck wins 58.2% of its games (set average: 56.5%, 45th of 179 cards).
In the opening hand: 55.3% wins (55.7% on average).
Drawn during the game: 60.1% (57.0% on average).
When it is drawn, the deck wins 2.4 points more than when it is not.
When it is drafted, it is played 85% of the time (set average: 61%).
Taken as the first pick (49 drafts), it ends in the deck 84% of the time.
It is played about as much in every archetype.
Rating6.2GoodWhy this rating?
Good playable that always makes the cut (6.2/10).
Why. A three-mana Saga that creates a Treasure token with each of its four chapters: extra mana every turn. As soon as you control four Treasures (at the earliest on chapter IV), you sacrifice the Saga and create a 6/6 red Dragon creature token with flying.
Risks. To get the Dragon you have to keep all four Treasures: every Treasure spent before chapter IV delays it or cancels it. The Dragon only arrives on the third turn after you cast the Saga.
In the draft. A good mid-pack choice for a red deck that can do without its Treasures for a few turns; in an aggressive deck, it arrives too slowly.
Results in the games of the set
When it is in hand, the deck wins 57.2% of its games (set average: 56.5%, 55th of 179 cards).
In the opening hand: 60.3% wins (55.7% on average).
Drawn during the game: 54.9% (57.0% on average).
When it is drawn, the deck wins 2.9 points more than when it is not.
When it is drafted, it is played 81% of the time (set average: 61%).
Taken as the first pick (44 drafts), it ends in the deck 91% of the time.
It is played about as much in every archetype.
Rating6.1PlayableWhy this rating?
Good playable that always makes the cut (6.1/10).
Why. A two-mana 2/2 that can't block. When it enters, it exiles a card from the opponent's graveyard (optional) and each opponent loses 2 life. From your graveyard, it returns to hand for two mana and the sacrifice of an artifact or creature, at sorcery speed.
Risks. It never blocks: a poor choice for a defensive deck. Returning it costs an artifact or a creature, so a card or a Treasure, and only works at sorcery speed.
In the draft. A decent curve filler for an aggressive black deck, more interesting if you have Treasures or creatures to sacrifice. Mid to late pick.
Results in the games of the set
When it is in hand, the deck wins 56.9% of its games (set average: 56.5%, 58th of 179 cards).
In the opening hand: 57.1% wins (55.7% on average).
Drawn during the game: 56.7% (57.0% on average).
When it is drawn, the deck wins 0.1 points more than when it is not.
When it is drafted, it is played 78% of the time (set average: 61%).
Taken as the first pick (75 drafts), it ends in the deck 95% of the time.
It is played mostly in B/R decks (38% of them) and B/G (33%).
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. A three-mana black removal spell with a choice: -5/-5 on a creature (exiled if it would die), or -1/-1 on all creatures a player controls, which sweeps an opponent's small creatures and tokens when they have a lot of them.
Risks. It's a sorcery: no answer in the middle of combat. The two black mana (BB) limit it to a truly black deck, and -5/-5 lets the biggest creatures through.
In the draft. A good flexible removal spell, to take before average creatures.
Results in the games of the set
When it is in hand, the deck wins 55.6% of its games (set average: 56.5%, 79th of 179 cards).
In the opening hand: 54.3% wins (55.7% on average).
Drawn during the game: 56.6% (57.0% on average).
When it is drawn, the deck wins 0.4 points less than when it is not.
When it is drafted, it is played 91% of the time (set average: 61%).
Taken as the first pick (140 drafts), it ends in the deck 95% of the time.
It is played mostly in B/R decks (33% of them) and B/G (31%).
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. A three-mana black enchantment that, when it enters, returns a creature card from your graveyard to your hand. Each time a creature card leaves your graveyard, you amass Goblins 1. For two mana including one black, your Goblins and Orcs gain menace until end of turn.
Risks. It does nothing without a creature in the graveyard and stays slow. It does not touch the opposing board, and menace only helps your Goblins and Orcs.
In the draft. A value card for a slow black deck with creatures worth replaying. A late pick, unless you have Goblins.
Results in the games of the set
When it is in hand, the deck wins 51.6% of its games (set average: 56.5%, 149th of 179 cards).
In the opening hand: 48.0% wins (55.7% on average).
Drawn during the game: 54.4% (57.0% on average).
When it is drawn, the deck wins 2.5 points less than when it is not.
When it is drafted, it is played 65% of the time (set average: 61%).
Taken as the first pick (30 drafts), it ends in the deck 83% of the time.
It is played about as much in every archetype.

70. Bolg's Company
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. A 2/2 for one black and one red mana, with haste as long as you control another Goblin. It can tap and sacrifice another Goblin to add one black and one red mana: a way to speed up a deck full of Goblins.
Risks. Without another Goblin, it's a vanilla 2/2, and its mana production costs you a creature each time. It needs both colors, black and red.
In the draft. For a black-red deck that plays lots of Goblins; otherwise, it isn't worth a slot. A late pick.
Results in the games of the set
When it is in hand, the deck wins 51.8% of its games (set average: 56.5%, 146th of 179 cards).
In the opening hand: 51.6% wins (55.7% on average).
Drawn during the game: 51.9% (57.0% on average).
When it is drawn, the deck wins 3.2 points less than when it is not.
When it is drafted, it is played 53% of the time (set average: 61%).
Taken among the first three picks (64 drafts), it ends in the deck 77% of the time.
It is played about as much in every archetype.

71. My Precious // Allure of Power
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. The Equipment, at three mana, gives the equipped creature hexproof and makes it unblockable. Equipping costs two mana and 2 life. The Adventure, Allure of Power, a two-mana instant with one black mana, draws two cards in exchange for sacrificing a creature.
Risks. Equipping costs two mana and 2 life every time: expensive. The Adventure requires sacrificing a creature, a real cost unless it was going to die anyway.
In the draft. A niche card that rewards a big, well-equipped creature; elsewhere it is average. Late pick.
Results in the games of the set
When it is in hand, the deck wins 51.3% of its games (set average: 56.5%, 153rd of 179 cards).
In the opening hand: 47.5% wins (55.7% 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.
When it is drafted, it is played 83% of the time (set average: 61%).
Taken among the first three picks (104 drafts), it ends in the deck 88% of the time.
It is played about as much in every archetype.
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. A 2/5 for four mana that blocks anything small or medium. The first creature you cast each turn costs two less and can be cast with flash: handy for chaining two creatures or ambushing in combat.
Risks. It deals almost no damage, and the reduction is pointless if you have no creature to cast. The two green mana (GG) weigh on two-color decks.
In the draft. Good support for a green deck with many creatures. A mid-pack pick, especially if your curve is dense.
Results in the games of the set
When it is in hand, the deck wins 51.7% of its games (set average: 56.5%, 147th of 179 cards).
In the opening hand: 50.1% wins (55.7% on average).
Drawn during the game: 52.9% (57.0% on average).
When it is drawn, the deck wins 0.7 points less than when it is not.
When it is drafted, it is played 72% of the time (set average: 61%).
Taken among the first three picks (74 drafts), it ends in the deck 86% of the time.
It is played about as much in every archetype.
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. A universal counterspell: it stops any spell. If the countered spell costs two mana or less, you also recruit: draw then discard; if you discard a nonland card, you create a 1/1 white Human Soldier token.
Risks. It costs three mana including two blue and is purely reactive: leaving three mana open costs you your own turn.
In the draft. Playable in a patient blue deck, not a card to take early. One or two copies are enough.
Results in the games of the set
When it is in hand, the deck wins 55.4% of its games (set average: 56.5%, 84th of 179 cards).
In the opening hand: 52.0% wins (55.7% on average).
Drawn during the game: 57.2% (57.0% on average).
When it is drawn, the deck wins 3.9 points more than when it is not.
When it is drafted, it is played 34% of the time (set average: 61%).
Taken among the first three picks (87 drafts), it ends in the deck 69% of the time.

74. The Black Arrow
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. An Equipment with flash that, when it enters, deals 1 damage to any target, and destroys a Dragon dealt damage this way. Afterwards, for one mana, it attaches to a creature: +1/+1 and reach, useful for blocking flyers.
Risks. A single point of damage is thin outside of 1-toughness creatures or Dragons. With no useful target, you pay three mana for a modest Equipment. It doesn't replace real removal.
In the draft. Filler. It goes up if the opponents have lots of small creatures or if your deck has lots of small bodies to equip. Not before real removal or good creatures.
Results in the games of the set
When it is in hand, the deck wins 51.0% of its games (set average: 56.5%, 160th of 179 cards).
In the opening hand: 49.6% wins (55.7% on average).
Drawn during the game: 52.1% (57.0% on average).
When it is drawn, the deck wins 1.9 points less than when it is not.
When it is drafted, it is played 24% of the time (set average: 61%).
Taken among the first three picks (31 drafts), it ends in the deck 61% of the time.

75. Thranduil, Sindarin Liege // Silvan Rally
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. A four-mana 2/3 that creates a 1/1 green Elf creature token for each land you play, and your other Elves get +1/+1: your tokens are 2/2s. In a long game the army grows every turn. The Adventure Silvan Rally, a sorcery, mills four cards and keeps up to two lands.
Risks. The body alone is mediocre, and the tokens only come from playing lands: a hand without extra lands slows everything down. Removal before your next land cancels most of the value.
In the draft. A good mid-pack card for green or blue decks (the hybrid cost accepts both). The tokens are enough, even without an Elf theme.
Results in the games of the set
When it is in hand, the deck wins 58.2% of its games (set average: 56.5%, 46th of 179 cards).
In the opening hand: 56.4% wins (55.7% on average).
Drawn during the game: 59.3% (57.0% on average).
When it is drawn, the deck wins 5.6 points more than when it is not.
When it is drafted, it is played 86% of the time (set average: 61%).
Taken as the first pick (142 drafts), it ends in the deck 90% of the time.
It is played mostly in G/U decks (59% of them) and B/G (28%).

76. Ravening Warg
Rating6.0PlayableWhy this rating?
Good playable that always makes the cut (6.0/10).
Why. A 2/2 for two mana with deathtouch: few creatures want to block it or be blocked by it. If you control a creature with power 4 or greater, each Warg attack also gains you 2 life.
Risks. It's still a 2/2: removal or a small damage spell kills it without the deathtouch mattering. The life gain depends on a big creature in play, and an opponent who avoids blocking deprives it of its best role.
In the draft. A good two-mana pick for black decks, especially with big creatures. It plays as well on defense as on offense.
Results in the games of the set
When it is in hand, the deck wins 57.1% of its games (set average: 56.5%, 56th of 179 cards).
In the opening hand: 57.6% wins (55.7% on average).
Drawn during the game: 56.6% (57.0% on average).
When it is drawn, the deck wins 0.2 points less than when it is not.
When it is drafted, it is played 88% of the time (set average: 61%).
Taken as the first pick (176 drafts), it ends in the deck 94% of the time.
It is played mostly in B/R decks (75% of them) and B/G (69%).

77. Large Bear
Rating5.9PlayableWhy this rating?
Good playable that always makes the cut (5.9/10).
Why. A five-mana 5/5 with reach, trample, and haste: it hits right away, blocks flyers, and tramples over small blockers. Its black/green hybrid cost lets you play it in any deck that has black or green.
Risks. No enter-the-battlefield effect: removal kills it and you lose your turn 5. It is a simple creature in a format with plenty of big threats.
In the draft. A solid pick for any black or green deck, more of a mid-pack choice. Take it before most five-mana creatures: it also answers flyers.
Results in the games of the set
When it is in hand, the deck wins 56.4% of its games (set average: 56.5%, 63rd of 179 cards).
In the opening hand: 54.3% wins (55.7% on average).
Drawn during the game: 58.0% (57.0% on average).
When it is drawn, the deck wins 1.0 points more than when it is not.
When it is drafted, it is played 90% of the time (set average: 61%).
Taken as the first pick (126 drafts), it ends in the deck 88% of the time.
It is played mostly in B/G decks (41% of them).
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A two-mana enchantment that puts a +1/+1 counter on a creature you control with every land you play: on a normal curve, the permanent power adds up fast. For seven mana including two green, it becomes a Bear creature whose power and toughness equal your number of lands, permanently.
Risks. It does nothing on its own on turn 2 and depends on your creatures: with no target, the trigger is lost, and removal in response wastes it. The creature mode is slow and costly.
In the draft. A decent choice for green decks aiming at a base of solid creatures. Take it if you already have several cheap creatures; avoid it in a deck short on them.
Results in the games of the set
When it is in hand, the deck wins 54.7% of its games (set average: 56.5%, 99th of 179 cards).
In the opening hand: 55.3% wins (55.7% on average).
Drawn during the game: 54.3% (57.0% on average).
When it is drawn, the deck wins 2.1 points more than when it is not.
When it is drafted, it is played 69% of the time (set average: 61%).
Taken as the first pick (36 drafts), it ends in the deck 72% of the time.
It is played mostly in G/U decks (37% of them) and G/W (36%).

79. Bilbo Baggins, Burglar // Take a Glance
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A three-mana 2/1 that draws a card when it enters: it replaces itself right away. The Adventure Take a Glance, a one-mana blue sorcery, scries 2, then you can cast Bilbo later from exile.
Risks. A 2/1 is fragile and imposes nothing on the board. Against an aggressive deck, it blocks poorly. The Adventure's scry does not add a card, only quality.
In the draft. Good mid-pack value. Take it when you already have tempo and blocking cards; it plays well in a control or tempo deck.
Results in the games of the set
When it is in hand, the deck wins 57.5% of its games (set average: 56.5%, 52nd of 179 cards).
In the opening hand: 55.6% wins (55.7% on average).
Drawn during the game: 58.6% (57.0% on average).
When it is drawn, the deck wins 4.5 points more than when it is not.
When it is drafted, it is played 79% of the time (set average: 61%).
Taken as the first pick (201 drafts), it ends in the deck 97% of the time.
It is played mostly in B/U decks (83% of them) and G/U (80%).

80. Eagle's Rescue
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. An Aura that gives +2/+2 and flying to the enchanted creature: any body becomes a threatening aerial attacker. If it's in the graveyard, you can put it back onto the battlefield for four mana (white/blue hybrid) on a creature with power 1 or less, at sorcery speed. Removal doesn't lose it for good.
Risks. Like any Aura, removal on the enchanted creature costs you tempo, even though the Aura can come back. The return only accepts creatures with power 1 or less, and only at sorcery speed.
In the draft. A fine choice for white or blue decks with many small creatures or tokens. A mid-pack pick, not before good removal. Useless if your deck lacks bodies to enchant.
Results in the games of the set
When it is in hand, the deck wins 56.3% of its games (set average: 56.5%, 68th of 179 cards).
In the opening hand: 52.2% wins (55.7% on average).
Drawn during the game: 58.4% (57.0% on average).
When it is drawn, the deck wins 3.0 points more than when it is not.
When it is drafted, it is played 54% of the time (set average: 61%).
Taken as the first pick (48 drafts), it ends in the deck 83% of the time.
It is played mostly in U/W decks (33% of them).

