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let reviews = {"The Wandering Emperor": {"Rate": "5.0", "Desc": "A busted bomb planeswalker that is going to make waves in constructed as well. It's highly unlikely anyone will be playing around a mythic rare and this will just destroy them in combat. Hard removal plus some life gain with a planeswalker they can't attack until their next turn is some serious value. That's not even getting into if they get destroyed by the first strike while you're gaining loyalty. It even pumps out samurais to protect itself. Good when you're ahead, behind, or at parity for only four mana. Yep, it's busto."}, "Ao, the Dawn Sky": {"Rate": "4.5", "Desc": "Are you in the market for a large, undercosted flyer that your opponent never wants to kill? Then this whole cycle of busted mythic Dragons is exactly what you are looking for. Even without the death triggers this would be a strictly better Serra Angel. Your opponent is never going to want to attack into this or kill it unless they want you to permanently super-size your entire board."}, "The Restoration of Eiganjo": {"Rate": "4.0", "Desc": "Replaces itself right off the bat, provides you the option to either ramp or play a two mana creature for free, then turns into a very annoying creature. I love all these abilities and will happily slam this pick one."}, "Michiko's Reign of Truth": {"Rate": "4.0", "Desc": "With the right deck this can put in some real work. Being able to add four or five power to an attacker two turns in a row is either going to put a serious hurting on their life total or take out a couple of creatures. Flipping into a decently statted creature all for only two mana seems like a deal I'm looking to make. Keep in mind you won't be playing this on turn two, but it's a great way to enable double spelling."}, "Lion Sash": {"Rate": "4.0", "Desc": "Scavenging Ooze as an equipment creature seems pretty great to me. Every time they trade for the equipped creature, it just makes the next one bigger. It's not going to be difficult to get enough counters on this to put your opponent in a chump or die scenario. It would be higher, but people are going to be playing main board artifact removal."}, "Kyodai, Soul of Kamigawa": {"Rate": "4.0", "Desc": "Phantom monster on steroids. The dream is to have your opponent attack in when you can protect another creature and eat something with this. This being a rare means that they are less likely to play around that scenario. If nothing else, it's a save another creature play a decent flyer for only four mana. You can ignore the five mana activation because that's just not likely to happen."}, "Farewell": {"Rate": "4.0", "Desc": "This is a lot of sweeper in just one card. Extremely powerful and with the versatility that sweepers usually lack. It lets you build up a vehicle army and walk your opponent into just the creature portion without looking suspicious. Opponent played a bunch of sagas and artifact creatures, well you can sweep those away while leaving your creatures intact. At five mana this would have been an all time banger"}, "Cloudsteel Kirin": {"Rate": "4.0", "Desc": "A 3/2 Flyer for three mana is a very solid aggressive card. The key here is that if you are behind it can also reconfigure onto a creature to give it everyone's favorite text of you can't lose the game. Just demands removal or gives you all the time in the world to find a way to win."}, "Touch the Spirit Realm": {"Rate": "3.5", "Desc": "This is going to be played as a banishing light almost every single time. The option to protect your own creature isn't nothing and can be quite good with comes into play abilities. The channel also plays well with Norika Yamazaki, the Poet by letting you protect your creature and then still play it as a removal spell."}, "March of Otherworldly Light": {"Rate": "3.5", "Desc": "Decent instant speed removal where you are always paying one more mana than your opponent. The exile effect along with coverage for artifacts and enchantments makes up for that extra mana. You'll never really want to pitch a real card to make it cheaper, but it's nice to have the option in an emergency."}, "Invoke Justice": {"Rate": "3.5", "Desc": "This cycle is going to be really hard to cast in your average draft and should usually be considered to be at least seven drops. That said, this is a hugely powerful card with two game changing effects. In a set full of sagas and artifacts bringing back any permanent is significantly better than just return any creature and that's not even getting into pumping up the jams on your side. I would take this pick one and try to draft accordingly to make the mana work."}, "Sunblade Samurai": {"Rate": "3.0", "Desc": "I love any decently statted creature that has the option to get a land instead. You're happy to draw it at almost any point in the game."}, "Selfless Samurai": {"Rate": "3.0", "Desc": "Great on rate creature that really pushes the attacks alone archetype forward. Being able to add lifelink to your attacker makes it really difficult to race when the rest of your side is still back on defense. Add in the backup option to protect any of your creatures and that's a lot of card for only two mana."}, "Intercessor's Arrest": {"Rate": "3.0", "Desc": "A better Arrest that can hit any permanent and even prevents crewing. Despite the hate against pacifism effects, I will intercede and say that this will be just fine."}, "Imperial Oath": {"Rate": "3.0", "Desc": "This is a decent top end for an aggressive deck with a built in go wide strategy. The scry three is almost worth a card on its own and should get you to the trick or removal you need to win the game the next turn. Just make sure to take the oath not to play too many of these."}, "Hotshot Mechanic": {"Rate": "3.0", "Desc": "While Savannah Lions isn't what it used to be, this is still a great aggressive creature to start the game off with. This one can even pilot as if it had four power letting it crew Surgehacker Mech for only one mana."}, "Born to Drive": {"Rate": "3.0", "Desc": "Born to Drive lives up to its name by channeling out two pilots who can really get those vehicles moving in a hurry. While that's the usual mode this will be used in, the aura portion also has great potential on an evasive creature to end games in a hurry. Versatile and efficient for only three mana."}, "Blade-Blizzard Kitsune": {"Rate": "3.0", "Desc": "This is one of the few ninjas that I think will be played more for its normal cost than with ninjitsu. A 2/2 double striker for three in an equipment set can put in some real work especially in combination with the attacks alone theme. I just can't get over the art on this because it looks like they drew a giant armored body followed by sticking a little misaligned fox head on top."}, "Banishing Slash": {"Rate": "3.0", "Desc": "Don't banish this to your sideboard. There are going to be enough artifacts and enchantments floating around for Banishing Slash to both always have a target and have a good chance of making you a creature. Being able to kill a creature and make a 2/2 of your own is a lot of value for only two mana."}, "When We Were Young": {"Rate": "2.5", "Desc": "Decent trick that is much, much better if you meet the bonus requirements. Gaining eight or more life can swing a game out of nowhere while a double pump usually requires a bad block to really take advantage of. Per usual this will be better in the first couple weeks when people don't know the tricks."}, "Spirited Companion": {"Rate": "2.5", "Desc": "Elvish visionary in doggo form. It's just common knowledge that doggos make everything better. Bouncing this back with ninjitsu is going to feel so good. It's also a card people never want to trade for because they feel like they lost the exchange."}, "Imperial Subduer": {"Rate": "2.5", "Desc": "Mitigates the problem of trading your two toughness three drop for a two drop by tapping it down when it attacks. Later in the game it puts in work by tapping their best blocker when you are running the \u201cexalted\u201d strategy."}, "Golden-Tail Disciple": {"Rate": "2.5", "Desc": "A worse Kindly Ancester , but still a decent defensive creature. Lifelink plays well with equipment and being an enchantment helps trigger a bunch of payoffs."