81. Great Ugly-Looking Goblin // Clap! Snap!
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. Two cards in one. Clap! Snap!, a two-mana sorcery (one black), amasses Goblins 2 (a Goblin Army with two +1/+1 counters), then the card goes to exile. Later, you cast the 4/4 for six mana: your creatures with a +1/+1 counter, including the Army, have menace.
Risks. Six mana for the body is expensive, and menace only matters if your creatures carry counters. The Army with two counters is a small 2/2 that fills the board without saving you from a stronger attack.
In the draft. A good value card for a black deck: a cheap play early, a big top end late. Weaker in a very fast deck.
Results in the games of the set
When it is in hand, the deck wins 56.7% of its games (set average: 56.5%, 60th of 179 cards).
In the opening hand: 56.6% wins (55.7% on average).
Drawn during the game: 56.8% (57.0% on average).
When it is drawn, the deck wins 0.1 points less than when it is not.
When it is drafted, it is played 88% of the time (set average: 61%).
Taken as the first pick (103 drafts), it ends in the deck 95% of the time.
It is played mostly in B/R decks (37% of them) and B/G (34%).
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A 2/2 with vigilance for three mana and recruit on entering: draw then discard, and if you discard a nonland card, a 1/1 Human Soldier token. You filter your hand and sometimes add a second body. Vigilance lets it attack and defend.
Risks. The body is small, and the recruit is mostly worth it if you have a card to discard, an extra land or a dead card. With no pressure on the board, it doesn't scare the opponent.
In the draft. A decent common for blue and white decks (the hybrid cost accepts either color). Take it over three-mana creatures with no effect.
Results in the games of the set
When it is in hand, the deck wins 58.4% of its games (set average: 56.5%, 41st of 179 cards).
In the opening hand: 56.4% wins (55.7% on average).
Drawn during the game: 59.6% (57.0% on average).
When it is drawn, the deck wins 4.1 points more than when it is not.
When it is drafted, it is played 82% of the time (set average: 61%).
Taken as the first pick (202 drafts), it ends in the deck 97% of the time.
It is played mostly in U/W decks (81% of them) and B/U (77%).

83. Stir Up Trouble
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. An unconditional one-mana black removal spell that destroys a creature, as long as you sacrifice an artifact or creature as an additional cost, or pay four more mana (five in total). A Treasure or a doomed creature is enough to pay the cost.
Risks. It is a sorcery, so no response in the middle of combat. At the reduced cost, you sacrifice a permanent. It does not hit an indestructible creature or one that can't be targeted.
In the draft. A good mid-pack pick for any black deck: removal is always useful. Take it ahead of most average creatures.
Results in the games of the set
When it is in hand, the deck wins 56.0% of its games (set average: 56.5%, 71st of 179 cards).
In the opening hand: 53.9% wins (55.7% on average).
Drawn during the game: 57.6% (57.0% on average).
When it is drawn, the deck wins 0.1 points less than when it is not.
When it is drafted, it is played 87% of the time (set average: 61%).
Taken as the first pick (225 drafts), it ends in the deck 93% of the time.
It is played mostly in B/R decks (69% of them) and B/G (68%).

84. The Great Goblin
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A black/red hybrid 3/2 for three mana that rewards Goblins, Orcs and Armies: each time you put counters on one of them, it deals 2 damage to a target opponent. When another Goblin, Orc or Army dies, you exile the top card of your library and may play it until the end of your next turn.
Risks. Without enough Goblins, Orcs or Armies, it's a 3/2 without its abilities. With two toughness, a small removal spell deals with it, and the extra card needs your allies to die.
In the draft. A rare that mostly pays off in a Goblin deck. Take it if you already have Goblins, Orcs or ways to place counters; otherwise it's a decent body, nothing more.
Results in the games of the set
When it is in hand, the deck wins 56.1% of its games (set average: 56.5%, 70th of 179 cards).
In the opening hand: 56.0% wins (55.7% on average).
Drawn during the game: 56.2% (57.0% on average).
When it is drawn, the deck wins 1.2 points more than when it is not.
When it is drafted, it is played 86% of the time (set average: 61%).
Taken as the first pick (36 drafts), it ends in the deck 81% of the time.
It is played about as much in every archetype.
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A five-mana legendary 1/1 (two green) that creates two tokens that are copies of it, except they aren't legendary: you get three Halflings, each producing colorless mana for each Halfling you control. The next turn, that can mean nine colorless mana at once.
Risks. Three 1/1 bodies for five mana, with no ability that changes the board: you need very expensive spells to pay for, or a late game that benefits from the mana. A sweeper takes out the whole group at once. The set does not help you hold the table.
In the draft. A special deckbuilding card, to avoid in most decks. Do not take it over normal creatures. It only has a place if you already have many big spells to cast; otherwise, leave it.
Results in the games of the set
When it is in hand, the deck wins 52.1% of its games (set average: 56.5%, 143rd of 179 cards).
In the opening hand: 49.4% wins (55.7% 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.
When it is drafted, it is played 16% of the time (set average: 61%).

86. Thrór's Map
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A two-mana artifact that searches for a basic land and puts it in your hand: you make sure of your land drop. Afterwards, for two mana, you draw then discard, which filters a hand too heavy on lands.
Risks. You pay two mana on turn 2 for no impact on the board, and the filter costs two more mana each use. Against an aggressive opponent, it's a lost turn.
In the draft. Filler, to be played as a single copy in a deck that holds the ground well. Useful for supporting a three-color deck. Not before a good creature or removal.
Results in the games of the set
When it is in hand, the deck wins 54.7% of its games (set average: 56.5%, 101st of 179 cards).
In the opening hand: 52.6% wins (55.7% on average).
Drawn during the game: 56.1% (57.0% on average).
When it is drawn, the deck wins 1.8 points more than when it is not.
When it is drafted, it is played 72% of the time (set average: 61%).
Taken as the first pick (63 drafts), it ends in the deck 81% of the time.
It is played about as much in every archetype.

87. Tidings of War
Rating5.8PlayableWhy this rating?
Good playable that always makes the cut (5.8/10).
Why. A one-mana red sorcery that amasses Goblins 1: a Goblin Army with a +1/+1 counter. From the graveyard, the flashback for four mana, one of them red, amasses Goblins 3. Two uses from a single card: a small body early, a bigger threat later.
Risks. The first effect is tiny, and the Army is just one creature: if it dies, your counters go with it. The spell has no immediate effect on the opponent's board.
In the draft. Playable for a red deck looking for long-game value. Mid-pack pick, after the solid creatures.
Results in the games of the set
When it is in hand, the deck wins 55.2% of its games (set average: 56.5%, 90th of 179 cards).
In the opening hand: 56.7% wins (55.7% on average).
Drawn during the game: 54.1% (57.0% on average).
When it is drawn, the deck wins 1.3 points less than when it is not.
When it is drafted, it is played 61% of the time (set average: 61%).
Taken among the first three picks (210 drafts), it ends in the deck 79% of the time.
It is played mostly in B/R decks (71% of them) and R/W (38%).
Rating5.7PlayableWhy this rating?
Good playable that always makes the cut (5.7/10).
Why. A 3/2 trampler for three mana that leaves a Treasure token when it enters. The Treasure speeds up your next turn or fixes a color, making it better than a plain 3/2. Played on curve, it attacks early and ramps toward your four-drop.
Risks. Its 2 toughness makes it vulnerable to small creatures and damage spells. It has no effect when it dies, and spending the Treasure early deprives you of an artifact.
In the draft. A decent red common, to take mid-pack when nothing better shows up. It suits red-white or black-red decks that like to go fast.
Results in the games of the set
When it is in hand, the deck wins 57.0% of its games (set average: 56.5%, 57th of 179 cards).
In the opening hand: 57.4% wins (55.7% on average).
Drawn during the game: 56.8% (57.0% on average).
When it is drawn, the deck wins 0.3 points more than when it is not.
When it is drafted, it is played 81% of the time (set average: 61%).
Taken as the first pick (125 drafts), it ends in the deck 95% of the time.
It is played mostly in R/W decks (77% of them) and B/R (74%).
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A three-mana 5/3: huge for that cost. It doesn't untap during your untap step unless you have an enduring story, meaning three artifacts, legendaries, or Sagas; he is legendary himself and counts, and once you have the story, it lasts the whole game.
Risks. After attacking, he stays tapped and no longer blocks: without an enduring story, he attacks once, or nearly. With three toughness, he is fragile. The deck must contain enough artifacts, legendaries, or Sagas.
In the draft. A specialised card for red decks with many artifacts and legendaries. A mid-pack pick, once your deck is clear.
Results in the games of the set
When it is in hand, the deck wins 54.4% of its games (set average: 56.5%, 106th of 179 cards).
In the opening hand: 54.1% wins (55.7% on average).
Drawn during the game: 54.5% (57.0% on average).
When it is drawn, the deck wins 0.8 points less than when it is not.
When it is drafted, it is played 65% of the time (set average: 61%).
Taken as the first pick (39 drafts), it ends in the deck 95% of the time.
It is played mostly in R/W decks (48% of them).

90. Dwarven Mattock
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A two-mana Equipment that automatically attaches to a Dwarf you control as it enters: +2/+2 and ward 1. The Dwarf becomes much bigger and costlier for the opponent to target from turn 3.
Risks. With no Dwarf in play, you have to pay three mana to equip it, which is expensive for a modest bonus. Ward 1 doesn't bother an opponent with spare mana. The enters trigger is empty without a Dwarf.
In the draft. A card for a deck with several Dwarves, like red-white. Take it only if you already have Dwarves to equip; otherwise leave it.
Results in the games of the set
When it is in hand, the deck wins 55.1% of its games (set average: 56.5%, 91st of 179 cards).
In the opening hand: 56.4% wins (55.7% on average).
Drawn during the game: 54.2% (57.0% on average).
When it is drawn, the deck wins 0.4 points less than when it is not.
When it is drafted, it is played 65% of the time (set average: 61%).
Taken as the first pick (43 drafts), it ends in the deck 88% of the time.
It is played mostly in R/W decks (57% of them).
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A three-mana (black/red hybrid) 1/1 that amasses Goblins 4 when it dies: a Goblin Army with four +1/+1 counters, a 4/4 that replaces the fallen body. The 1/1 is mostly bait or a sacrificial blocker.
Risks. It has to die: a smart opponent ignores it, and an exile answer removes its value. If you already have an Army, the counters are added to it, and removal on it loses everything. The 1/1 alone is very weak.
In the draft. A filler for a black or red deck that trades a lot (the hybrid cost accepts both colors). Not before good creatures.
Results in the games of the set
When it is in hand, the deck wins 53.3% of its games (set average: 56.5%, 123rd of 179 cards).
In the opening hand: 53.3% wins (55.7% on average).
Drawn during the game: 53.3% (57.0% on average).
When it is drawn, the deck wins 1.0 points less than when it is not.
When it is drafted, it is played 73% of the time (set average: 61%).
Taken as the first pick (45 drafts), it ends in the deck 80% of the time.
It is played mostly in B/R decks (45% of them).
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A four-mana black sorcery that returns up to one creature card from your graveyard to your hand and amasses Goblins 3: you get a card back and put down a 3/3 Goblin Army.
Risks. It's slow and has no immediate effect on the board. Without a creature in the graveyard you only get the Army, little for four mana. A single removal spell on the Army erases much of the value.
In the draft. Playable in a black deck that loses its creatures along the way. A mid to late pick.
Results in the games of the set
When it is in hand, the deck wins 54.8% of its games (set average: 56.5%, 97th of 179 cards).
In the opening hand: 52.5% wins (55.7% on average).
Drawn during the game: 56.4% (57.0% on average).
When it is drawn, the deck wins 1.3 points less than when it is not.
When it is drafted, it is played 76% of the time (set average: 61%).
Taken as the first pick (85 drafts), it ends in the deck 87% of the time.
It is played mostly in B/R decks (37% of them) and B/G (26%).
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A two-mana 1/2 with vigilance that gets a +1/+1 counter each time you draw your second card of the turn. With card draw effects, it grows permanently. Vigilance lets it attack without giving up defence.
Risks. Without extra draw in the deck, it stays a 1/2 vigilance with no impact. It is weak against aggressive early creatures, and its growth depends on cards you do not always have in hand.
In the draft. A good common for blue decks with draw and filtering. Take it mid-pack if you already have those effects. Otherwise, a 1/2 is rarely worth a pick.
Results in the games of the set
When it is in hand, the deck wins 57.5% of its games (set average: 56.5%, 53rd of 179 cards).
In the opening hand: 57.4% wins (55.7% on average).
Drawn during the game: 57.6% (57.0% on average).
When it is drawn, the deck wins 3.9 points more than when it is not.
When it is drafted, it is played 84% of the time (set average: 61%).
Taken as the first pick (267 drafts), it ends in the deck 98% of the time.
It is played mostly in B/U decks (91% of them) and U/W (83%).
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A 3/1 flyer for four mana with recruit on entering: draw then discard, and sometimes a 1/1 Human Soldier token. You get an aerial attacker and a filtered card in a single spell. With no answer from the opponent, it deals three damage a turn.
Risks. 1 toughness makes it fall to any damage spell, and an opposing flyer stops it. The recruit needs a card to discard.
In the draft. A solid common for blue decks. Take it mid-pack, over four-mana creatures with no effect. It plays well in a tempo deck that likes aerial threats.
Results in the games of the set
When it is in hand, the deck wins 58.0% of its games (set average: 56.5%, 47th of 179 cards).
In the opening hand: 54.9% wins (55.7% on average).
Drawn during the game: 59.6% (57.0% on average).
When it is drawn, the deck wins 4.9 points more than when it is not.
When it is drafted, it is played 75% of the time (set average: 61%).
Taken as the first pick (167 drafts), it ends in the deck 93% of the time.
It is played mostly in B/U decks (86% of them) and U/W (79%).

95. Quarrel
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A two-mana instant: one of your creatures deals damage equal to its power to an opposing creature. Your creature takes nothing back, so with a big creature it is cheap removal and cleaner than a combat.
Risks. It depends on your creature: if it is killed in response, the spell does nothing. A creature with low power doesn't kill much, and with no creature in play it is dead in hand.
In the draft. Good removal for green decks, to take mid-pack, especially with big creatures.
Results in the games of the set
When it is in hand, the deck wins 56.3% of its games (set average: 56.5%, 67th of 179 cards).
In the opening hand: 54.4% wins (55.7% on average).
Drawn during the game: 57.7% (57.0% on average).
When it is drawn, the deck wins 1.5 points more than when it is not.
When it is drafted, it is played 83% of the time (set average: 61%).
Taken as the first pick (148 drafts), it ends in the deck 97% of the time.
It is played mostly in B/G decks (78% of them) and G/U (74%).
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A three-mana instant that looks at the top four cards of your library and separates them into a face-down pile and a face-up pile. Your opponent chooses which goes into your hand; the other goes to the graveyard. You gain at least one card, but not necessarily the best one.
Risks. No effect on the board and an uncertain quality gain: you can lose good cards to the graveyard. In a fast format, it's too slow.
In the draft. Avoid in most decks: filler at best. Don't take it before creatures and removal.
Results in the games of the set
When it is in hand, the deck wins 51.2% of its games (set average: 56.5%, 156th of 179 cards).
In the opening hand: 48.1% wins (55.7% on average).
Drawn during the game: 52.9% (57.0% on average).
When it is drawn, the deck wins 2.5 points more than when it is not.
When it is drafted, it is played 28% of the time (set average: 61%).
Taken among the first three picks (35 drafts), it ends in the deck 60% of the time.
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. A Saga that exiles then returns one of your creatures or lands each chapter, at the beginning of the next end step. With a creature that does something when it enters the battlefield, you replay its effect for four turns.
Risks. Without a creature with an enter-the-battlefield effect, it does almost nothing. The target is exiled until end of turn: a creature targeted before combat does not fight. It also does not protect against an opposing spell, since it only triggers on your turn.
In the draft. A gamble for a blue deck full of creatures with enter-the-battlefield effects. Otherwise it stays in the sideboard: do not take it over solid creatures or removal.
Results in the games of the set
When it is in hand, the deck wins 44.4% of its games (set average: 56.5%, 179th of 179 cards).
In the opening hand: 37.2% wins (55.7% on average).
Drawn during the game: 48.4% (57.0% on average).
When it is drawn, the deck wins 3.3 points less than when it is not.
When it is drafted, it is played only 13% of the time (set average: 61%): it almost always ends in the sideboard.
Rating5.6PlayableWhy this rating?
Good playable that always makes the cut (5.6/10).
Why. Green deck removal: two +1/+1 counters on your creature, then it fights an opposing creature. The counters stay, so even if the fight is close, your creature comes out bigger for the rest of the game.
Risks. It's a four-mana sorcery with two green mana (GG). If the opponent responds by killing your creature, the counters and the fight don't happen and the spell is lost. Your creature can also die in the fight against a big target.
In the draft. Good green removal, to be taken fairly high if you have real creatures. Look for cheap, solid creatures to go with it so it's always usable.
Results in the games of the set
When it is in hand, the deck wins 54.7% of its games (set average: 56.5%, 98th of 179 cards).
In the opening hand: 53.0% wins (55.7% on average).
Drawn during the game: 56.0% (57.0% on average).
When it is drawn, the deck wins 0.1 points less than when it is not.
When it is drafted, it is played 79% of the time (set average: 61%).
Taken as the first pick (82 drafts), it ends in the deck 88% of the time.
It is played mostly in B/G decks (46% of them) and G/U (44%).
Rating5.5PlayableWhy this rating?
Good playable that always makes the cut (5.5/10).
Why. A six-mana 4/3 that only becomes interesting in a deck full of Elves: each Elf you control reduces its cost by one mana, and its entering mills four cards and brings the Elves among them back to hand.
Risks. Without Elves you pay six mana for a 4/3 of little interest, and the card gain is random, even nil. The cards that are not Elves stay in the graveyard. Even with a few Elves, the payoff is uneven.
In the draft. A bet on an Elf deck. Without several Elves in your deck it doesn't belong: do not take it high.
Results in the games of the set
When it is in hand, the deck wins 52.7% of its games (set average: 56.5%, 134th of 179 cards).
In the opening hand: 51.3% wins (55.7% on average).
Drawn during the game: 53.6% (57.0% on average).
When it is drawn, the deck wins 1.0 points more than when it is not.
When it is drafted, it is played 33% of the time (set average: 61%).
Taken among the first three picks (46 drafts), it ends in the deck 74% of the time.

100. Dreaded Bat-Cloud
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A flying creature with deathtouch: it blocks and attacks while killing anything it touches. When a creature has died this turn, it costs only two mana, which allows a big turn after a trade or a removal spell.
Risks. Only 2 toughness: any spell or an opposing flier eliminates it. At the full price of five mana, it's more ordinary. A creature has to die during your turn, which requires a deck that trades willingly.
In the draft. A good card for a black deck that trades early and removes creatures. It's worth a decent pick, especially if you have cheap removal to cast it at a discount.
Results in the games of the set
When it is in hand, the deck wins 55.7% of its games (set average: 56.5%, 78th of 179 cards).
In the opening hand: 54.6% wins (55.7% on average).
Drawn during the game: 56.5% (57.0% on average).
When it is drawn, the deck wins 0.2 points less than when it is not.
When it is drafted, it is played 85% of the time (set average: 61%).
Taken as the first pick (77 drafts), it ends in the deck 97% of the time.
It is played mostly in B/G decks (28% of them) and B/R (26%).

101. Desolation of Smaug
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A red sweeper: three damage to each non-Dragon creature, and you add four mana in any combination of colours, to be spent only on Dragon spells. In a deck with Dragons, the added mana pays for a Dragon right away, in the same phase.
Risks. It also hits your own creatures. The mana can only pay for Dragon spells: without a Dragon in hand, you just have a four-mana sweeper. It is hard to fit in an attacking deck. It needs two red mana (RR).
In the draft. Play it only if you have Dragons, or a control deck that benefits from a sweeper. In an aggressive red deck, leave it in the sideboard.
Results in the games of the set
When it is in hand, the deck wins 52.4% of its games (set average: 56.5%, 139th of 179 cards).
In the opening hand: 51.3% wins (55.7% on average).
Drawn during the game: 53.2% (57.0% on average).
When it is drawn, the deck wins 1.2 points less than when it is not.
When it is drafted, it is played 52% of the time (set average: 61%).
Taken among the first three picks (76 drafts), it ends in the deck 74% of the time.
It is played about as much in every archetype.

102. Fateful Discovery
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. Repeated card draw as soon as you control artifacts: every artifact that enters the battlefield gives you a card. In a deck that produces lots of artifacts, it's a continuous card engine.
Risks. It does nothing on its own, costs five mana (two of them blue, UU) and has no effect on the immediate game. You need lots of artifacts to make it worthwhile, and you want it in play early; late in the game, it's too slow.
In the draft. An artifact gamble, not a card to take for itself. Only play it if your deck already has lots of them; otherwise it's a dead enchantment.
Results in the games of the set
When it is drafted, it is played only 0% of the time (set average: 61%): it almost always ends in the sideboard.

103. Front Porch Sentries
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A two-mana 2/2, which makes it playable on curve. When it dies, it gives -1/-1 to an opposing creature until end of turn, which can finish off a damaged creature or make a trade favorable.
Risks. The effect is modest: -1/-1 only kills small creatures or ones already damaged. A plain 2/2 stays vulnerable to bigger creatures and gains nothing in a slow game.
In the draft. A good black two-drop, useful in decks that trade. Take it mid-pack; it doesn't replace removal but completes a curve.
Results in the games of the set
When it is in hand, the deck wins 54.9% of its games (set average: 56.5%, 95th of 179 cards).
In the opening hand: 55.4% wins (55.7% on average).
Drawn during the game: 54.5% (57.0% on average).
When it is drawn, the deck wins 1.5 points less than when it is not.
When it is drafted, it is played 53% of the time (set average: 61%).
Taken among the first three picks (195 drafts), it ends in the deck 69% of the time.
It is played mostly in B/R decks (49% of them) and B/W (43%).

104. Óin the Brave
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A 1/3 for two mana, a decent blocker against small creatures, with some filtering: for one mana, tapping Óin, discard a card to draw a card. With three artifacts, legendaries or Sagas, it becomes a 2/3 with haste, for the rest of the game.
Risks. Óin is legendary and counts toward his own threshold, but you still need two other artifacts, legendaries or Sagas: in an ordinary deck, that's unlikely. The filtering costs a mana, a tap and a card, without gaining a card, and keeps him from blocking.
In the draft. Fine for red decks that count lots of artifacts or legendaries. A late pick; it helps smooth your draws more than it wins the game.
Results in the games of the set
When it is in hand, the deck wins 54.9% of its games (set average: 56.5%, 94th of 179 cards).
In the opening hand: 54.8% wins (55.7% on average).
Drawn during the game: 55.1% (57.0% on average).
When it is drawn, the deck wins 1.2 points less than when it is not.
When it is drafted, it is played 62% of the time (set average: 61%).
Taken as the first pick (49 drafts), it ends in the deck 88% of the time.
It is played mostly in R/W decks (75% of them) and B/R (69%).

105. Rage into the Valley
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A three-mana black sorcery that replaces itself: you draw a card and lose 1 life, then you create a 0/0 Goblin Army with two +1/+1 counters (or add two counters to the one you control). A card and a body in a single slot.
Risks. The body you get is a plain 2/2 and the spell is played at sorcery speed. It does not change the balance of power by itself, and losing life matters against an aggressive deck.
In the draft. A good black complement, especially in a deck that likes to accumulate cards. Take it mid-pack; the same Army grows with each new copy.
Results in the games of the set
When it is in hand, the deck wins 55.5% of its games (set average: 56.5%, 83rd of 179 cards).
In the opening hand: 55.3% wins (55.7% on average).
Drawn during the game: 55.6% (57.0% on average).
When it is drawn, the deck wins 1.8 points less than when it is not.
When it is drafted, it is played 79% of the time (set average: 61%).
Taken as the first pick (114 drafts), it ends in the deck 96% of the time.
It is played mostly in B/R decks (70% of them) and B/G (61%).

106. Ragged Short Spear
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A two-mana Equipment that, when it enters, lets you discard a card to draw two: a good way to turn a dead card into two new ones. It then gives +2/+0 to the equipped creature.
Risks. Equipping costs three mana, a high price for just +2/+0. The draw effect needs a card to discard. With no useful creature to equip, it's only hand smoothing.
In the draft. Playable in a red deck with lots of aggressive creatures. A mid-pack pick; you play it for the draw, not for the Equipment.
Results in the games of the set
When it is in hand, the deck wins 55.1% of its games (set average: 56.5%, 92nd of 179 cards).
In the opening hand: 55.5% wins (55.7% on average).
Drawn during the game: 54.7% (57.0% on average).
When it is drawn, the deck wins 0.8 points less than when it is not.
When it is drafted, it is played 52% of the time (set average: 61%).
Taken among the first three picks (137 drafts), it ends in the deck 84% of the time.
It is played mostly in B/R decks (51% of them) and R/W (49%).

107. Stony-Voiced Goblins
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A two-mana 1/1 that makes each opponent discard a card. A one-for-one card trade and an extra small body, which can serve as fodder for other effects.
Risks. It's a 1/1, so it neither blocks nor attacks usefully. The opponent chooses the card they discard, so they generally lose their least useful one. The effect is weak late in the game, when the hand is empty.
In the draft. An acceptable black two-mana filler, especially in a deck that likes to trade its creatures. Late pick.
Results in the games of the set
When it is in hand, the deck wins 55.2% of its games (set average: 56.5%, 88th of 179 cards).
In the opening hand: 55.3% wins (55.7% on average).
Drawn during the game: 55.2% (57.0% on average).
When it is drawn, the deck wins 1.5 points less than when it is not.
When it is drafted, it is played 71% of the time (set average: 61%).
Taken as the first pick (87 drafts), it ends in the deck 91% of the time.
It is played mostly in B/U decks (68% of them) and B/R (61%).

108. Goblin-town
Rating5.4PlayableWhy this rating?
A solid playable that rarely gets cut (5.4/10).
Why. A black and red dual land that enters tapped: it fixes both your colors effortlessly. Later, for four mana, you sacrifice it to put two +1/+1 counters on a Goblin or Orc you control.
Risks. It enters tapped, which costs a tempo in an aggressive deck. The sacrifice effect needs Goblins or Orcs and also costs you the land: without them, it's just a dual land.
In the draft. Take it late in the pack if you play black and red together; it fixes your mana, at the cost of tempo. Only play it in those two colors.
Results in the games of the set
When it is in hand, the deck wins 54.8% of its games (set average: 56.5%, 96th of 179 cards).
In the opening hand: 57.5% wins (55.7% on average).
Drawn during the game: 52.7% (57.0% on average).
When it is drawn, the deck wins 2.5 points less than when it is not.
When it is drafted, it is played 72% of the time (set average: 61%).
Taken among the first three picks (97 drafts), it ends in the deck 87% of the time.

109. Magnificent End
Rating5.3PlayableWhy this rating?
A solid playable that rarely gets cut (5.3/10).
Why. A removal instant: five damage to a creature, which handles most threats. Against a tapped creature, for example after it attacked, it costs three less, so only two mana: you can cast other spells in the same turn.
Risks. At the full five-mana price, it is slow. The discount needs a tapped target: a creature that stays back on defence does not trigger it.
In the draft. A good white removal spell to take fairly high for a common. It is better in a deck that attacks, against opponents who tap their creatures.
Results in the games of the set
When it is in hand, the deck wins 56.2% of its games (set average: 56.5%, 69th of 179 cards).
In the opening hand: 53.7% wins (55.7% on average).
Drawn during the game: 57.7% (57.0% on average).
When it is drawn, the deck wins 1.6 points more than when it is not.
When it is drafted, it is played 83% of the time (set average: 61%).
Taken as the first pick (148 drafts), it ends in the deck 95% of the time.
It is played mostly in G/W decks (70% of them) and R/W (63%).

110. Dwarven Provisioner
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A two-mana 2/2 that stays relevant at every stage: late in the game, four mana gives all your creatures +1/+1 until end of turn, which can win a combat or a final attack with a wide board.
Risks. The effect costs four mana each use, so it keeps you from casting something else. With few creatures, it does almost nothing. The body alone is ordinary.
In the draft. A decent white two-drop in a deck with lots of creatures. Take it mid-pack, higher if you're building a deck of small creatures.
Results in the games of the set
When it is in hand, the deck wins 55.2% of its games (set average: 56.5%, 89th of 179 cards).
In the opening hand: 53.7% wins (55.7% on average).
Drawn during the game: 56.2% (57.0% on average).
When it is drawn, the deck wins 0.1 points less than when it is not.
When it is drafted, it is played 60% of the time (set average: 61%).
Taken as the first pick (62 drafts), it ends in the deck 87% of the time.
It is played mostly in R/W decks (65% of them) and B/W (52%).