}, "Dragonfly Suit": {"Rate": "2.5", "Desc": "The cheap crew cost should keep this one easily flying at your opponent turn after turn. Just use whichever creature you just played or a dork that's outlived it's usefulness to pilot this mech to victory."}, "Wanderer's Intervention": {"Rate": "2.0", "Desc": "Just another version of Divine Arrow. Same as always, it's mediocre filler that makes the cut about half the time. If you are killing an attacker, it's very important for you to do it before blockers so you don't get wrecked by ninjitsu."}, "Seven-Tail Mentor": {"Rate": "2.0", "Desc": "Similar to Gavony Silversmith except that you have to wait for it to die to get the second counter. It would be a much better card if it was a leaves play ability instead of a death trigger because of the plethora of ways to abuse it."}, "Repel the Vile": {"Rate": "2.0", "Desc": "This has enough versatility that I'm willing to mainboard one of these, but will happily grab a couple more for the sideboard. Every deck you play against should have at least one target between enchantment creatures, sagas, or just big critters."}, "Regent's Authority": {"Rate": "2.0", "Desc": "The value of tricks goes up in any set that contains ninjitsu because it incentivizes your opponents to block. This is still pretty unspectacular, but makes decent filler if it's what your deck is looking for."}, "Norika Yamazaki, the Poet": {"Rate": "2.0", "Desc": "A solid addition to the \u201cexalted\u201d deck. A great line is to channel away an enchantment like Born to Drive and bring it right back with this. That said, I am not a fan of three mana, two toughness creatures so this is going to require other samurai or warriors to get in there to produce value."}, "Mothrider Patrol": {"Rate": "2.0", "Desc": "A slightly different take on the tapper by being a cheap evasive threat with an expensive tap cost. Bump this up half a grade if you have any ninjas that this enables."}, "Kitsune Ace": {"Rate": "2.0", "Desc": "Another critter that falls under the bear with upside category. If you're running vehicles the free first strike is a decent payoff from piloting, but if not it's just a vanilla fox."}, "Imperial Recovery Unit": {"Rate": "2.0", "Desc": "The lack of evasion really holds this back. Even with a decent body, it's not hard to trade off for this if it's going to be a long term value engine. It also requires something cheap to recover, otherwise it's just a 3/4 that requires a pilot."}, "Go-Shintai of Shared Purpose": {"Rate": "2.0", "Desc": "Good News: Shrines are back baby! Bad News: Now they are creatures which actually makes them worse by being vulnerable to more removal. This can be a solid engine for a go wide strategy that kicks into high gear if you have another shrine, but nothing to write home about."}, "The Fall of Lord Konda": {"Rate": "2.0", "Desc": "Being able to hit something of mana value four or greater instead of basing it off of toughness keeps this from being relegated to the sideboard. It's important to note that it can't hit vehicles unless they activate them first. The second ability will rarely do anything and the creature is just a speedbump that at least replaces itself. Too slow to be considered good, but bad removal is still removal."}, "Era of Enlightenment": {"Rate": "2.0", "Desc": "This is a saga where I would much rather just have the creature with nothing attached. A 2/2 first strike can put in work in the early turns, but by the time it shows up on turn 4 it's going to be outclassed. At least the scry two is still useful later in the game, but then your creature is just a future speed bump."}, "Eiganjo Exemplar": {"Rate": "2.0", "Desc": "This can attack as a 3/2 on its own so it's not embarrassing for a two drop. A key part of the \u201cexalted\u201d deck since your dork still does something later in the game so bump it up half a grade there."}, "Brilliant Restoration": {"Rate": "2.0", "Desc": "This isn't the constructed plant that it appears to be on first glance. There are actually a ton of artifacts and enchantments that this could potentially bring back and could end up being a four or five for one. To be fair, it does nothing early and is just a dead draw for most of the game. Completely worthless in some decks, but has game winning potential in the right deck."}, "Befriending the Moths": {"Rate": "2.0", "Desc": "The deck that wants to give a creature +1+1 and flying isn't usually the same deck that is in the market for a 2/4 that comes out on turn 6 at the earliest. While most of the sagas are well designed, this one is a huge miss for me."}, "Sky-Blessed Samurai": {"Rate": "1.5", "Desc": "You need at least two enchantments to make this reasonable to cast. In the Selesnya enchantments deck, this could be a solid, but unspectacular curve topper. In most decks, it's just going to be too expensive to bother playing."}, "Lucky Offering": {"Rate": "1.5", "Desc": "I hope you're lucky enough to not have to run this card mainboard. While artifact removal is fine in this set, the restriction of only being 3 or less makes me want to leave it in the sideboard. Bonus points for the cat art though."}, "Light-Paws, Emperor's Voice": {"Rate": "1.5", "Desc": "A bear with upside is never terrible. That said, this requires some pretty specific things to happen to get extra value out of it. If you happen to already be playing multiple auras of different costs, then this is a worthy addition to your deck. Most of the time it's just a curve filler, but your opponent doesn't know that and might use real removal on it."}, "Light the Way": {"Rate": "1.5", "Desc": "Even with power creep you can't expect too much from your one mana tricks. I'd board this in against a deck with a lot of removal and that's about it."}, "Ancestral Katana": {"Rate": "1.5", "Desc": "This family heirloom should probably be left up on the mantle place. It's expensive, clunky and pales in comparison to the creature equipment in the set. Even in the attacks alone deck, this only moves up to a 2.0."}, "Tamiyo, Compleated Sage": {"Rate": "4.0", "Desc": "Poor Tamiyo got turned into a Phyrexian robot, but still has that spark for planeswalking. Per usual a planewalker that can protect itself and provide value is pretty good. I know, I was just as shocked as you were. Her ultimate is nowhere near game ending though so she feels like another well designed planeswalker that doesn't break the game."}, "Satoru Umezawa": {"Rate": "4.0", "Desc": "Are you ready for ninja shenanigans? Because Satoru is all about ninja shenanigans. Giving every creature in your hand ninjitsu is going to lead to some pretty wild and crazy things happening like dropping your splashed bomb that they haven't seen the color of. On top of that the first time you activate ninjitsu each turn you get a free Anticipate. I'm going to love playing this card and hate playing against it."}, "Kotose, the Silent Spider": {"Rate": "4.0", "Desc": "Kotose silently sneaks over and steals you the best card out of your opponent's graveyard. That's some pretty serious value as long as she survives long enough for you to play it. The other part of her ability isn't as irrelevant as you would think when you might be able to snag an extra removal spell out of their deck."}, "Kaito Shizuki": {"Rate": "4.0", "Desc": "This is the perfect power level for a mythic planeswalker in limited. It provides a card advantage engine that is useful, but not overwhelming. It's difficult to answer cleanly, but doesn't set you too far back to remove it. Kudos to WotC's design team for nailing it on this one."}, "Silver-Fur Master": {"Rate": "3.5", "Desc": "Ninjitsuing in Master Splinter could lead to the lord effect absolutely destroying some previously decent blocks. Just being a two mana lord for a common creature type is almost always a very good card and this also throws in some cheaper ninjitsu action. Just a great reason to be drafting the ninja deck."}, "Raiyuu, Storm's Edge": {"Rate": "3.5", "Desc": "While insane in the right deck, this is still pretty good even without a lot of other attacks alone triggers. In that case it can get in for three on its own followed by your entire squad still bum rushing your opponent during the second attack step."}, "Isshin, Two Heavens as One": {"Rate": "3.5", "Desc": "In the Boros \u201cexalted\u201d deck this is easily worth the splash as doubling abilities can just get downright silly with tapping opposing creatures and pumping up the jams. If you're playing any other deck, don't mess your mana up just to splash a 3/4."