111. Gleaming Splendor
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A two-mana enchantment, more of a curiosity: when the opponent draws their second card each turn, you create a Treasure. For three mana, two target players each draw a card: you and the opponent, which can also make them draw their second card of the turn and earn you a Treasure.
Risks. The activated effect also gives the opponent a card, so it only favors you if the Treasure shows up. Without extra opposing draws, it does nothing by itself. It doesn't act on the board and needs mana each time you use it.
In the draft. Avoid it in most decks. Only a white control deck with a very rich draw engine might find room for it; otherwise, leave it.
Results in the games of the set
When it is in hand, the deck wins 39.0% of its games (set average: 56.5%).
Drawn during the game: 0.0% (57.0% on average).
When it is drawn, the deck wins 6.7 points less than when it is not.
When it is drafted, it is played 18% of the time (set average: 61%).

112. Hobbit Hole
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A utility land: it adds no mana, but you sacrifice it to search for a basic land that enters tapped. It fixes your colors and thins your library. Late in the game, the four-mana cycling fetches a Halfling.
Risks. It produces no mana, so it slows your development. It doesn't add lands, it swaps one for another. The cycling only matters if there are Halflings in the deck.
In the draft. A late pick, useful to fix a three-color mana base. Avoid in a fast deck or one with few lands.
Results in the games of the set
When it is in hand, the deck wins 56.0% of its games (set average: 56.5%, 75th of 179 cards).
In the opening hand: 56.6% wins (55.7% on average).
Drawn during the game: 55.5% (57.0% on average).
When it is drawn, the deck wins 0.3 points less than when it is not.
When it is drafted, it is played 89% of the time (set average: 61%).
Taken as the first pick (71 drafts), it ends in the deck 94% of the time.

113. Iron Hills
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A red and white dual land that enters tapped: it fixes both your colours. Later, four mana lets you sacrifice it to put two +1/+1 counters on a Dwarf you control.
Risks. It enters tapped, which slows an aggressive deck. The sacrifice effect needs a Dwarf and costs you the land. Without Dwarves, it is a plain dual land.
In the draft. A late-pack pick if you play red and white together. For those decks, it is a good way to stabilise your mana; otherwise, ignore it.
Results in the games of the set
When it is in hand, the deck wins 54.1% of its games (set average: 56.5%, 108th of 179 cards).
In the opening hand: 56.7% wins (55.7% on average).
Drawn during the game: 52.2% (57.0% on average).
When it is drawn, the deck wins 2.2 points less than when it is not.
When it is drafted, it is played 56% of the time (set average: 61%).
Taken among the first three picks (89 drafts), it ends in the deck 84% of the time.

114. Lake-town
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A white and blue dual land that enters tapped: it fixes both your colors. Later, four mana lets you sacrifice it to put two +1/+1 counters on a Human you control.
Risks. It enters tapped, a tempo cost against fast decks. The sacrifice effect needs a Human and costs you the land. Without Humans, it only fixes.
In the draft. Take it late in the pack if you play white and blue together. It steadies the mana of those decks; otherwise, don't play it.
Results in the games of the set
When it is in hand, the deck wins 56.0% of its games (set average: 56.5%, 74th of 179 cards).
In the opening hand: 56.3% wins (55.7% on average).
Drawn during the game: 55.8% (57.0% on average).
When it is drawn, the deck wins 1.2 points more than when it is not.
When it is drafted, it is played 64% of the time (set average: 61%).
Taken among the first three picks (113 drafts), it ends in the deck 92% of the time.

115. Mirkwood
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A black and green dual land that enters tapped: it fixes both your colors. Later, four mana lets you sacrifice it to put two +1/+1 counters on a Bear, Spider or Wolf you control.
Risks. It enters tapped, which slows an aggressive deck. The targeted creature types are narrow: without them it is a simple dual land and the effect is useless.
In the draft. Take it late in the pack if you play black and green together. Useful fixing for those decks; otherwise, ignore it.
Results in the games of the set
When it is in hand, the deck wins 55.1% of its games (set average: 56.5%, 93rd of 179 cards).
In the opening hand: 57.3% wins (55.7% on average).
Drawn during the game: 53.2% (57.0% on average).
When it is drawn, the deck wins 0.5 points less than when it is not.
When it is drafted, it is played 64% of the time (set average: 61%).
Taken among the first three picks (76 drafts), it ends in the deck 86% of the time.

116. Mirkwood Nurturer
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A green or blue hybrid 3/2 for three mana: it can be played in a deck of either color. When it enters, it can return another permanent you control to your hand, and then gets a +1/+1 counter, making it a 4/3.
Risks. Returning a permanent costs tempo, unless you take back a creature with an enter effect or a land. Without a useful target, it's an ordinary 3/2. It remains fragile to cheap removal.
In the draft. A decent common for green or blue decks, playable in both. Take it mid-pack, higher with creatures that have enter effects.
Results in the games of the set
When it is in hand, the deck wins 55.3% of its games (set average: 56.5%, 87th of 179 cards).
In the opening hand: 52.3% wins (55.7% on average).
Drawn during the game: 57.2% (57.0% on average).
When it is drawn, the deck wins 1.5 points more than when it is not.
When it is drafted, it is played 63% of the time (set average: 61%).
Taken as the first pick (86 drafts), it ends in the deck 77% of the time.
It is played mostly in G/U decks (67% of them) and B/U (50%).
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. An enchantment that rewards noncreature spells: each time you cast one, you may draw as many cards as the mana spent to cast it, then discard two cards. A big noncreature spell thus becomes a big draw.
Risks. It does nothing for the board and costs four mana. It needs many noncreature spells, which is rare in a draft deck. Discarding two cards each time can cost you more than you gain.
In the draft. A gamble for a very specialised deck with few creatures. In a normal deck, it is too slow and too dependent: do not take it high.
Results in the games of the set
When it is in hand, the deck wins 50.0% of its games (set average: 56.5%).
Drawn during the game: 0.0% (57.0% on average).
When it is drawn, the deck wins 4.5 points more than when it is not.
When it is drafted, it is played only 5% of the time (set average: 61%): it almost always ends in the sideboard.

118. Uneasy Partings
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A blue instant for four mana (three against an attacking nontoken creature): the creature's owner puts it on the top or bottom of their library, their choice. Against a token, it's real permanent removal.
Risks. The owner chooses: they will almost always put their card on top and redraw it, so you only gain tempo and a wasted draw for them. It isn't real removal against an actual card.
In the draft. Blue filler: it delays the opponent but settles nothing lastingly. Only take it for lack of better, in a tempo deck.
Results in the games of the set
When it is in hand, the deck wins 55.9% of its games (set average: 56.5%, 76th of 179 cards).
In the opening hand: 51.3% wins (55.7% on average).
Drawn during the game: 58.4% (57.0% on average).
When it is drawn, the deck wins 2.8 points more than when it is not.
When it is drafted, it is played 58% of the time (set average: 61%).
Taken as the first pick (70 drafts), it ends in the deck 81% of the time.
It is played mostly in G/U decks (66% of them) and U/W (63%).

119. Snowslope Hunter
Rating5.2PlayableWhy this rating?
A solid playable that rarely gets cut (5.2/10).
Why. A three-mana 2/3 that turns another creature or an artifact into a card: you sacrifice one of them, exile the top card of your library and may play it until the end of your next turn. Useful for turning a doomed creature into a card.
Risks. You need something to sacrifice, and each sacrifice costs you a permanent for just one random card. The body alone is ordinary, and the effect only triggers once per turn and during your turn.
In the draft. A gamble for a red-black sacrifice deck, otherwise a filler. Take it mid to late pack; it shines mostly with tokens or artifacts to sacrifice.
Results in the games of the set
When it is in hand, the deck wins 52.8% of its games (set average: 56.5%, 132nd of 179 cards).
In the opening hand: 51.0% wins (55.7% on average).
Drawn during the game: 54.2% (57.0% on average).
When it is drawn, the deck wins 2.6 points less than when it is not.
When it is drafted, it is played 65% of the time (set average: 61%).
Taken as the first pick (38 drafts), it ends in the deck 89% of the time.
It is played mostly in B/R decks (46% of them).

120. Old Thrush
Rating5.1PlayableWhy this rating?
A solid playable that rarely gets cut (5.1/10).
Why. A 1/2 flier for two mana, colorless: it fits in any deck. When it enters, it gains you 2 life and lets you search for a basic land, which you put on top of your library and draw next turn.
Risks. A 1/2 that attacks little and blocks poorly. The land you find replaces your next draw, so it isn't card advantage. It remains curve filler with no impact on the game.
In the draft. A last resort: it plays in every color and smooths your lands. Take it late, never before a real card of your color.
Results in the games of the set
When it is in hand, the deck wins 53.6% of its games (set average: 56.5%, 120th of 179 cards).
In the opening hand: 52.4% wins (55.7% on average).
Drawn during the game: 54.4% (57.0% on average).
When it is drawn, the deck wins 1.7 points more than when it is not.
When it is drafted, it is played 26% of the time (set average: 61%).
Taken among the first three picks (43 drafts), it ends in the deck 44% of the time.

121. Bard, King of Dale
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A 3/5 with reach and vigilance is already a good wall that also attacks: it blocks flyers without ceasing to threaten. Its two replacement effects only matter if you can feed them: any extra draw gives two, and each token creation doubles the number of tokens.
Risks. Six mana in two colours (white and blue) for a body that, alone, does not justify the price. Without a token source or extra draw, it is just a big defensive creature. Legendary: a second copy is useless.
In the draft. Take it as the finisher of a white-blue deck that already has tokens or draw effects. In a deck without those cards, let it go: its power is conditional.
Results in the games of the set
When it is in hand, the deck wins 51.4% of its games (set average: 56.5%, 152nd of 179 cards).
In the opening hand: 48.5% wins (55.7% on average).
Drawn during the game: 52.8% (57.0% on average).
When it is drawn, the deck wins 1.8 points more than when it is not.
When it is drafted, it is played 69% of the time (set average: 61%).
Taken among the first three picks (66 drafts), it ends in the deck 74% of the time.
It is played about as much in every archetype.

122. Dáin, Lord of the Iron Hills
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A 2/2 with vigilance for two mana that attacks without lowering its defense. Once your story is established, each opposing creature has to pay one more mana to attack: that clearly slows down an aggressive deck. Dáin being legendary, he already counts toward his own threshold.
Risks. You need three artifacts, legendaries or Sagas to turn on the effect, so two other cards besides himself. Without that, it's a plain 2/2 with vigilance. He dies to everything, and the effect only taxes attacks: the opponent can pay.
In the draft. A decent two-drop for a red-white or green-white deck that counts legendaries or artifacts. Without the means to unlock the story, it's simple filler.
Results in the games of the set
When it is in hand, the deck wins 54.1% of its games (set average: 56.5%, 109th of 179 cards).
In the opening hand: 53.7% wins (55.7% on average).
Drawn during the game: 54.3% (57.0% on average).
When it is drawn, the deck wins 0.2 points less than when it is not.
When it is drafted, it is played 71% of the time (set average: 61%).
Taken as the first pick (48 drafts), it ends in the deck 79% of the time.
It is played mostly in R/W decks (49% of them) and G/W (26%).

123. Duskwatch Hunter
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. The hybrid cost makes it playable in a black deck as well as a green one, so you don't have to pick early. When it enters, it puts a +1/+1 counter on a creature of your choice, itself included: it then becomes a 4/2. It can't be blocked by tokens, useful against token decks.
Risks. A 3/1 before the counter: a block or the slightest damage kills it, and the counter on itself only partly fixes its fragility. Its evasion only concerns tokens.
In the draft. A decent mid-curve body for a black or green deck. Not urgent, but it does its job at a good point of the curve.
Results in the games of the set
When it is in hand, the deck wins 55.3% of its games (set average: 56.5%, 86th of 179 cards).
In the opening hand: 55.3% wins (55.7% on average).
Drawn during the game: 55.3% (57.0% on average).
When it is drawn, the deck wins 1.5 points less than when it is not.
When it is drafted, it is played 68% of the time (set average: 61%).
Taken as the first pick (59 drafts), it ends in the deck 90% of the time.
It is played mostly in B/G decks (82% of them) and B/R (35%).
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. Cheap control: when it enters, the creature is tapped and loses its counters, then it loses all abilities and doesn't untap. It can no longer attack, block or use its abilities. For three mana, it's near-removal against the opponent's best monster.
Risks. It isn't true removal: the creature stays in play, and if the Aura leaves (enchantment removal, bounce), it comes back to life. The opponent can also still sacrifice it by other means.
In the draft. A good blue pick, especially in a tempo deck. Take it before average creatures, but after real removal.
Results in the games of the set
When it is in hand, the deck wins 55.6% of its games (set average: 56.5%, 82nd of 179 cards).
In the opening hand: 51.4% wins (55.7% on average).
Drawn during the game: 57.8% (57.0% on average).
When it is drawn, the deck wins 3.5 points more than when it is not.
When it is drafted, it is played 77% of the time (set average: 61%).
Taken as the first pick (130 drafts), it ends in the deck 93% of the time.
It is played mostly in G/U decks (70% of them) and U/W (65%).

125. Esgaroth Garrison
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. Its power depends on the number of creatures you control, itself included: alone, it is a 1/5, but with a little company it becomes a real threat. When it enters, you draw then discard; discarding a nonland card gives a 1/1 Human Soldier token, which strengthens it right away.
Risks. Five mana for a body that is only massive if you already have creatures. The token only comes if you discard a nonland card. It loses a lot of value against an opponent who removes your small creatures.
In the draft. A decent card for a white-blue deck full of creatures. Worse in a control deck or one with few creatures.
Results in the games of the set
When it is in hand, the deck wins 56.7% of its games (set average: 56.5%, 61st of 179 cards).
In the opening hand: 53.5% wins (55.7% on average).
Drawn during the game: 58.4% (57.0% on average).
When it is drawn, the deck wins 3.6 points more than when it is not.
When it is drafted, it is played 28% of the time (set average: 61%).
Taken among the first three picks (67 drafts), it ends in the deck 64% of the time.
It is played mostly in U/W decks (34% of them).

126. Ori, Keeper of Songs
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A 3/3 for three mana: the right size. When the story is established, it gets +1/+0 and vigilance, which makes it an attacker that also defends. Legendary, it counts toward its own threshold.
Risks. You need two other artifacts, legendaries or Sagas for the effect to turn on. Without them, it's a decent 3/3 and nothing more.
In the draft. A decent curve body, to be played if your deck already has legendaries, artifacts or Sagas. Take it mid-pack, no higher.
Results in the games of the set
When it is in hand, the deck wins 54.6% of its games (set average: 56.5%, 102nd of 179 cards).
In the opening hand: 54.3% wins (55.7% on average).
Drawn during the game: 54.8% (57.0% on average).
When it is drawn, the deck wins 0.7 points less than when it is not.
When it is drafted, it is played 44% of the time (set average: 61%).
Taken as the first pick (31 drafts), it ends in the deck 81% of the time.
It is played mostly in R/W decks (76% of them) and B/W (40%).

127. Sting, Bilbo's Sword
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. It has flash and costs two mana: when it enters, it gets a hone counter for each creature the targeted opponent controls (each gives +1/+0), then attaches to one of your creatures. Against an opponent who lines up many creatures, the power bonus can be large right away, for example to win a combat by surprise.
Risks. The three-mana equip cost is heavy: if the equipped creature dies, re-attaching is expensive. The bonus only affects power and depends on the number of opposing creatures when it enters; without a creature on your side, it just sits there.
In the draft. It looks impressive on paper but disappoints in play: use it as a small tempo bonus, not an early pick.
Results in the games of the set
When it is in hand, the deck wins 48.2% of its games (set average: 56.5%, 174th of 179 cards).
In the opening hand: 45.6% wins (55.7% on average).
Drawn during the game: 50.0% (57.0% on average).
When it is drawn, the deck wins 3.8 points less than when it is not.
When it is drafted, it is played 51% of the time (set average: 61%).
Taken among the first three picks (37 drafts), it ends in the deck 59% of the time.
It is played about as much in every archetype.

128. The Chief Warg
Rating5.0PlayableWhy this rating?
A solid playable that rarely gets cut (5.0/10).
Why. A 3/3 with menace for four mana already attacks well. If you also control a creature with power 4 or greater, each attack gives you a card at the cost of 1 life. It's a good engine in a deck with big bodies.
Risks. It needs another creature with power 4 or greater: without one, it's just a 3/3 with menace. The life loss adds up with each attack. Legendary and in two colors, it's not very flexible.
In the draft. Play it in a black-green deck with big bodies. Take it as a complement, not as the pivot of your deck: it has conditions.
Results in the games of the set
When it is in hand, the deck wins 52.5% of its games (set average: 56.5%, 137th of 179 cards).
In the opening hand: 51.6% wins (55.7% on average).
Drawn during the game: 53.3% (57.0% on average).
When it is drawn, the deck wins 3.0 points less than when it is not.
When it is drafted, it is played 71% of the time (set average: 61%).
Taken as the first pick (51 drafts), it ends in the deck 90% of the time.
It is played mostly in B/G decks (49% of them).

129. Glamdring, Foe-hammer // Gleam of Death
Rating4.9WeakWhy this rating?
A solid playable that rarely gets cut (4.9/10).
Why. A two-mana Equipment that reduces the cost of your instants and sorceries by the equipped creature's power. The Adventure, a blue sorcery, mills six cards and puts the instants and sorceries among them into your hand, which can fill your hand at once.
Risks. It is only worth it in a deck full of instants and sorceries, which is rare in draft. The Adventure also mills six cards and may return nothing. The Equipment also needs two mana to equip for a gain that is sometimes nil.
In the draft. A very specific case, for a blue deck that plays many instants and sorceries. Elsewhere, there is no reason to play it: take it only late in the pack.
Results in the games of the set
When it is in hand, the deck wins 36.4% of its games (set average: 56.5%).
Drawn during the game: 0.0% (57.0% on average).
When it is drawn, the deck wins 7.3 points less than when it is not.
When it is drafted, it is played only 5% of the time (set average: 61%): it almost always ends in the sideboard.

130. Bifur, Melodic Rider
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A 4/5 that puts a +1/+1 counter on a creature when it enters and on each attack: it grows your team every turn. With the story established, those abilities trigger one additional time, since it is itself a Dwarf. The body is solid on offense and defense.
Risks. Six mana for a medium-sized body: it's expensive. Being legendary, it needs two other legendaries, artifacts or Sagas for the story, so the extra-trigger bonus is often missing. Removal in response hurts on such an investment.
In the draft. A good top end for a red-white deck. The hybrid cost lets you play it in either color. Don't take it over good mid-curve cards.
Results in the games of the set
When it is in hand, the deck wins 54.4% of its games (set average: 56.5%, 104th of 179 cards).
In the opening hand: 51.5% wins (55.7% on average).
Drawn during the game: 56.4% (57.0% on average).
When it is drawn, the deck wins 0.2 points less than when it is not.
When it is drafted, it is played 62% of the time (set average: 61%).
Taken as the first pick (54 drafts), it ends in the deck 80% of the time.
It is played mostly in R/W decks (46% of them).

131. Elvenking's Halls
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A green and blue dual land that enters tapped: it fixes the mana of a two-color deck. It can also be sacrificed for four mana (one green, one blue and two generic) to put two +1/+1 counters on an Elf, at sorcery speed.
Risks. Entering tapped costs tempo, especially in an aggressive deck. The sacrifice effect needs an Elf and isn't worth the effort without them. It is a decent land, nothing more.
In the draft. Take it late in the pack for a green-blue deck, after the creatures and spells. More useful if you already have Elves; otherwise, it's one fixing land among others.
Results in the games of the set
When it is in hand, the deck wins 53.3% of its games (set average: 56.5%, 124th of 179 cards).
In the opening hand: 53.4% wins (55.7% on average).
Drawn during the game: 53.2% (57.0% on average).
When it is drawn, the deck wins 1.9 points more than when it is not.
When it is drafted, it is played 42% of the time (set average: 61%).
Taken among the first three picks (72 drafts), it ends in the deck 89% of the time.

132. Gigantic Big Bear
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A 10/7 with haste and hexproof: it hits for ten as soon as it arrives, so two attacks end the game. It can't be countered, so it arrives for sure, and the opponent can neither target it nor remove it with a targeted spell.
Risks. Seven mana, two of them green: far too slow without ramp. It doesn't have trample, so a chump blocker stops it every turn. A forced sacrifice or a sweeper deals with it.
In the draft. An end-game card that can win alone, but too expensive for more than one copy. Play it in a green deck with mana or card draw, without making it a priority.
Results in the games of the set
When it is in hand, the deck wins 50.7% of its games (set average: 56.5%, 162nd of 179 cards).
In the opening hand: 48.1% wins (55.7% on average).
Drawn during the game: 52.5% (57.0% on average).
When it is drawn, the deck wins 0.8 points less than when it is not.
When it is drafted, it is played 70% of the time (set average: 61%).
Taken among the first three picks (83 drafts), it ends in the deck 84% of the time.
It is played about as much in every archetype.

133. Gundabad Opportunist
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A four-mana 4/2 that exiles the top card of your library and lets you play it until the end of your next turn. A small card gain that keeps tempo: you gain value without paying extra mana.
Risks. Two toughness: any trade kills it. If the exiled card is too expensive a spell, you may not have the mana to play it before the end of your next turn.
In the draft. A good mid-curve creature for an aggressive red deck, especially with black or white. Take it without rushing, it earns its place.
Results in the games of the set
When it is in hand, the deck wins 55.6% of its games (set average: 56.5%, 80th of 179 cards).
In the opening hand: 54.8% wins (55.7% on average).
Drawn during the game: 56.2% (57.0% on average).
When it is drawn, the deck wins 1.3 points less than when it is not.
When it is drafted, it is played 67% of the time (set average: 61%).
Taken as the first pick (41 drafts), it ends in the deck 73% of the time.
It is played mostly in B/R decks (61% of them) and R/W (58%).

134. Key to the Side-Door
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. For one mana, an artifact that makes a creature unblockable for two mana each turn. It's only useful in a deck that wants to force damage through a wall of blockers with a big creature.
Risks. Each activation costs two mana and tapping the artifact: you give up a large part of your turn. The second effect needs a duplicate of a legendary in play, which is almost impossible in draft. This card does nothing on its own.
In the draft. Avoid. Only play it in a deck with a big creature that has to get through blockers; otherwise, it doesn't deserve a slot.
Results in the games of the set
When it is in hand, the deck wins 48.1% of its games (set average: 56.5%, 175th of 179 cards).
In the opening hand: 45.6% wins (55.7% on average).
Drawn during the game: 49.9% (57.0% on average).
When it is drawn, the deck wins 2.8 points less than when it is not.
When it is drafted, it is played only 5% of the time (set average: 61%): it almost always ends in the sideboard.

135. Last Light of Durin's Day
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. Each Mountain that enters under your control adds a quest counter; at the sixth, you sacrifice it and search for a Dragon to put onto the battlefield. It also has Mountaincycling for two mana, which makes it playable as fixing.
Risks. It needs six Mountains and Dragons in your deck: an unrealistic combo in draft. Most of the time, it's a useless enchantment that only served to cycle.
In the draft. At best, a card to cycle in a red deck to guarantee a land. Don't take it higher than a good filler.
Results in the games of the set
When it is drafted, it is played only 1% of the time (set average: 61%): it almost always ends in the sideboard.

136. Moment of Glory
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. One mana for a +1/+1 counter on one of your creatures, at sorcery speed. The five-mana flashback (one white and four generic) also puts a counter on each of your other creatures, which can swing a late combat.
Risks. It needs a creature: without a target, the card is dead. A single counter is meager for a spell, and removal in response cancels the effect (the card still stays in the graveyard for flashback).
In the draft. Filler for a very aggressive white deck with many small creatures. In most decks, a real creature is better.
Results in the games of the set
When it is in hand, the deck wins 51.1% of its games (set average: 56.5%, 157th of 179 cards).
In the opening hand: 48.3% wins (55.7% on average).
Drawn during the game: 52.8% (57.0% on average).
When it is drawn, the deck wins 0.5 points less than when it is not.
When it is drafted, it is played only 14% of the time (set average: 61%): it almost always ends in the sideboard.
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A two-mana 2/2 with a red-white hybrid cost, playable in either colour. When it attacks, an attacking creature gains first strike until end of turn, itself included: that helps win a trade.
Risks. Without a big creature to go with, it stays a limited 2/2. It dies quickly when blocked and its effect only works on attack. Legendary.
In the draft. Playable in an aggressive red-white deck. Take it if you are looking for two-drops; otherwise, you will find better elsewhere.
Results in the games of the set
When it is in hand, the deck wins 53.6% of its games (set average: 56.5%, 119th of 179 cards).
In the opening hand: 53.6% wins (55.7% on average).
Drawn during the game: 53.6% (57.0% on average).
When it is drawn, the deck wins 1.6 points less than when it is not.
When it is drafted, it is played 53% of the time (set average: 61%).
Taken as the first pick (41 drafts), it ends in the deck 78% of the time.
It is played mostly in R/W decks (73% of them) and B/R (39%).

138. Elven Raft-Steerer
Rating4.8WeakWhy this rating?
A solid playable that rarely gets cut (4.8/10).
Why. A 3/2 for three mana. With every land you play, you choose: tap an opposing creature (to remove a blocker or an attacker), or untap one of yours (already tapped after attacking, it can block). Played early, it weighs on combat with every land.
Risks. The effect only comes with each land drop: it runs out of steam fast in the midgame when your hand is empty. With two toughness, it falls to almost anything.
In the draft. Playable for a blue deck that lands a land every turn. Otherwise, weak filler: don't take it early.
Results in the games of the set
When it is in hand, the deck wins 49.8% of its games (set average: 56.5%, 168th of 179 cards).
In the opening hand: 48.5% wins (55.7% on average).
Drawn during the game: 50.8% (57.0% on average).
When it is drawn, the deck wins 1.2 points more than when it is not.
When it is drafted, it is played 17% of the time (set average: 61%).
Taken among the first three picks (30 drafts), it ends in the deck 63% of the time.
It is played mostly in G/U decks (27% of them).

139. Wargling
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. A two-mana 2/2 that attacks better with a big creature alongside: if it attacks while you control a creature with power 4 or greater, it gets +1/+0 and all your creatures gain trample until end of turn. That can turn a mid-game attack around.
Risks. It can't trigger on its own: without power 4 elsewhere, it's an ordinary 2/2. The trample is temporary, and a two-drop quickly becomes weak late in the game.
In the draft. A decent two-drop for a green deck with big creatures. Do not take it before more reliable cards.
Results in the games of the set
When it is in hand, the deck wins 54.0% of its games (set average: 56.5%, 113th of 179 cards).
In the opening hand: 54.4% wins (55.7% on average).
Drawn during the game: 53.6% (57.0% on average).
When it is drawn, the deck wins 1.5 points less than when it is not.
When it is drafted, it is played 49% of the time (set average: 61%).
Taken among the first three picks (128 drafts), it ends in the deck 83% of the time.
It is played mostly in B/G decks (80% of them) and G/R (44%).

140. Attercop
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. A 2/1 with reach and deathtouch for two mana: it stops any attacker, fliers included, and trades with a bigger creature. Each land you play gives it +1/+1 until end of turn, making it sturdier in a combat on your turn.
Risks. One toughness makes it fragile against minor damage. It's mostly defensive, and its land bonus disappears at end of turn.
In the draft. A useful defensive card for a green deck: a cheap trade. Take it from mid-pack onward.
Results in the games of the set
When it is in hand, the deck wins 55.4% of its games (set average: 56.5%, 85th of 179 cards).
In the opening hand: 55.6% wins (55.7% on average).
Drawn during the game: 55.2% (57.0% on average).
When it is drawn, the deck wins 0.5 points more than when it is not.
When it is drafted, it is played 75% of the time (set average: 61%).
Taken as the first pick (81 drafts), it ends in the deck 85% of the time.
It is played mostly in B/G decks (69% of them) and G/R (69%).

141. Bolg of the North
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. A five-mana 5/5 is already a good body. When it enters, you may sacrifice another creature: Bolg then deals damage equal to the sacrificed creature's power to another creature. If excess damage was dealt, you amass Goblins for that excess (counters on an Army, created if needed).
Risks. You need a creature to sacrifice, which costs you a card. Without a sacrifice, it is a plain 5/5: fine, but without an effect. Legendary, black and red.
In the draft. A good body for a black-red deck, with or without the sacrifice. Take it as a reliable five-drop that becomes removal if you have a creature to sacrifice.
Results in the games of the set
When it is in hand, the deck wins 54.5% of its games (set average: 56.5%, 103rd of 179 cards).
In the opening hand: 52.8% wins (55.7% on average).
Drawn during the game: 55.6% (57.0% on average).
When it is drawn, the deck wins 1.1 points less than when it is not.
When it is drafted, it is played 68% of the time (set average: 61%).
Taken as the first pick (62 drafts), it ends in the deck 84% of the time.
It is played mostly in B/R decks (51% of them).

142. Dwarven Shortsword
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. For four mana, you get a 2/2 red Dwarf creature token already equipped, so a 3/4 immediately. When the token dies, the Equipment stays and can move to another creature for two mana: a good two-for-one and a solid body.
Risks. Four mana for a 3/4 with no evasion. If the token dies, the Equipment does nothing without a replacement creature. It is vulnerable to artifact removal.
In the draft. A decent playable for a white deck, especially red-white. Take it without hurry, after the best cards in your color.
Results in the games of the set
When it is in hand, the deck wins 53.2% of its games (set average: 56.5%, 126th of 179 cards).
In the opening hand: 52.2% wins (55.7% on average).
Drawn during the game: 53.8% (57.0% on average).
When it is drawn, the deck wins 1.9 points less than when it is not.
When it is drafted, it is played 50% of the time (set average: 61%).
Taken among the first three picks (146 drafts), it ends in the deck 79% of the time.
It is played mostly in R/W decks (78% of them) and B/W (37%).