}, "Hinata, Dawn-Crowned": {"Rate": "3.5", "Desc": "Splashing the third color for this shouldn't be too difficult between the cycle of dual lands and Uncharted Haven. Even with that fixing, you should still expect to play it more often on turn five or six than on turn four. That's still totally fine for a 4/4 flying trample that gives all of your creatures pseudo ward."}, "Greasefang, Okiba Boss": {"Rate": "3.5", "Desc": "It feels pretty greasy to play an above rate creature that comes with a repeatable value engine. There is a very fine line to walk between running enough vehicles to take advantage of this while still having enough pilots to crew them."}, "Gloomshrieker": {"Rate": "3.5", "Desc": "Now this is a proper Gravedigger. Getting any permanent is such a huge upgrade over only creatures in a format filled with sagas and artifacts. Having menace means that this might actually get through to live the ninjitsu dream of being bounced for even more value."}, "Risona, Asari Commander": {"Rate": "3.0", "Desc": "As long as you are the aggressor this can be a real pain for your opponent to deal with, but all it takes is a single 1/1 poking you back to leave Risona vulnerable. The floor of a 3/3 haste for three is still a pretty solid card that always makes the cut in the right colors."}, "Naomi, Pillar of Order": {"Rate": "3.0", "Desc": "This signpost uncommon is ordering me to play artifacts and enchantments to accumulate extra value. This will probably end up trading in combat the first time it attacks, but getting two free 2/2s with vigilance thrown in is a deal worth pursuing."}, "Jukai Naturalist": {"Rate": "3.0", "Desc": "This is a huge beating on curve by acting as a mana dork while still giving you the option to attack with lifelink. If you curve Generous Visitor into this you've probably already slammed the door shut on your opponent before the games even really had a chance to get started."}, "Invigorating Hot Spring": {"Rate": "3.0", "Desc": "This reminds me of dropping Fires of Yavimaya back in the day. That means that your opponent can't ever properly play defense because they have no idea what is going to be coming at their face the next turn. Your creatures being slightly bigger than on normal curve and triggering modified for other cards are just gravy on top of the haste."}, "Enthusiastic Mechanaut": {"Rate": "3.0", "Desc": "I'm very enthusiastic about playing a cheap, evasive threat that reduces the cost of my other artifacts. Not much more to say about this one other than the flavor text is a real win."}, "Colossal Skyturtle": {"Rate": "3.0", "Desc": "If Mahamoti Djinn, Regrowth, and Unsummon somehow had a weird giant turtle baby. This provides a lot of different options for one mana too much, but that's a low cost to pay for all the versatility it provides."}, "Spirit-Sister's Call": {"Rate": "2.5", "Desc": "I've read this card at least thirty times. I'm pretty sure I know exactly how its supposed to work, I just don't know if it's actually any good. Sacrificing your worst creature to bring back your best one sounds great in theory, but it does cost five mana and require the right setup so maybe you should let someone else answer this call."}, "Satsuki, the Living Lore": {"Rate": "2.5", "Desc": "I'm unimpressed with Satsuki because she's only really good with sagas and she's not an enchantment creature. I think this could have had some really interesting game play decisions if you could have activated her as an instant. Maybe I'm expecting too much out of a two mana creature, but I'm not taking her unless I am already firmly entrenched in the enchantment deck."}, "Prodigy's Prototype": {"Rate": "2.5", "Desc": "This really doesn't do \u201cthat\u201d much more than the common vehicles that are easier to cast. Sure producing a pilot every turn you attack sounds great, but the lack of evasion will prevent getting too many attacks in with it. Even though it does trigger on other vehicles attacking, how many of them can you realistically play."}, "Oni-Cult Anvil": {"Rate": "2.5", "Desc": "A slightly less annoying version of the cat oven combo since you only get the replacement 1/1 if it dies during your turn. Disgusting in multiples and doesn't really require that many other artifacts in your deck to be good."}, "Asari Captain": {"Rate": "2.5", "Desc": "O captain! My captain! Why do you only have three toughness? The haste lets your surprise your opponent with a large samurai hopefully alongside a pile of \u201cexalted\u201d triggers. Unfortunately, it is pretty flimsy so you need to back this up with some solid tricks or they'll end up being a one hit wonder."}, "The Kami War": {"Rate": "2.0", "Desc": "Queue up the memes. Obviously, this is busted if you manage to pull it off and it's not entirely out of the realm of possibility between Ecologist's Terrarium and all the dual lands. In most cases you will just be staring at this in your hand."}, "Hidetsugu Consumes All": {"Rate": "1.5", "Desc": "This card is a fine sideboard card against an opponent playing a bunch of one drops, but since it's a mythic rare you are never going to see this late enough to want to take it. Arena problems right? You're probably not going to win many games where your three drop is only a 3/3 that comes wandering into the office two turns later, but that's what you are signing up for in most cases when you play this."}, "Eiganjo Uprising": {"Rate": "1.5", "Desc": "If you are looking for a finisher that is going to be hanging out in your hand all game, then let me give you this pamphlet telling you about the wonders of joining the Eiganjo Uprising. The fail case of a 2/2 haste for three is a bad Daybreak Combatants, otherwise you are going to come out pretty even if you don't kill them with this. I've already given this the award for \u201cCard with the most math fails\u201d of the set."}, "Kairi, the Swirling Sky": {"Rate": "4.5", "Desc": "This has the least spectacular of the death triggers out of this cycle, but makes up for it by being an absolute brick house. Ward three is really hard to deal with when you have a 6/6 flyer coming at your face."}, "Jin-Gitaxias, Progress Tyrant": {"Rate": "4.5", "Desc": "This is going to lead to a lot of fun games\u2026 The best ways to get out of this are to either be far enough ahead that a seven mana 5/5 doesn't really matter or to play a cheap artifact followed up by a removal spell. If you can't do either of those, welcome to Phyrexia it's going to be a bumpy ride."}, "Tezzeret, Betrayer of Flesh": {"Rate": "4.0", "Desc": "Another amazing four mana planeswalker that can protect itself and rack up the card advantage. The only drawback here is that you need to have artifacts to make this work which shouldn't ever be a problem in this set."}, "Mindlink Mech": {"Rate": "4.0", "Desc": "Great flavor on a great card. 4/3 flyer for only three mana with the upside of copying abilities from its crew. This hits hard and it hits fast. Did I forget to mention that this only costs one to crew."}, "Invoke The Winds": {"Rate": "4.0", "Desc": "Another of the powerful, but worth it cycle with four pips in the casting cost. Control Magic effects are always powerful in limited and this one adds in the bonus of getting to untap it so you suddenly have their best blocker if you were on the backfoot. It also gets a bonus for not being an enchantment in a set where people will be playing removal for that. Unfortunately I am going to have to grade this as if it cost at least seven mana."}, "Behold the Unspeakable": {"Rate": "4.0", "Desc": "I'm perfectly willing to behold this no matter how unspeakable it claims to be. The first ability negates one of the biggest problems with tapping out for a card draw spell by keeping the heat off you the turn you drop it. Then you pull ahead on cards and get a decent sized critter with flying and trample. I'm in."}, "Tameshi, Reality Architect": {"Rate": "3.5", "Desc": "This is a great late game engine as long as you have enough artifacts and enchantments to bring back with it. It does require there to be a target in the graveyard so you can't just bounce a land to draw a card. I'd recommend trying to prioritize trading off saga creatures or equipment creatures earlier in the game before dropping this to go to value town. "}, "The Reality Chip": {"Rate": "3.5", "Desc": "The Reality Chip clogs up the ground early providing you are willing to block with this and lets you go off once it's equipped to a creature. Good early, great late which is all you can really ask out of a two drop. Comically enough this doesn't have defender so you can attack in and ninjitsu it."