143. Smaug, the Great Calamity // Spew Flame
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. Two cards in one: the Adventure (five mana, one of them red) deals five damage to a creature, then you can cast the 5/5 flying Dragon from exile for seven mana. Removal followed by a big aerial threat is a very solid two-for-one.
Risks. The Dragon costs seven mana with two red (RR): it is very slow. The Adventure makes you pay five mana, then seven for the creature. Once on the battlefield, the Dragon is a 5/5 flyer with no protection.
In the draft. Playable removal for any red deck, with a big finisher as a bonus, but the total cost makes it slow. Take it mid-pack.
Results in the games of the set
When it is in hand, the deck wins 56.0% of its games (set average: 56.5%, 72nd of 179 cards).
In the opening hand: 54.0% wins (55.7% on average).
Drawn during the game: 57.4% (57.0% on average).
When it is drawn, the deck wins 0.6 points more than when it is not.
When it is drafted, it is played 70% of the time (set average: 61%).
Taken as the first pick (79 drafts), it ends in the deck 94% of the time.
It is played mostly in R/W decks (94% of them) and B/R (63%).

144. Troop of Ponies
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. A colorless 2/1 for two mana that, for two more mana, taps and sacrifices itself to search for two basic lands: one enters the battlefield tapped, the other goes to your hand. It fixes mana and secures your land drops mid-game.
Risks. Its two-power, one-toughness body is weak, and its effect costs a whole turn for a mana gain. It does nothing decisive on its own.
In the draft. Playable in two- or three-color decks that want to fix their mana. Take it late in the pack, as a mana complement rather than a creature.
Results in the games of the set
When it is in hand, the deck wins 53.7% of its games (set average: 56.5%, 114th of 179 cards).
In the opening hand: 54.3% wins (55.7% on average).
Drawn during the game: 53.3% (57.0% on average).
When it is drawn, the deck wins 0.8 points more than when it is not.
When it is drafted, it is played 48% of the time (set average: 61%).
Taken among the first three picks (109 drafts), it ends in the deck 71% of the time.
It is played about as much in every archetype.

145. Warg Tactics
Rating4.6WeakWhy this rating?
A solid playable that rarely gets cut (4.6/10).
Why. A two-faced two-mana spell. The first mode destroys a creature with flying, which handles the aerial threats green struggles with. The second adds a permanent +1/+1 counter and gives trample and hexproof for the turn: in response to opposing removal, it saves your creature.
Risks. The destroy mode is dead if the opponent has no flying creature. The protection mode only matters if you have a creature worth saving, and it forces you to keep two mana open.
In the draft. A decent filler card. Take it when nothing better shows up, especially if your opponents play flying creatures.
Results in the games of the set
When it is in hand, the deck wins 53.7% of its games (set average: 56.5%, 115th of 179 cards).
In the opening hand: 52.1% wins (55.7% on average).
Drawn during the game: 54.8% (57.0% on average).
When it is drawn, the deck wins 0.7 points less than when it is not.
When it is drafted, it is played 34% of the time (set average: 61%).
Taken among the first three picks (52 drafts), it ends in the deck 75% of the time.
It is played mostly in B/G decks (49% of them) and G/R (37%).

146. Confusticate and Bebother
Rating4.5WeakWhy this rating?
A good playable, but is sometimes cut (4.5/10).
Why. A flexible three-mana spell: conditional counterspell or card filtering. If the opponent is short on mana in the midgame, the counter often goes through. Otherwise, drawing two cards then discarding one improves your hand without costing a card.
Risks. The counter is easy to get around for an opponent with four mana open: it's weak late and better early. The draw mode doesn't net a card and doesn't change the board.
In the draft. A playable for a blue control or tempo deck, never a priority. Take it mid-pack; one or two copies are enough.
Results in the games of the set
When it is in hand, the deck wins 54.0% of its games (set average: 56.5%, 112th of 179 cards).
In the opening hand: 50.2% wins (55.7% on average).
Drawn during the game: 56.1% (57.0% on average).
When it is drawn, the deck wins 3.6 points more than when it is not.
When it is drafted, it is played 34% of the time (set average: 61%).
Taken among the first three picks (116 drafts), it ends in the deck 72% of the time.
It is played mostly in R/U decks (42% of them) and U/W (40%).

147. Balin, Loremaster
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. A five-mana 4/4 that can swap an empty hand for fresh cards. When it enters, you may discard your hand and draw that many cards: very strong late in the game when you have few options left. With an enduring story, it also deals that same amount of damage to each opponent.
Risks. The cost needs two red mana (RR) and the discard is a gamble: with a hand full of good cards, you skip it and it stays an average 4/4. The enduring story needs three artifacts, legendaries or Sagas, which is hard in draft.
In the draft. Playable in red as a solid body, nothing more. Don't take it early; it mostly shines in a Dwarf or legendary deck.
Results in the games of the set
When it is in hand, the deck wins 50.4% of its games (set average: 56.5%, 165th of 179 cards).
In the opening hand: 48.1% wins (55.7% on average).
Drawn during the game: 52.1% (57.0% on average).
When it is drawn, the deck wins 3.7 points less than when it is not.
When it is drafted, it is played 46% of the time (set average: 61%).
Taken among the first three picks (45 drafts), it ends in the deck 76% of the time.
It is played about as much in every archetype.

148. Bilbo's Gambit
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. For two mana, return an opposing spell to its owner's hand: the opponent loses the mana spent on that spell. If you promise the gift, they get a Treasure but no one can cast spells for the rest of the turn. That prevents any response.
Risks. It gains no card and lets the opponent recast the spell next turn. The Treasure you give accelerates their mana, and you have to stay open with two mana, one of them white, at the right moment.
In the draft. A niche tempo tool, to avoid early in the pack. Draft players generally prefer cards that affect the board; leave it in the sideboard unless your deck is very reactive.
Results in the games of the set
When it is in hand, the deck wins 47.6% of its games (set average: 56.5%, 176th of 179 cards).
In the opening hand: 47.4% wins (55.7% on average).
Drawn during the game: 47.8% (57.0% on average).
When it is drawn, the deck wins 1.6 points less than when it is not.
When it is drafted, it is played only 8% of the time (set average: 61%): it almost always ends in the sideboard.

149. Goblin-town Flunkies
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. A small body with haste that creates or grows a Goblin Army. At two mana, you get a 1/1 creature with haste and a 1/1 Army token: two bodies for one card, useful for early attacks or to chain other Army effects.
Risks. Two small 1/1 bodies: they do not hold up against ordinary creatures or any sweeper effect. The card has no weight in the midgame.
In the draft. Aggressive-deck filler, useful for the curve. Take it late, after your removal and your best creatures.
Results in the games of the set
When it is in hand, the deck wins 53.0% of its games (set average: 56.5%, 127th of 179 cards).
In the opening hand: 52.9% wins (55.7% on average).
Drawn during the game: 53.1% (57.0% on average).
When it is drawn, the deck wins 2.2 points less than when it is not.
When it is drafted, it is played 41% of the time (set average: 61%).
Taken among the first three picks (89 drafts), it ends in the deck 82% of the time.
It is played mostly in B/R decks (73% of them).

150. Old Fat Spider Can't See Me
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. A slow Saga that protects then draws. On the first chapter, one of your creatures gains hexproof for as long as the Saga stays on the battlefield. On the second, you prevent the damage from an opposing creature. On the last two chapters, you draw a card each time: two cards in total for three mana.
Risks. It does nothing immediate on the board and depends on an opposing target you want to neutralize. The effects only last as long as the Saga stays, so until chapter IV.
In the draft. A playable for a patient blue deck. Don't take it before your creatures and removal, but two cards drawn for a reasonable cost make it decent.
Results in the games of the set
When it is in hand, the deck wins 52.4% of its games (set average: 56.5%, 138th of 179 cards).
In the opening hand: 49.6% wins (55.7% on average).
Drawn during the game: 54.0% (57.0% on average).
When it is drawn, the deck wins 2.5 points more than when it is not.
When it is drafted, it is played 48% of the time (set average: 61%).
Taken as the first pick (33 drafts), it ends in the deck 79% of the time.
It is played about as much in every archetype.
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. An 8/8 flyer with flash that becomes affordable if you have flying creatures: each point of power among them takes one mana off its cost. With two or three flyers in play, it arrives by surprise in the middle of the opponent's attack and decides the game.
Risks. Without flying creatures it costs nine mana: a dead card for most of the game. It requires two blue mana (UU) and a deck full of aerial attackers to stay playable.
In the draft. Reserve it for a blue deck with an air theme. Take it mid-pack and only if your flyers are numerous; otherwise, pass.
Results in the games of the set
When it is in hand, the deck wins 52.9% of its games (set average: 56.5%, 131st of 179 cards).
In the opening hand: 48.6% wins (55.7% on average).
Drawn during the game: 55.3% (57.0% on average).
When it is drawn, the deck wins 3.5 points more than when it is not.
When it is drafted, it is played 43% of the time (set average: 61%).
Taken among the first three picks (54 drafts), it ends in the deck 52% of the time.
It is played about as much in every archetype.

152. Wizard's Staff
Rating4.4WeakWhy this rating?
A good playable, but is sometimes cut (4.4/10).
Why. A cheap Equipment that gives prowess to the equipped creature and makes each of its triggered abilities trigger one more time (attack, prowess). Equipping a Wizard costs only one mana. In a deck full of noncreature spells, it doubles a lot of value.
Risks. Without creatures that have triggered abilities and without enough spells, it does almost nothing. You have to pay two mana and then equip it, which is slow against an aggressive opponent.
In the draft. A synergy-deck gamble, not a card you take early. Only consider it if you already have creatures with attack triggers or lots of noncreature spells.
Results in the games of the set
When it is in hand, the deck wins 38.9% of its games (set average: 56.5%).
Drawn during the game: 42.4% (57.0% on average).
When it is drawn, the deck wins 3.6 points less than when it is not.
When it is drafted, it is played only 4% of the time (set average: 61%): it almost always ends in the sideboard.

153. Velvetwing Butterflies // Gaze in Wonder
Rating4.3WeakWhy this rating?
A good playable, but is sometimes cut (4.3/10).
Why. Two cards in one. The Adventure, a two-mana instant, taps one or two opposing creatures: handy to clear the way for an attack. Then you cast a 2/2 flyer for three mana, from exile. You get a small tempo effect on top of the creature.
Risks. A 2/2 is fragile and the Adventure kills nothing: tapped creatures untap normally on their next untap step. It is not a card that wins the game alone.
In the draft. Good white filler, especially in an aerial or aggressive deck. Take it mid-pack, after your best removal.
Results in the games of the set
When it is in hand, the deck wins 52.9% of its games (set average: 56.5%, 130th of 179 cards).
In the opening hand: 49.2% wins (55.7% on average).
Drawn during the game: 55.3% (57.0% on average).
When it is drawn, the deck wins 0.5 points more than when it is not.
When it is drafted, it is played 24% of the time (set average: 61%).
Taken among the first three picks (45 drafts), it ends in the deck 71% of the time.
It is played mostly in R/W decks (32% of them) and G/W (25%).

154. Long-Bodied Grey Dog
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. A colorless 2/2 with flash, reach, and a tapped Treasure on entering. For three mana, you ambush-block an attacking flyer or ground creature, and you gain a Treasure that speeds up the next turn or fixes a color.
Risks. A 2/2 is still a small body. The Treasure arrives tapped, so it doesn't help the same turn. No removal and no pressure: it's a support card.
In the draft. A playable in any deck, since it's colorless. Take it late as a fifth or sixth support creature, especially for the Treasure's flexibility.
Results in the games of the set
When it is in hand, the deck wins 53.0% of its games (set average: 56.5%, 128th of 179 cards).
In the opening hand: 52.9% wins (55.7% on average).
Drawn during the game: 53.0% (57.0% on average).
When it is drawn, the deck wins 0.2 points more than when it is not.
When it is drafted, it is played 21% of the time (set average: 61%).
Taken among the first three picks (40 drafts), it ends in the deck 58% of the time.

155. Elvenking's Harper
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. A two-mana 2/2 that can make a creature unblockable for five mana (four plus one blue). It fills the curve early and becomes, late in the game, a way to get your best creature through.
Risks. The activation is expensive, and it only applies for one turn. The 2/2 is still a small body, with no evasion or other use before you have a lot of mana.
In the draft. A blue deck filler, useful for the curve. Take it late, unless you have heavy creatures that benefit from the activation.
Results in the games of the set
When it is in hand, the deck wins 53.6% of its games (set average: 56.5%, 116th of 179 cards).
In the opening hand: 51.2% wins (55.7% on average).
Drawn during the game: 55.1% (57.0% on average).
When it is drawn, the deck wins 3.1 points more than when it is not.
When it is drafted, it is played 21% of the time (set average: 61%).
Taken among the first three picks (42 drafts), it ends in the deck 67% of the time.
It is played mostly in G/U decks (43% of them).

156. Silvan Reveler
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. A 3/2 for four mana that filters your hand on entering: draw then discard, and if you discard a land, it enters the battlefield tapped. From the graveyard, you can get it back by paying one green mana, one blue mana and one more mana each time a land enters. It's repeated value.
Risks. A 3/2 body dies easily. It is green-blue, so it's only playable in that exact deck. Coming back from the graveyard costs three mana and only triggers when you play a land.
In the draft. A decent playable for a green-blue deck. Take it as a mid-pack value card if you are already in those two colors.
Results in the games of the set
When it is in hand, the deck wins 53.5% of its games (set average: 56.5%, 122nd of 179 cards).
In the opening hand: 51.7% wins (55.7% on average).
Drawn during the game: 54.7% (57.0% on average).
When it is drawn, the deck wins 2.9 points more than when it is not.
When it is drafted, it is played 53% of the time (set average: 61%).
Taken as the first pick (57 drafts), it ends in the deck 88% of the time.
It is played mostly in G/U decks (61% of them).

157. Smaug's Fury
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. A two-mana combat trick: +3/+0 with reach and first strike on a creature. It wins a trade the opponent thought was favourable, or finishes an attack. It can also block a flyer.
Risks. A combat spell with no removal or card advantage: it costs you a card to change a combat. If the opponent responds by removing the creature, you lose two cards.
In the draft. Filler to avoid as a first choice. Take it late and only in an aggressive red deck with plenty of creatures.
Results in the games of the set
When it is in hand, the deck wins 51.5% of its games (set average: 56.5%, 151st of 179 cards).
In the opening hand: 50.0% wins (55.7% on average).
Drawn during the game: 52.6% (57.0% on average).
When it is drawn, the deck wins 2.3 points less than when it is not.
When it is drafted, it is played only 14% of the time (set average: 61%): it almost always ends in the sideboard.

158. Supper for Spiders
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. A two-mana instant that takes all opposing creatures that died this turn from the battlefield and puts them under your control as Food artifacts. After a big combat or a sweeper, you collect several Foods.
Risks. Opposing creatures have to have died that turn: otherwise the spell does nothing. They come back as Food artifacts, not creatures, and each 3 life gained still costs two mana and a sacrifice.
In the draft. Avoid in general. Only take it as a last resort: the value is low and the conditions are rarely met.
Results in the games of the set
When it is drafted, it is played only 2% of the time (set average: 61%): it almost always ends in the sideboard.

159. Thranduil's Decree
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. An expensive counterspell that, against a permanent, lets you cast it for free as long as it stays exiled. If you counter a creature or an artifact, you can cast it without paying its cost: a nice trade late in the game.
Risks. Six mana with two blue (UU) is very slow. Against an instant or a sorcery, you counter it without gaining the card. You spend your turn holding mana open.
In the draft. A control card for a slow blue deck. Take it mid-pack if you like playing reactively, but don't count on it as a core card.
Results in the games of the set
When it is in hand, the deck wins 50.6% of its games (set average: 56.5%, 163rd of 179 cards).
In the opening hand: 46.5% wins (55.7% on average).
Drawn during the game: 52.9% (57.0% on average).
When it is drawn, the deck wins 2.4 points more than when it is not.
When it is drafted, it is played only 14% of the time (set average: 61%): it almost always ends in the sideboard.

160. Lake-town Mariners // Gone Fishing
Rating4.2WeakWhy this rating?
A good playable, but is sometimes cut (4.2/10).
Why. A big 6/5 with vigilance and ward 2 for six mana, and a four-mana Adventure that exiles then returns two of your creatures or lands. You retrigger enter effects or protect your creatures in response to removal.
Risks. Six mana with two blue (UU) is expensive. The Adventure does nothing alone without creatures with enter effects, and only protects if you have the mana in response.
In the draft. A top-of-the-curve choice for a blue deck, without priority: take it late, one copy is enough.
Results in the games of the set
When it is in hand, the deck wins 51.1% of its games (set average: 56.5%, 159th of 179 cards).
In the opening hand: 46.9% wins (55.7% on average).
Drawn during the game: 53.4% (57.0% on average).
When it is drawn, the deck wins 1.2 points more than when it is not.
When it is drafted, it is played 18% of the time (set average: 61%).

161. Woodland Weavemaster
Rating4.1WeakWhy this rating?
A good playable, but is sometimes cut (4.1/10).
Why. A two-mana 1/2 with vigilance that produces mana of any one color to cast Elves or activate Elf abilities. When another Elf enters, it gets +1/+1 until end of turn and can then produce one more mana: an accelerator for an Elf deck.
Risks. The mana only works for Elves, so it is dead in a deck that plays few of them. Outside the turn bonus, its power of 1 gives only one mana, and it stays fragile.
In the draft. Reserve it for a green-blue Elf deck. Take it mid-pack only if you already have several Elves.
Results in the games of the set
When it is in hand, the deck wins 54.0% of its games (set average: 56.5%, 111th of 179 cards).
In the opening hand: 55.7% wins (55.7% on average).
Drawn during the game: 52.7% (57.0% on average).
When it is drawn, the deck wins 2.7 points more than when it is not.
When it is drafted, it is played 49% of the time (set average: 61%).
Taken as the first pick (31 drafts), it ends in the deck 90% of the time.
It is played mostly in G/U decks (56% of them).

162. Great Fierce Bee
Rating4.0WeakWhy this rating?
A good playable, but is sometimes cut (4.0/10).
Why. A 2/2 flyer for three mana that gives you scry 1 when other creatures die. It brings evasion, and the scry improves your draws during creature trades.
Risks. A 2/2 is still fragile and the scry is only a small bonus. The card has no removal and no extra power.
In the draft. A decent black filler in an aerial deck. Take it late.
Results in the games of the set
When it is in hand, the deck wins 52.1% of its games (set average: 56.5%, 142nd of 179 cards).
In the opening hand: 50.9% wins (55.7% on average).
Drawn during the game: 52.9% (57.0% on average).
When it is drawn, the deck wins 2.0 points less than when it is not.
When it is drafted, it is played 17% of the time (set average: 61%).

163. Lake-town Toymaker
Rating4.0WeakWhy this rating?
A good playable, but is sometimes cut (4.0/10).
Why. A solid four-mana 3/4. Your normal draw for the turn counts: with just one extra draw before combat, another of your creatures gets +3/+0 and first strike until end of turn.
Risks. It needs an extra draw in the turn, so other cards that draw. Without that, it's a fine body with no effect, and the effect triggers at the beginning of combat, before the opponent has chosen their blocks.
In the draft. Playable in white-blue with draw effects. Otherwise, a filler 3/4; take it late.
Results in the games of the set
When it is in hand, the deck wins 53.6% of its games (set average: 56.5%, 117th of 179 cards).
In the opening hand: 50.3% wins (55.7% on average).
Drawn during the game: 55.4% (57.0% on average).
When it is drawn, the deck wins 1.9 points more than when it is not.
When it is drafted, it is played 35% of the time (set average: 61%).
Taken among the first three picks (82 drafts), it ends in the deck 74% of the time.
It is played mostly in U/W decks (26% of them).
Rating4.0WeakWhy this rating?
A good playable, but is sometimes cut (4.0/10).
Why. A 5/6 for five mana that takes the activated abilities of the Elves in your graveyard. Each time another legendary Elf enters, you draw two cards then discard one. The body alone is huge for its cost.
Risks. Three colors (black, green, blue): the fixing is heavy. The synergy needs Elves in your graveyard and legendary Elves, which is rare.
In the draft. Only if you are already in these three colors. Otherwise pass: the mana cost is too high for an uncertain effect.
Results in the games of the set
When it is in hand, the deck wins 46.0% of its games (set average: 56.5%, 178th of 179 cards).
In the opening hand: 40.5% wins (55.7% on average).
Drawn during the game: 49.7% (57.0% on average).
When it is drawn, the deck wins 0.8 points less than when it is not.
When it is drafted, it is played 16% of the time (set average: 61%).

165. Well-Worn Spatula
Rating4.0WeakWhy this rating?
A good playable, but is sometimes cut (4.0/10).
Why. A one-mana Equipment that gains you 2 life when it enters, gives +1/+1 to the equipped creature, and equips for one mana. The cheap move lets you keep the bonus on the creature that matters.
Risks. A +1/+1 is a modest bonus and the life gain does not change the game. You need a body to equip, and the card has no effect on the board.
In the draft. Aggressive-archetype filler, a bit more at home in a red-white deck with lots of small creatures. Take it at the very end.
Results in the games of the set
When it is in hand, the deck wins 52.8% of its games (set average: 56.5%, 133rd of 179 cards).
In the opening hand: 52.5% wins (55.7% on average).
Drawn during the game: 53.0% (57.0% on average).
When it is drawn, the deck wins 1.9 points less than when it is not.
When it is drafted, it is played 17% of the time (set average: 61%).
It is played mostly in R/W decks (29% of them).
Rating4.0WeakWhy this rating?
A good playable, but is sometimes cut (4.0/10).
Why. A 2/2 with trample for two mana that becomes a monster late in the game: for seven mana including two green (GG), it gets three +1/+1 counters, and you can do it again. A curve opener that stays useful late.
Risks. The activation costs seven mana: slow and expensive. A 2/2 is still a small body with no other ability, and trample only matters if you attack.
In the draft. A green two-drop for filling the curve, slightly more at home in a green-blue deck. Take it late.
Results in the games of the set
When it is in hand, the deck wins 52.4% of its games (set average: 56.5%, 140th of 179 cards).
In the opening hand: 51.8% wins (55.7% on average).
Drawn during the game: 52.8% (57.0% on average).
When it is drawn, the deck wins 0.8 points less than when it is not.
When it is drafted, it is played 41% of the time (set average: 61%).
Taken among the first three picks (59 drafts), it ends in the deck 78% of the time.
It is played mostly in G/U decks (70% of them) and B/G (51%).
Rating3.9WeakWhy this rating?
A good playable, but is sometimes cut (3.9/10).
Why. An eight-mana spell that looks at twenty cards to put as many lands as you want onto the battlefield tapped, and gains you eight life. The number of lands put in play depends on what those twenty cards contain.
Risks. Eight mana with two green (GG) is very expensive, and you add nothing to the board. Your lands arrive tapped, so you only benefit from the mana the following turn. The eight life only matters against a pressing opponent.
In the draft. Avoid it in nearly every deck. Don't take it; it only has a place in an extreme ramp deck.
Results in the games of the set
When it is in hand, the deck wins 48.2% of its games (set average: 56.5%).
Drawn during the game: 0.0% (57.0% on average).
When it is drawn, the deck wins 1.3 points more than when it is not.
When it is drafted, it is played only 5% of the time (set average: 61%): it almost always ends in the sideboard.

168. Ordinary Bear
Rating3.8WeakWhy this rating?
A good playable, but is sometimes cut (3.8/10).
Why. A vanilla 4/5 for four mana, with no ability. Its massive body blocks almost everything on the ground and attacks well in a green deck. It survives most damage spells at this stage.
Risks. It has no evasion, no ability and no synergy: a big blocker and nothing more. It gains nothing against fliers or removal.
In the draft. Solid green filler. Take it as a mid-curve body, after your best cards and your removal.
Results in the games of the set
When it is in hand, the deck wins 54.1% of its games (set average: 56.5%, 107th of 179 cards).
In the opening hand: 54.3% wins (55.7% on average).
Drawn during the game: 54.0% (57.0% on average).
When it is drawn, the deck wins 0.9 points less than when it is not.
When it is drafted, it is played 34% of the time (set average: 61%).
Taken among the first three picks (72 drafts), it ends in the deck 81% of the time.
It is played mostly in B/G decks (52% of them) and G/W (38%).

169. Reverent Howl
Rating3.8WeakWhy this rating?
A good playable, but is sometimes cut (3.8/10).
Why. A three-mana modal instant (one black): a player draws two cards and loses 2 life, or a creature gets +2/+2 and gains lifelink until end of turn. The draw mode is played at the end of the opponent's turn; the bonus mode can turn a combat around.
Risks. The bonus mode is a two-for-one against you if the opponent responds by removing the targeted creature. The draw mode changes nothing on the table and costs you life.
In the draft. A decent support player in a black deck, to take mid-pack. Never before your creatures and your removal.
Results in the games of the set
When it is in hand, the deck wins 53.0% of its games (set average: 56.5%, 129th of 179 cards).
In the opening hand: 51.1% wins (55.7% on average).
Drawn during the game: 54.5% (57.0% on average).
When it is drawn, the deck wins 2.3 points less than when it is not.
When it is drafted, it is played 39% of the time (set average: 61%).
Taken among the first three picks (83 drafts), it ends in the deck 76% of the time.
It is played mostly in B/G decks (36% of them) and B/R (26%).

170. Old Fat Spider
Rating3.5WeakWhy this rating?
A good playable, but is sometimes cut (3.5/10).
Why. A huge 6/7 with reach that locks down the sky and can't be blocked by creatures with power 2 or less, which makes it very hard for many decks to stop. Targeting the spider with an opposing spell or ability gives you a card: targeted answers cost the opponent dearly.
Risks. Six mana, two of them green (GG), for a creature with no enters effect: it changes nothing before turn 6. Creatures with power 3 or more block it normally, and an effect that doesn't target (sacrifice, sweeper) ignores it.
In the draft. A good top end for a green deck, but not a priority. Take it when it comes late, without having more than one or two: the deck needs a low curve.
Results in the games of the set
When it is in hand, the deck wins 52.6% of its games (set average: 56.5%, 135th of 179 cards).
In the opening hand: 50.3% wins (55.7% on average).
Drawn during the game: 54.3% (57.0% on average).
When it is drawn, the deck wins 0.8 points less than when it is not.
When it is drafted, it is played 55% of the time (set average: 61%).
Taken among the first three picks (113 drafts), it ends in the deck 82% of the time.
It is played mostly in B/G decks (40% of them) and G/U (31%).

171. Wilderland Scrounger
Rating3.1WeakWhy this rating?
Filler card but sometimes gets cut (3.1/10).
Why. A solid 3/6 that blocks well, and becomes dangerous if you control a creature with power 4 or greater: each attack puts a +1/+1 counter on your whole army. If you already have big bodies, the card grows the whole board every turn.
Risks. Five mana for a passive body as long as there is no creature with power 4 or greater beside it. Without that condition, attacking is a 3/6 that does nothing more; and attacking taps the creature, which then can't block.
In the draft. Fine in a green deck with beefy creatures, playable otherwise as a defender. Mid-pack filler, to take if your deck lacks five-drops.
Results in the games of the set
When it is in hand, the deck wins 51.6% of its games (set average: 56.5%, 150th of 179 cards).
In the opening hand: 50.3% wins (55.7% on average).
Drawn during the game: 52.5% (57.0% on average).
When it is drawn, the deck wins 1.7 points less than when it is not.
When it is drafted, it is played 56% of the time (set average: 61%).
Taken among the first three picks (117 drafts), it ends in the deck 88% of the time.
It is played mostly in B/G decks (34% of them) and G/R (25%).

172. Part in Friendship
Rating2.6WeakWhy this rating?
Filler card but sometimes gets cut (2.6/10).
Why. A slow value engine: each time one of your nontoken creatures dies (once each turn), you reveal cards until a creature. If its mana value is less than or equal to your number of lands, it enters the battlefield for free; otherwise you keep it in hand.
Risks. Five mana for an enchantment that does nothing on its own: a creature has to die, and it only reacts once each turn. It doesn't protect your board, it only pays you back afterwards. Against a slow deck or one without removal, it stays inert.
In the draft. Too slow for most decks. Only take it late in the pack in a green deck full of creatures that trade, and never instead of a creature or removal.
Results in the games of the set
When it is in hand, the deck wins 51.3% of its games (set average: 56.5%, 154th of 179 cards).
In the opening hand: 51.3% wins (55.7% on average).
Drawn during the game: 51.3% (57.0% on average).
When it is drawn, the deck wins 0.6 points less than when it is not.
When it is drafted, it is played 60% of the time (set average: 61%).
Taken among the first three picks (85 drafts), it ends in the deck 79% of the time.
It is played about as much in every archetype.