}, "Thousand-Faced Shadow": {"Rate": "3.0", "Desc": "I'm excited to draft this card and do ridiculous things while I get my ninja on. Wonderful enabler early and then comes right back to give you a free clone before being bounced again for another ninja. This looks underwhelming at first glance so it is a good candidate to be underrated early."}, "Tamiyo's Compleation": {"Rate": "3.0", "Desc": "The usual blue tap down pacifism effect for four mana. While that effect has been pretty controversial for the last few sets, this one does throw in removing all abilities. On top of that it can hit artifacts, creatures, or even planeswalkers all at instant speed. These will probably be undervalued early in the format so get them while they're hot. "}, "Replication Specialist": {"Rate": "3.0", "Desc": "It's not completely embarrassing to play a 3/4 flyer for five as long as you get something thrown in. So what does this specialize in? Doubling up every artifact you play including some of those juicy equipment creatures. Now that's a bonus effect that I'm into."}, "Network Disruptor": {"Rate": "3.0", "Desc": "This is the ultimate early ninjitsu enabler. Every ninjitsu deck is going to want a few of these as it just does so much for you for so small of an investment. Whether it's an evasive one drop going unblocked or tapping down a blocker to let your ninjas get another hit in, this is going to get a lot of groans out of your opponent. Don't be the person sleeping on one drops in limited, play this card."}, "Moonsnare Specialist": {"Rate": "3.0", "Desc": "I love Man-o'-War creatures and they have historically been a beating in every limited environment. This one gives you the option of either paying an extra mana or playing it for the going rate as a ninja. It even gives you the opportunity to bounce a creature that was part of a bad block for you when you ninjitsu it in."}, "Moon-Circuit Hacker": {"Rate": "3.0", "Desc": "Great card early that replaces itself if you have a cheap ninjitsu enabler. Later in the game, it's going to be hard for a 2/1 to do much of anything leaving this as a curve filler with upside."}, "Inventive Iteration": {"Rate": "3.0", "Desc": "The first step letting you pull even on tempo is pretty key for not falling behind when you drop a saga. Getting a little card advantage and eventually a phantom monster with an annoying ability is worth the wait here. Unless you see your opponents hand, it's going to be a guessing game of playing the right mana cost spell to shut them down, but by the time you get to the creature it's free real estate."}, "Thirst for Knowledge": {"Rate": "2.5", "Desc": "This is the only card in the set that used to be restricted in vintage so you might say it's slightly above average. Bad jokes aside, I think this will be slightly worse than it was in Mirrodin because there aren't artifact lands to pitch to it. Being card filtering instead of advantage unless you pitch an actual artifact to it is a very real drawback."}, "Skyswimmer Koi": {"Rate": "2.5", "Desc": "Hey it's our common Phantom Monster of the set. Similar to Cruel Witness this offers solid card selection on an on rate evasive threat. I'm always down to have a couple of these in my deck."}, "Prosperous Thief": {"Rate": "2.5", "Desc": "Dropping this thief on turn two lets might let you steal the game from your opponent. The treasures actually come from any ninja so you can quickly pull ahead with the right cards backing this up. Later in the game, it's a bit of a do nothing so hopefully you're already won by then."}, "Moonfolk Puzzlemaker": {"Rate": "2.5", "Desc": "You have to think back to Kaldheim and Mistwalker to remember how annoying a 1/4 flyer can be. It just brick walls so many cards early and while this one doesn't pump, it does start getting you scry value after you stabilize."}, "Mobilizer Mech": {"Rate": "2.5", "Desc": "Really goes up in value if you have other vehicles that can benefit from the free crew. Crew three isn't nearly as hard to do as it was in other sets because of all the pilots that crew for two higher floating around."}, "Mnemonic Sphere": {"Rate": "2.5", "Desc": "A modernized version of Hieroglyphic Illumination that can be spread out over two turns while still offering the option to cycle it away for a single blue mana. It also helps enable artifact synergies and lets you hold up counter mana while waiting to be popped. Combos very well with Disruption Protocol by letting you hold up only two mana to either counter a spell or draw two cards."}, "Mirrorshell Crab": {"Rate": "2.5", "Desc": "I know you are all looking at this thinking I lost my mind by saying this is playable. Here's the thing, I really don't mind playing one of these because it's a restricted counter early that can just be a massive monster later in the game. I don't ever want to play more than one, but that one should handle some business."}, "Futurist Operative": {"Rate": "2.5", "Desc": "This is a great ninjitsu enabler that has the option to hit in for three unblockable damage with pseudo vigilance. It can be pretty mana intensive, but you can also leave the untap up as a threat of activation while also holding up counterspells or card draw."}, "Acquisition Octopus": {"Rate": "2.5", "Desc": "It's going to be difficult to profitably attack with this early unless your opponent is on the saga train or kept a questionable hand. One underrated part of creatures that draw a card when they deal damage is that they actually play great defense because your opponent never wants to give up a free card. The real value is being able to put this on an evasive creature later to get the value train rolling."}, "Suit Up": {"Rate": "2.0", "Desc": "They may have finally found the sweet spot on making Serpentine Ambush type cards playable. The extra mana is more than a fair trade for drawing an extra card. However, I'm never going to be able to play this card without hearing \u201cSuit Up\u201d in Neil Patrick Harris's voice."}, "Moonsnare Prototype": {"Rate": "2.0", "Desc": "I don't see this ever really being played as an artifact unless you are desperate for mana or need an artifact on board. The channel ability is pretty solid though and will dictate the actual value of this card."}, "The Modern Age": {"Rate": "2.0", "Desc": "The early looting can get you out of some sticky land situations and a 2/3 flyer is never really worthless. The biggest problem is that even if you play this on turn two, you don't get to attack with this until turn five."}, "Futurist Sentinel": {"Rate": "2.0", "Desc": "It may not have any abilities, but a 6/6 for only four mana ain't no joke. The key to playing this very large man is to have plenty of cheap pilots in your deck. There is still a limit on how many vehicles you can play and this isn't quite up there with some of the others."}, "Disruption Protocol": {"Rate": "2.0", "Desc": "We're so used to getting something thrown in with our counterspells that this teeters on the edge of playability. I'm grading it as if it was just a slightly better Cancel because most of the times you have an extra artifact to tap will be later in the game when you could have just paid the one."}, "Awakened Awareness": {"Rate": "2.0", "Desc": "I'm not really a fan of either way you can use this card, but the flexibility of either minimizing your opponent's creature or supersizing one of your own makes this right on the border of playability."}, "Armguard Familiar": {"Rate": "2.0", "Desc": "I'm not looking to be too familiar with this creature. If it was just the equipment option, it would be an unplayable piece of garbage. The versatility of having a dork early or an expensive equipment later leaves this as mediocre filler."}, "Spell Pierce": {"Rate": "1.5", "Desc": "This isn't cube or constructed, but I'm sure someone is still going to get got with this during the first week of play. Too narrow to ever play in the main, but a possible sideboard card against a saga heavy deck."}, "Short Circuit": {"Rate": "1.5", "Desc": "This is much worse than the other pacifism effects in the format. The creature still being able to attack, block, or tap to use abilities more than negates the instant speed option to use this as a combat trick. Don't short circuit your draft by playing this."}, "Saiba Trespassers": {"Rate": "1.5", "Desc": "Frost Breath was always a solid limited card whose value really depended on the format. I don't know if I'm willing to pay four for the same effect and I definitely don't want to play a vanilla 3/5 for five so they'd have to be trespassing to end up in my deck."}, "Reality Heist": {"Rate": "1.5", "Desc": "Dig Through Time for only artifacts isn't nearly as profitable as when you can grab any cards. Even if you drafted a heavy artifact deck, this is still going to be an expensive card draw spell that can possibly miss."}, "Planar Incision": {"Rate": "1.5", "Desc": "Can protects your creatures and artifacts from targeted removal with a tiny bonus thrown in. Pretty ineffective if used offensively and since the target comes back right away, it can't be used to protect from a sweeper. A sideboard card unless something has gone horribly wrong."}, "March of Swirling Mist": {"Rate": "1.5", "Desc": "I guess you can use this to phase out a bunch of blockers and attack for lethal. Also useable as an expensive fog effect. Outside of that it's basically a really bad Cradle of Safety."}, "Guardians of Oboro": {"Rate": "1.5", "Desc": "Solid defensive creature that is a slightly overstatted attacker if you modify it. It's this sets version of Steelclad Spirit so it's playability will really depend on what your game plan is."}, "Essence Capture": {"Rate": "1.5", "Desc": "Speaking of getting something thrown in on a counterspell, we get this two mana counterspell with a free +1+1 counter. The only drawback being that it has to counter a creature, but in Neon Dynasty even the equipment are creatures so this is sure to have a target. "}, "Discover the Impossible": {"Rate": "1.5", "Desc": "Paying the extra mana for an impulse effect and getting to dig a little deeper is the definition of replaceable card. The free instant speed two mana instant is going to be heavily deck dependent, but doesn't look like it will hit that often. While it's not impossible that I'll play this card, I'd rather not."}, "Covert Technician": {"Rate": "1.5", "Desc": "If you play turn one Network Disruptor into turn two this and drop a two drop on the play, you're far enough ahead that you're probably winning that game. Any turn past four and this is just an average body with an irrelevant ability. "}, "Go-Shintai of Lost Wisdom": {"Rate": "1.0", "Desc": "Unless you have another shrine that this powers up this is going to be pretty bad. Milling for one is rarely going to get you anywhere and an 0/4 wall would never make the cut. At least it has flying, but even with that I'm out."}, "Anchor to Reality": {"Rate": "1.0", "Desc": "Constructed plant. Even if you have a great equipment or vehicle to get with this, you're still going down a card to do it."}, "Eater of Virtue": {"Rate": "4.5", "Desc": "Be still my heart! As a lover of Bonesplitter this brings back fond memories of pummeling my opponents before they really had a chance to set up. If you equip this to a flyer on turn two, they either have a very quick clock on them or they deal with the creature which makes this give flying too. The cheap equip cost is so amazing because it lets you move it around for offense and defense without hindering your board development. This is a bomb that people might not realize is absurd."}, "Reckoner Bankbuster": {"Rate": "4.0", "Desc": "Card advantage built into your beater all for the low, low cost of two colorless mana. This should never be passed as it goes into every single deck and is better than every uncommon. I hope I really don't need to explain this more."}, "Surgehacker Mech": {"Rate": "3.5", "Desc": "Even if you don't have any other vehicles out, Surgehacker Mech still hits for two which kills almost half the creatures in the format. The crew cost is really high if you don't have pilots sitting around so it's not a slam dunk first pick."}, "Circuit Mender": {"Rate": "3.5", "Desc": "I'm calling it right now, this will be my most drafted uncommon in Neon Dynasty. Outside of being colorless, this group of abilities fits well in pretty much every deck in the format. The card draw being a leaves the battlefield effect instead of on death trigger is a huge beating in a set with ninjitsu. An all around great card that does a little bit of everything for a reasonable cost."}, "Towashi Guide-Bot": {"Rate": "3.0", "Desc": "If you have at least one other modified creature beyond what this one gives you, then two mana a turn for your own personal Howling Mine is a great way to pull ahead. Card draw might be underrated coming off of VOW since we don't have blood flowing all over the place."}, "Walking Skyscraper": {"Rate": "2.5", "Desc": "This is a very, very large individual that is going to demand an answer. As long as you're playing enough modifications in your deck, you should be able to play this for five or six mana. That's a bargain for the ability to ask your opponent if they remembered to wear their brown pants."}, "Ninja's Kunai": {"Rate": "2.5", "Desc": "Three mana for three damage isn't a bad deal especially when you can pay it over three turns. It does require tapping the equipped creature so it cannot have summoning sickness, but you're still not at a real threat of a blowout because you still have this if they kill the creature in response to the equip."}, "High-Speed Hoverbike": {"Rate": "2.5", "Desc": "If this wasn't a vehicle, it would be one of the standout cards of the set. As it is, it's just fine and will make the cut in most decks. Even if you don't have a crew, you can still drop this early to tap down their attacker preventing them from starting their early ninjitsu value train. Later on, it's a cheap flyer so it should still be relevant on most board states."}, "Ecologist's Terrarium": {"Rate": "2.5", "Desc": "Being colorless is a huge benefit to this because you aren't relying on drawing a specific color to be able to play your mana fixing. While the secondary ability is pretty unremarkable, it already replaced itself while thinning out your deck as a bonus. I'm going to be playing this in every deck except low curve aggressive ones."}, "Containment Construct": {"Rate": "2.5", "Desc": "If Containment Construct would have been in Crimson Vow, it would have done way dirtier things than I can even begin to imagine. In Neon Dynasty it really depends on how many channel cards you have that can be reasonably played in the same turn as you channel them. The cards you're discarding also have to be worth the effort of waiting. Still a cheap creature with a low opportunity cost of adding it to your deck."}, "Thundersteel Colossus": {"Rate": "2.0", "Desc": "Another meme card that can be legitimately good in the right deck. Don't try to do something crazy with Anchor to Reality, but if you need a big finisher for your durdle deck this fits the bill. "}, "Searchlight Companion": {"Rate": "2.0", "Desc": "If you're searching for a ninjitsu enabler, then shine your light on this companion. No where near the powerhouse that \u201dBrine was, but what can you really expect out of a colorless common. I have to put the reminder on this that spirit tokens don't fly in Kamigawa."}, "Patchwork Automaton": {"Rate": "2.0", "Desc": "You really need a lot of cheap artifacts to even consider putting this into your deck. It takes two more artifacts to begin to feel \u201cahead\u201d on this and it requires playing it early enough to be effective at all. That's a lot of downsides for a card that doesn't feel insane even on its best draws."}, "Papercraft Decoy": {"Rate": "2.0", "Desc": "I really don't like having to hold up two mana all the time for the chance of drawing a card with this. It should attack pretty freely in the early stages as your opponent won't want to let you get the free value off of a trade, but even in that scenario they may decide they'd rather tie up your mana so you can't develop your board. If you're short on playables, then sure go ahead and run this."