173. Galion, Elvenking's Butler
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A four-mana 4/4, which is already a nice stat line. When it attacks, another creature of your choice gets Galion's power and toughness (4/4) until end of turn: a small body becomes a real threat, but a creature bigger than him is brought down to 4/4. Cast on turn 4, it is good pressure.
Risks. The bonus only works on attack, so Galion has to survive and attack; against a bigger opposing creature, he stays on the ground. The ability sets the other creature's base power and toughness: it can therefore shrink a creature bigger than Galion.
In the draft. A decent green four-drop, but far from the best: take it late, as filler. Better with small creatures, but it holds its own.
Results in the games of the set
When it is in hand, the deck wins 53.5% of its games (set average: 56.5%, 121st of 179 cards).
In the opening hand: 53.0% wins (55.7% on average).
Drawn during the game: 53.9% (57.0% on average).
When it is drawn, the deck wins 0.2 points less than when it is not.
When it is drafted, it is played 47% of the time (set average: 61%).
Taken among the first three picks (96 drafts), it ends in the deck 74% of the time.
It is played mostly in G/U decks (35% of them) and B/G (30%).

174. Boughside Wanderers
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A 4/4 that replaces itself: when it enters, you look at the top four cards and keep a permanent (land included). Every land played afterwards gives it +2/+2 for the turn, which makes it a 6/6 attacker or blocker when you play your land.
Risks. Six mana, two of them green (GG), is heavy: the first useful turn is late. The land bonus disappears if you have no land left to play. Against a fast deck, you're already under pressure when it arrives.
In the draft. A filler common for green, at the top of the curve. Take it late, with a deck that has enough lands to trigger Landfall.
Results in the games of the set
When it is in hand, the deck wins 53.2% of its games (set average: 56.5%, 125th of 179 cards).
In the opening hand: 50.2% wins (55.7% on average).
Drawn during the game: 55.3% (57.0% on average).
When it is drawn, the deck wins 0.1 points less than when it is not.
When it is drafted, it is played 33% of the time (set average: 61%).
Taken among the first three picks (44 drafts), it ends in the deck 86% of the time.
It is played mostly in G/U decks (62% of them) and G/W (49%).

175. Desert Were-Worm
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A card that dreams of a nearly mono-color deck: it gets +2/+0 for each Mountain you control, so it can become enormous. If you attack with total power 12 or greater for the first time in a turn, all your attackers untap and you get an extra combat.
Risks. Six mana with two red (RR) for a 0/5 that is worth nothing without Mountains: it pushes you to play almost only Mountains, and even then it takes time to become a threat. The extra combat needs total power 12, hard to reach in draft.
In the draft. A gamble. Take it only if you are nearly mono-red, very late in the pack; otherwise pass: it does too many things halfway.
Results in the games of the set
When it is in hand, the deck wins 46.3% of its games (set average: 56.5%, 177th of 179 cards).
In the opening hand: 44.6% wins (55.7% on average).
Drawn during the game: 47.7% (57.0% on average).
When it is drawn, the deck wins 6.4 points less than when it is not.
When it is drafted, it is played 31% of the time (set average: 61%).
Taken among the first three picks (35 drafts), it ends in the deck 71% of the time.

176. Gandalf, Wandering Wizard
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A 4/5 protected by ward 3 for five mana: targeting Gandalf costs the opponent three more mana, which makes targeted removal expensive. Late in the game, six mana shuffles him back into the library to draw three cards, useful when the board is stalled.
Risks. A five-mana body with no immediate effect: it has no impact on the board before combat. The draw costs six mana and loses your creature, so it's only a last resort. Effects that don't target get around it.
In the draft. A good blue body that plays without risk, but has no game-winning ability. Take it mid-pack to strengthen your defense; many decks prefer more active cards.
Results in the games of the set
When it is in hand, the deck wins 51.0% of its games (set average: 56.5%, 161st of 179 cards).
In the opening hand: 47.3% wins (55.7% on average).
Drawn during the game: 53.0% (57.0% on average).
When it is drawn, the deck wins 2.9 points more than when it is not.
When it is drafted, it is played only 8% of the time (set average: 61%): it almost always ends in the sideboard.

177. Getaway Barrel
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A strange artifact: when it is put into a graveyard from the battlefield, you reveal thirteen cards and put a random creature onto the battlefield. With luck, you get a big free creature; on average, it is a creature from your deck without paying its cost.
Risks. Four mana for an artifact that does nothing on its own and depends on being destroyed (by a sacrifice or by the opponent). The creature is chosen at random, so the result is random, and there is no reliable way to send it to the graveyard without an outside effect.
In the draft. Avoid it: in most decks, nothing sends it to the graveyard. Play it only with several sacrifice or artifact-destruction effects.
Results in the games of the set
When it is drafted, it is played only 1% of the time (set average: 61%): it almost always ends in the sideboard.

178. Giant's Boulder
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. For one mana, you scry 2, then keep an artifact that produces one mana of any color (by paying one mana), which fixes your mana a little. Later, for seven mana, you sacrifice it to destroy a target permanent.
Risks. It takes one mana to make one: it isn't acceleration, only fixing. The destroy effect is very expensive and arrives late. In an aggressive deck, it's a dead draw.
In the draft. A late-pack tool for a multicolor control deck or one with a splash. Don't take it before your playable creatures; it helps smooth the mana, not win the game.
Results in the games of the set
When it is in hand, the deck wins 49.5% of its games (set average: 56.5%, 170th of 179 cards).
In the opening hand: 47.1% wins (55.7% on average).
Drawn during the game: 51.4% (57.0% on average).
When it is drawn, the deck wins 1.5 points less than when it is not.
When it is drafted, it is played 19% of the time (set average: 61%).

179. Lake-town Lookout
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A one-mana 1/1 that leaves a trace when it dies: it recruits (draw a card, then discard a card, and if you discarded a nonland card you create a 1/1 white Human Soldier creature token). It makes a fine turn 1 play and turns into value by blocking or trading.
Risks. A 1/1 remains very limited and brings no real pressure. The value depends on the discard: if your hand is only lands, you get no token. It is fragile to sweeper effects.
In the draft. A filler for an aggressive white deck or a deck that needs small creatures. Take it late; it will never make a deck but it fits a low curve.
Results in the games of the set
When it is in hand, the deck wins 51.7% of its games (set average: 56.5%, 148th of 179 cards).
In the opening hand: 50.9% wins (55.7% on average).
Drawn during the game: 52.1% (57.0% on average).
When it is drawn, the deck wins 0.9 points more than when it is not.
When it is drafted, it is played only 13% of the time (set average: 61%): it almost always ends in the sideboard.
Taken among the first three picks (39 drafts), it ends in the deck 64% of the time.

180. Little Bear
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A 3/2 with flash for three mana: you can play it at the end of the opponent's turn or mid-combat to trap an attacker. When it enters, it untaps another creature you control (an attacker that can then block), and if that is a Bear, it gets a +1/+1 counter.
Risks. Only 2 toughness, so it dies to almost anything. The counter depends on another Bear, which is rare; without that, it's mostly a flash body and an untap with little effect.
In the draft. Filler green creature, playable for its flash. Take it late; it gets more interesting if you have other Bears.
Results in the games of the set
When it is in hand, the deck wins 50.4% of its games (set average: 56.5%, 166th of 179 cards).
In the opening hand: 49.4% wins (55.7% 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.
When it is drafted, it is played only 14% of the time (set average: 61%): it almost always ends in the sideboard.
It is played mostly in B/G decks (29% of them) and G/W (28%).

181. Ravenhill Flock
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A four-mana 1/2 flyer that grows with each card drawn: each draw adds a +1/+1 counter. In three or four turns, this small bird becomes a serious aerial threat, especially with extra draw effects.
Risks. It is fragile early on: a 1/2 can die to a cheap spell while it is small. It needs one card per draw step to grow, so it is slow and does not block well from the first turn.
In the draft. A bird that only shines in a blue deck with extra draw; take it late, as filler. It needs patience and protection.
Results in the games of the set
When it is in hand, the deck wins 52.0% of its games (set average: 56.5%, 144th of 179 cards).
In the opening hand: 48.1% wins (55.7% on average).
Drawn during the game: 54.0% (57.0% on average).
When it is drawn, the deck wins 3.7 points more than when it is not.
When it is drafted, it is played 42% of the time (set average: 61%).
Taken among the first three picks (80 drafts), it ends in the deck 70% of the time.
It is played about as much in every archetype.

182. Thorin's Last Stand
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A modal instant for four mana, two of them white. One mode gives +2/+1 to all your creatures until end of turn, which can turn a combat or finish a game; the other destroys an artifact or enchantment and gains you 2 life.
Risks. The first mode is worth nothing without several creatures, and the second depends on the opposing target. It doesn't replace real removal and can rot in hand.
In the draft. A filler card in a white deck with lots of small creatures. Don't take it over your creatures; it goes up slightly if you see opposing artifacts.
Results in the games of the set
When it is in hand, the deck wins 48.8% of its games (set average: 56.5%, 172nd of 179 cards).
In the opening hand: 45.2% wins (55.7% on average).
Drawn during the game: 50.8% (57.0% on average).
When it is drawn, the deck wins 1.8 points less than when it is not.
When it is drafted, it is played only 6% of the time (set average: 61%): it almost always ends in the sideboard.

183. Vow to Erebor
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A two-mana instant: you untap one of your creatures, it gets +2/+2 until end of turn, and if it's a Dwarf you may attach an Equipment you control to it. It works as a combat trick, or to move an Equipment mid-game.
Risks. It's a combat trick: you risk a two-for-one if the opponent responds by killing the creature. The Equipment effect only works on a Dwarf.
In the draft. A middling combat trick, to take late in a white deck with Dwarves and Equipment. Without those, it isn't worth a slot in your deck.
Results in the games of the set
When it is in hand, the deck wins 51.1% of its games (set average: 56.5%, 158th of 179 cards).
In the opening hand: 49.7% wins (55.7% on average).
Drawn during the game: 52.1% (57.0% on average).
When it is drawn, the deck wins 2.0 points less than when it is not.
When it is drafted, it is played only 14% of the time (set average: 61%): it almost always ends in the sideboard.
It is played mostly in R/W decks (44% of them).

184. Wood Elves
Rating2.0WeakWhy this rating?
Not good filler and often gets cut (2.0/10).
Why. A 1/1 for three mana that searches for a Forest and puts it onto the battlefield untapped: the mana is made up right away and you get ahead by a land, with a small body as a bonus. It's ramp for a green deck that wants to reach its big cards.
Risks. The body is tiny, and the three-mana cost hurts if you have nothing to cast with the extra mana. You need enough Forests in the deck, and it gets weak late in the game.
In the draft. A support player for a green deck with big cards at the top of its curve. Take it mid-pack if your deck has enough five- and six-drops; otherwise let it go.
Results in the games of the set
When it is in hand, the deck wins 53.6% of its games (set average: 56.5%, 118th of 179 cards).
In the opening hand: 53.5% wins (55.7% on average).
Drawn during the game: 53.7% (57.0% on average).
When it is drawn, the deck wins 1.9 points more than when it is not.
When it is drafted, it is played 47% of the time (set average: 61%).
Taken as the first pick (31 drafts), it ends in the deck 84% of the time.
It is played mostly in G/U decks (74% of them) and B/G (69%).
Rating1.8WeakWhy this rating?
Not good filler and often gets cut (1.8/10).
Why. A five-mana 2/5 flyer that becomes a big aerial threat in a deck that controls several creatures: when it attacks, it gets +1/+1 for each of your other creatures. With a full board, it hits hard and stays sturdy on defence.
Risks. Alone, it only has 2 power, and the bonus only applies on attack. It is therefore weaker on an empty board; and attacking taps it, which leaves you without a flying blocker.
In the draft. A filler card for a white deck with lots of small creatures or tokens. Take it late; it improves with the number of creatures.
Results in the games of the set
When it is in hand, the deck wins 51.9% of its games (set average: 56.5%, 145th of 179 cards).
In the opening hand: 47.8% wins (55.7% on average).
Drawn during the game: 54.1% (57.0% on average).
When it is drawn, the deck wins 1.2 points more than when it is not.
When it is drafted, it is played 32% of the time (set average: 61%).
Taken among the first three picks (54 drafts), it ends in the deck 76% of the time.

186. Mirkwood Meditator
Rating1.4WeakWhy this rating?
Almost unplayable and mostly sideboard material (1.4/10).
Why. A 2/4 for three mana, a good early blocker. When a land enters under your control, you may make its base power and toughness 4/2 until end of turn, to attack harder.
Risks. The change only happens if a land enters that turn, and it lowers toughness to 2, which exposes it to spells and blocks. It has no other ability: it's a filler body.
In the draft. A defensive blue filler, to be taken at the very end. It does the job in the midgame in a control deck, but never justifies a priority.
Results in the games of the set
When it is in hand, the deck wins 48.5% of its games (set average: 56.5%, 173rd of 179 cards).
In the opening hand: 47.8% wins (55.7% on average).
Drawn during the game: 49.0% (57.0% on average).
When it is drawn, the deck wins 2.1 points more than when it is not.
When it is drafted, it is played only 2% of the time (set average: 61%): it almost always ends in the sideboard.

187. Beorn, Reluctant Host // Till and Tend
Rating1.4WeakWhy this rating?
Almost unplayable and mostly sideboard material (1.4/10).
Why. Two options in one card. The Adventure side, for two mana, lets you play an additional land this turn, then Beorn arrives later from exile: a 5/5 with trample for five mana, a beefy body for the price. You play the spell early, then the big body afterwards.
Risks. A 5/5 for five mana with no enter effect is still vanilla. The Adventure spell is modest: without another way to use the extra lands, it brings little. A targeted answer from the opponent removes it easily.
In the draft. A green filler common, to take late; it only finds a place in a green deck that lacks big bodies.
Results in the games of the set
When it is in hand, the deck wins 50.3% of its games (set average: 56.5%, 167th of 179 cards).
In the opening hand: 48.9% wins (55.7% on average).
Drawn during the game: 51.3% (57.0% on average).
When it is drawn, the deck wins 1.7 points less than when it is not.
When it is drafted, it is played 21% of the time (set average: 61%).
Taken among the first three picks (37 drafts), it ends in the deck 68% of the time.
It is played mostly in B/G decks (42% of them) and G/W (40%).

188. Iron Hills Stalwart
Rating1.4WeakWhy this rating?
Almost unplayable and mostly sideboard material (1.4/10).
Why. A 4/5 with reach and trample for five mana: it blocks in the air and attacks with good stats. When it enters, it can also move an Equipment you control onto a creature, which adds value in a deck full of Equipment.
Risks. Without Equipment, the enter effect does nothing, and it's just a big body waiting around. It's slow at five mana, and removal sends it to the graveyard with no gain.
In the draft. A red common that is only interesting in a deck with Equipment; take it at the very end. In a deck with no Equipment, it's still playable as a big defensive creature.
Results in the games of the set
When it is in hand, the deck wins 51.2% of its games (set average: 56.5%, 155th of 179 cards).
In the opening hand: 49.2% wins (55.7% on average).
Drawn during the game: 52.6% (57.0% on average).
When it is drawn, the deck wins 3.2 points less than when it is not.
When it is drafted, it is played 18% of the time (set average: 61%).
It is played mostly in R/W decks (45% of them).
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.