}, "Network Terminal": {"Rate": "2.0", "Desc": "This reminds me of a knockoff version of The Celestus that I got off wish.com. I think this is a totally fine card that will overperform in a long game by keeping the gas flowing, but it's hard to win in modern limited when you play a do nothing on turn three. It also combos with Containment Construct which both provides the necessary artifact and lets you keep the card you loot away."}, "Mechtitan Core": {"Rate": "2.0", "Desc": "This was extremely overrated when it was first spoiled, but I think people have cooled down on it after realizing how hard it is to form Voltron. The majority of the time it is just a 2/4 for two that requires a crew 2 and that's nothing special."}, "Brute Suit": {"Rate": "2.0", "Desc": "Unless you have a ton of synergies and are desperate for vehicles, you can probably do better than this. Vigilance isn't really that great on a vehicle because you have to have a pilot for the turn you attack and then another pilot to cover for his lunch break while you're on defense. Three toughness also leaves this vulnerable to being easily blocked or removed. I'm proud of myself for not making a brutal pun here."}, "Shrine Steward": {"Rate": "1.5", "Desc": "There are decks this is playable in, but it's a common with a very niche ability. If you are the one who wants it, you will end up getting it so just let it wheel back to you."}, "Runaway Trash-Bot": {"Rate": "1.5", "Desc": "This isn't total trash, but it's pretty close to it. Its best use is to hold down the fort early and maybe attack for three later in the game. Not what I'm looking to do."}, "Iron Apprentice": {"Rate": "1.5", "Desc": "A slight improvement on Arcbound Worker by allowing the counter to move to any creature. It's another card where being a leaves the battlefield trigger instead of a dies would have made it at least a full grade higher. There just aren't enough synergies to really do anything with it."}, "Dramatist's Puppet": {"Rate": "1.5", "Desc": "I shouldn't be so dramatic when talking about how bad this card is, but it's pretty awful. A 2/4 for four that only performs its minor ability if there is already a counter on something else isn't where you want to be."}, "Bronze Cudgels": {"Rate": "1.5", "Desc": "Do you really, really need a cheap way to modify a creature? If not then I would avoid these like the plague. If the game goes really late this can be a decent mana sink, but in most cases you brought a couple of sticks to a mech fight."}, "Automated Artificer": {"Rate": "1.5", "Desc": "The usual 1/3 for two that situationally produces mana and typically only makes the cut when your deck didn't quite get there. Fair warning, these abilities get dunked on by the Arena autotapper so make sure you tap this manually if you are about to double spell because otherwise you are going to get wrecked."}, "Reito Sentinel": {"Rate": "1.0", "Desc": "The only good thing I can say about this card is that at least it's an uncommon so I don't end up with 4 of them in my sideboard every draft."}, "Mirror Box": {"Rate": "1.0", "Desc": "Remember that super sweet deck you drafted with eight legends and six of the same amazing common? Neither do I. There are times when this does something, but that something isn't worth it. Keep Inglorious Anthem in the sideboard."}, "Junji, the Midnight Sky": {"Rate": "4.5", "Desc": "Hey look, another busted mythic dragon. If they somehow manage to deal with your 5/5 flying menace then you get to bring a creature back from either players graveyard or wreck whatever hand they have left. Take this, crush dreams, profit."}, "Hidetsugu, Devouring Chaos": {"Rate": "4.5", "Desc": "An on rate, easily splashable creature with an amazing ability tacked on for free. Most games will snowball quickly in your favor when you're drawing extra cards while getting to shoot down their creatures or blast them in the face every turn. Even if you're not in Rakdos you should be able to grab some dual lands to splash for either the ability or this card itself."}, "Soul Transfer": {"Rate": "4.0", "Desc": "Three mana unconditional creature and planeswalker removal is normally a no doubt first pick barring a bomb in the pack. This one tosses in exile in exchange for being sorcery speed. But wait there's more, how about you get to bring something back from your graveyard too and all it takes is having a couple card types that are probably in your deck anyway. Great card that I will gladly take when I see it."}, "March of Wretched Sorrow": {"Rate": "4.0", "Desc": "This is a slightly overcosted removal spell that has the potential to swing a race all on it's own. The instant speed coupled with the life gain is going to destroy an opponent who unknowingly swung into this. While it's highly unlikely you use the option to exile cards to reduce the cost, it is always nice to have in case of emergency."}, "Blade of the Oni": {"Rate": "4.0", "Desc": "Now this is an equipment creature that I would love to open! A 3/1 menace for two is a card I would play in every deck so anything beyond that is just free real estate. Later in the game this just starts demonizing your dorks to bash your opponents face in as a 5/5 Menace. The only real drawback is that one toughness leaves it fairly vulnerable to removal."}, "Assassin's Ink": {"Rate": "4.0", "Desc": "This is an amazing instant speed catch all removal spell whether or not you have either cost reduction active. In Neon Dynasty you are almost always going to have an artifact or enchantment out making this Heroes Downfall with the potential upside to be even cheaper. Usual disclaimer to use instant speed removal before blockers so you don't get wrecked by ninjitsu."}, "Tatsunari, Toad Rider": {"Rate": "3.5", "Desc": "Tatsunari produces some serious value as long as you have some enchantments in your deck. If you played any Crimson Vow, you remember how far ahead you pulled when you sacrificed Biolume Egg on turn four. This is going to have a similar effect with a decent size evasive creature just popping up out of nowhere on top of whatever else you just played."}, "Life of Toshiro Umezawa": {"Rate": "3.5", "Desc": "Your mileage with this is going to vary heavily based on if you get to pick off a creature with the first stage. The backside of this is certainly nothing to write home about especially when you get it turn four at the earliest."}, "Biting-Palm Ninja": {"Rate": "3.5", "Desc": "This ninja gets around the usual discard drawback of them being out of cards by giving you the option to just keep the menace counter on him instead. He doesn't even require a ninjitsu enabler as just dropping this guy on turn three will usually give him a free lane to crack in on the next turn."}, "Twisted Embrace": {"Rate": "3.0", "Desc": "In most cases this is just going to be sorcery speed four mana removal with a little bonus thrown in. That's phenomenal when you are the beatdown and they are tapped out, but something just feels wrong about possibly losing your removal spell and a creature to an opposing removal."}, "Tribute to Horobi": {"Rate": "3.0", "Desc": "It sure was awfully nice of you to give some free creatures to your opponent so they could ninjitsu your face off. As long as you have some plan to mitigate that problem, the backside of this is a bargain for only two mana. I don't think it's \u201cboard it out against ninjas\u201d bad as people have been telling me, but the grade does reflect that a good portion of decks will have them."}, "Nezumi Prowler": {"Rate": "3.0", "Desc": "This is going to completely obliterate some poor opponent who thought they made a good block on a first striker. It can even target itself to gain some life when you ninjitsu it in on turn two. It's important to note that it's ability doesn't require the ninjitsu cost to be paid so you can just play it to hook a creature up before combat."}, "Nashi, Moon Sage's Scion": {"Rate": "3.0", "Desc": "This card is going to have one of the biggest deltas in performance based off what flips when it hits. If you pay six life and drop a huge bomb off it, the game is pretty much over while if you hit two land you just spent four mana and bounced your unblocked creature to deal three damage. The fragility of being a 3/2 means that, barring extraneous circumstances, this is only going to get that one hit in."}, "Mukotai Soulripper": {"Rate": "3.0", "Desc": "Dropping this on turn two can be a nightmare scenario for your opponent. If you follow it up with channeling Born to Drive , you have pilots and enough sac fodder to keep this menacing monster growing."}, "Lethal Exploit": {"Rate": "3.0", "Desc": "I'm always down for cheap removal that can also act as a combat trick by shrinking your opponents creature. While totally fine at the going rate of -2-2 for two mana, this has the potential to hit something much bigger if you have some modified creatures hanging around."}, "Gravelighter": {"Rate": "3.0", "Desc": "Ninjitsu will incentivize your opponent to make early trades letting you get some extra value off of this. If they decline to block, you can still force a sacrifice trade that your opponent already showed they didn't want to make. Being an evasive threat makes it easy to bounce this with a ninja and lets you start the fun all over again."}, "Virus Beetle": {"Rate": "2.5", "Desc": "Burglar Rat and their brethren have always been annoying and playable cards in limited. They also have the bonus of being a bad creature that your opponent doesn't want to trade for since you already got a card off of it. This beetle also has the benefit of making them hold back a blocker because they never want to let you ninjitsu it back for another free card. On top of all that, this is an artifact so you are only an enchantment away from all of those sweet synergies."}, "Unforgiving One": {"Rate": "2.5", "Desc": "While a 2/3 menace for three does teeter on edge of playability, this one does play well with the themes of the set. Ninjitsu benefits from menace and if you have enough modifications around this can turn into a must deal with value engine."}, "Return to Action": {"Rate": "2.5", "Desc": "I know we're used to paying one mana for these return to the battlefield effects, but the lifelink and the extra power can do some real work. We've historically not played these effects early in the format and by the end we have one in every deck so I'm just going to start off playing it this time."}, "Reckoner Shakedown": {"Rate": "2.5", "Desc": "This is one of the best designs I've ever seen on getting around the downside of discard. Even with cycling or other effects you always have that \u201cwhat if it's just a land\u201d decision you have to make before playing it. This lets you take a peep, see they only have a land chilling, and bash in with your suddenly large monster. Of note, it's not even required to take the card if they do have something so you can always pump up the jams if you need to."}, "Okiba Salvage": {"Rate": "2.5", "Desc": "Without the bonus this is a pretty meh card that really depends on what else you have in your deck to bring back with it. Though if you have an artifact and enchantment, it's pretty big game to turn something like a 3/3 flyer into a 5/5."}, "Okiba Reckoner Raid": {"Rate": "2.5", "Desc": "This makes me really wish that saga creatures had haste since it would be the equivalent damage of playing a two power creature for one mana. The menace makes up for it by making it easier to attack later and the bonus menace on all your vehicles is just gravy. It's not even worthless later in the game since you still get a couple of drains off of it."}, "Nezumi Bladeblesser": {"Rate": "2.5", "Desc": "This rating is assuming that you have a decent number of artifacts and enchantments in your deck. The combination of menace and deathtouch mitigates some of the problems with attacking with a two toughness creature. If you somehow don't have any artifacts or enchantments, this just shouldn't be in your deck."}, "Leech Gauntlet": {"Rate": "2.5", "Desc": "I'm perfectly happy playing a 2/2 lifelink for two so every thing else is like when McDonalds accidently drops an extra ten piece nugget in your bag. In this case, it's a pretty sweet bonus as after slapping in a few times, you just reconfigure this onto your much larger creatures to make racing impossible."}, "Kami of Terrible Secrets": {"Rate": "2.5", "Desc": "I've always loved Phyrexian Rager type creatures that replace themselves when they come into play. This one required jumping through some hoops that your deck probably has in it anyway and provides a better body. I would bump this up half a grade in any deck that can reliably trigger it on curve and drop it half a grade in any deck where it's not likely to trigger."}, "Dokuchi Silencer": {"Rate": "2.5", "Desc": "I promise you that your opponent isn't going to be silent when they get surprised with this one. It's rarely ever going to get to hit more than once so treat it like it's a one-off removal spell in your hand. Requiring discarding an actual creature is a very real cost, but you do have the option to pitch the one you just brought back to ninjitsu this in."}, "Dockside Chef": {"Rate": "2.5", "Desc": "This is so much better than similar effects by not requiring him to tap to use his ability. This chef can even eat his own cooking and sacrifice himself to draw you a card. Great glue type card that will end up winning you games without being obvious that it's why you won."}, "You Are Already Dead": {"Rate": "2.0", "Desc": "Similar to Bladebrand , but with the benefit of not setting yourself up to get blown out when you try to play it. Either letting first strike damage happen or waiting for combat to end before hitting their monster with this is a much better scenario for you."}, "Reckoner's Bargain": {"Rate": "2.0", "Desc": "Sure, it's great to use this in response to removal, but we aren't in the Forgotten Realms and this isn't Deadly Dispute. The life gain is fairly negligible when you are preferably going to be sacrificing something cheap and insignificant."}, "Mukotai Ambusher": {"Rate": "2.0", "Desc": "I've made my distaste for three mana aggressive creatures with only two toughness well known. So it's going to take a lot more than lifelink for me to want to play a four mana one. The only reason this isn't graded lower is that it is a huge life swing when you ninjitsu this on turn two, but even then it is still going to just get blocked by a random bear the next turn."}, "Malicious Malfunction": {"Rate": "2.0", "Desc": "While there are a lot of creatures that get wrecked by this version of Cry of the Carnarium , it's value does go slightly down in a format with a bunch of vehicles. If you pick this early enough, you can grab some of those vehicles for yourself as well as three toughness creatures to make it a much more one sided malfunction."}, "The Long Reach of Night": {"Rate": "2.0", "Desc": "Giving your opponent the option to either discard a card or sacrifice their worst creature isn't very punishing unless they are already starved for resources. It's also going to be much later in the game before the backside creature is big enough to be relevant so this is a reach to make the cut."}, "Kami of Restless Shadows": {"Rate": "2.0", "Desc": "The extra mana would be worth the extra power and toughness on this Gravedigger if it could bring any creature back to hand. Having to put any non-ninja or rogue on top of your deck drops this to borderline playability. While comes into play abilities are more valuable in a set with ninjitsu, a five mana 3/3 is rarely going to go unblocked to take advantage of the opportunity."}, "Invoke Despair": {"Rate": "2.0", "Desc": "Not nearly as good as some of the other cards in this cycle. It's worth playing if you don't have to twist your manabase too much, but don't despair if it doesn't make the cut. The problem is that it will usually pick off your opponents two worst cards and draw you a card which isn't great for what is functionally a seven drop."}, "Inkrise Infiltrator": {"Rate": "2.0", "Desc": "Not as good as Network Disruptor , but still a cheap, effective way to enable ninjitsu. It even has the option to slap in for some real damage later in the game."}, "Go-Shintai of Hidden Cruelty": {"Rate": "2.0", "Desc": "This is another card that really needs another shrine or two in play to have a chance to shine. On it's own, you can pick off one toughness creatures and hold back your opponents side with deathtouch. Still an overcosted death toucher with a situational ability isn't going to win you a lot of games."}, "Dokuchi Shadow-Walker": {"Rate": "2.0", "Desc": "While most ninjas sneak in quietly for some cool effect, this ones trick is that it slams your opponent in the face for five damage. That's a huge damage swing early on and puts them on the back foot immediately. Unfortunately, sometimes you end up having to play him as a vanilla 5/5 for six mana which is a one way ticket to frown town."}, "Debt to the Kami": {"Rate": "2.0", "Desc": "I've never really liked playing this type of removal in limited. Letting your opponent decide which creature to sacrifice means you are always getting their worst creature unless you happen to catch them with their pants down. At least it will be a lot easier to pick off a saga or an enchantment creature with this this, but I still don't want to play more than one in my main deck."}, "Clawing Torment": {"Rate": "2.0", "Desc": "Playable in an extremely aggressive deck to move blockers out of the way while pinging away at your opponent. This is also a fine sideboard card against any deck with multiple creatures with one in the butt."}, "Chainflail Centipede": {"Rate": "2.0", "Desc": "This is another equipment creature where you don't really want either version in your deck, but sometimes the option to have either regretfully makes the cut."}, "Undercity Scrounger": {"Rate": "1.5", "Desc": "I really want to like this card, but it certainly isn't a Skullport Merchant or even a Sailor of Means . It needs to not have summoning sickness and have another creature die to produce a treasure. By the time you have that going, do you really need treasures when the only real late game use for them is Reckoner's Bargain."}, "Kaito's Pursuit": {"Rate": "1.5", "Desc": "Mind Rot effects have been on the upswing for the last year or so in limited. Unfortunately that comes to an end with Kaito's Pursuit as giving some of your creatures menace isn't much of a fallback option when your opponent already have an empty grip."}, "Enormous Energy Blade": {"Rate": "1.0", "Desc": "Oh come on\u2026 They aren't even trying to hide it anymore. Outside of being the Bird Watcher art of the set, this doesn't bring anything to the table besides being way too expensive for something that taps on equip."}, "Eiganjo, Seat of the Empire": {"Rate": "4.0", "Desc": "I could debate back and forth between this and Boseiju all day long, but I'm going to be thrilled to have either one in my deck. Four damage kills around 90% of the creatures in the format so this is pretty close to an unconditional removal off of your land."}, "Boseiju, Who Endures": {"Rate": "4.0", "Desc": "This cycle is amazing as they have no real cost for adding them to your deck while replacing a basic land slot. They don't come into play tapped so they are basically a MDFC on steroids. I guess the one thing I still need to point out is that you do need to be playing the color that these are or you won't be able to channel them. I wouldn't recommend using this early because giving your opponent a free ramp is a very real cost, but later in the game trading your extra land for an actual factual card is pretty amazing."}, "Otawara, Soaring City": {"Rate": "3.5", "Desc": "The lack of a common instant speed bounce spell increases the value of this because it will make it much less likely that anyone plays around it. Bounce also plays well against all of the auras and equipment floating around in Neon Dynasty. Really solid card that I'll always be happy to have in my deck."}, "Wind-Scarred Crag": {"Rate": "3.0", "Desc": "I'm just going to address all of the dual lands at once because no one wants to read the same thing ten times. People don't realize how bad their mana normally is in limited and these help prevent non-games from happening. Take them as a 3.0 if they are in your colors and a 3.5 if they help you with a splash."}, "Tranquil Cove": {"Rate": "3.0", "Desc": "I'm just going to address all of the dual lands at once because no one wants to read the same thing ten times. People don't realize how bad their mana normally is in limited and these help prevent non-games from happening. Take them as a 3.0 if they are in your colors and a 3.5 if they help you with a splash."}, "Thornwood Falls": {"Rate": "3.0", "Desc": "I'm just going to address all of the dual lands at once because no one wants to read the same thing ten times. People don't realize how bad their mana normally is in limited and these help prevent non-games from happening. Take them as a 3.0 if they are in your colors and a 3.5 if they help you with a splash."}, "Takenuma, Abandoned Mire": {"Rate": "3.0", "Desc": "This is better than Sokenzan, Crucible of Defiance as long as you have something powerful enough to be worth bringing back. If not, I would drop this down to a 2.5."}, "Swiftwater Cliffs": {"Rate": "3.0", "Desc": "I'm just going to address all of the dual lands at once because no one wants to read the same thing ten times. People don't realize how bad their mana normally is in limited and these help prevent non-games from happening. Take them as a 3.0 if they are in your colors and a 3.5 if they help you with a splash."}, "Rugged Highlands": {"Rate": "3.0", "Desc": "I'm just going to address all of the dual lands at once because no one wants to read the same thing ten times. People don't realize how bad their mana normally is in limited and these help prevent non-games from happening. Take them as a 3.0 if they are in your colors and a 3.5 if they help you with a splash."}, "Jungle Hollow": {"Rate": "3.0", "Desc": "I'm just going to address all of the dual lands at once because no one wants to read the same thing ten times. People don't realize how bad their mana normally is in limited and these help prevent non-games from happening. Take them as a 3.0 if they are in your colors and a 3.5 if they help you with a splash."}, "Dismal Backwater": {"Rate": "3.0", "Desc": "I'm just going to address all of the dual lands at once because no one wants to read the same thing ten times. People don't realize how bad their mana normally is in limited and these help prevent non-games from happening. Take them as a 3.0 if they are in your colors and a 3.5 if they help you with a splash."}, "Blossoming Sands": {"Rate": "3.0", "Desc": "I'm just going to address all of the dual lands at once because no one wants to read the same thing ten times. People don't realize how bad their mana normally is in limited and these help prevent non-games from happening. Take them as a 3.0 if they are in your colors and a 3.5 if they help you with a splash."}, "Bloodfell Caves": {"Rate": "3.0", "Desc": "I'm just going to address all of the dual lands at once because no one wants to read the same thing ten times. People don't realize how bad their mana normally is in limited and these help prevent non-games from happening. Take them as a 3.0 if they are in your colors and a 3.5 if they help you with a splash."}, "Uncharted Haven": {"Rate": "2.5", "Desc": "I guess they got tired of putting Evolving Wilds into every set. This is going to play almost exactly the same except without the deck thinning or the ability to shuffle your deck. With all of the dual lands around, it's not nearly as important to take this unless you are splashing."}, "Sokenzan, Crucible of Defiance": {"Rate": "2.5", "Desc": "Two 1/1s with haste is much less impactful than the other cards in this cycle, but it can still catch your opponent off guard. I'm not going to be too defiant about taking this, but there are a lot of other cards I'd rather have."}, "Roadside Reliquary": {"Rate": "2.5", "Desc": "The potential to cash in your unwanted land for up to two extra cards is well worth the cost of playing an untapped colorless land in your deck. Though I wouldn't play it if you are splashing a third color because it puts too much stress on your mana base."}, "Mech Hangar": {"Rate": "1.5", "Desc": "I don't think I am ever going to build a deck with enough vehicles to want to play this. You need a much bigger potential payoff than tapping four lands to crew a vehicle to rationalize playing a colorless land in your deck."}, "Secluded Courtyard": {"Rate": "1.0", "Desc": "Nope, not playing this even if I have eight of a single creature type. Just play a basic land over it."}, "Fable of the Mirror-Breaker": {"Rate": "4.5", "Desc": "\u201dKiki-Jiki, is back! Well at least his moderately less broken reflection is and that ain't bad. This ballad starts off with giving you a creature that would arguably be worth the cost of admission before giving you some card selection in stage two. Then the fun really begins as a repetitive value engine abusing anything with a comes into play ability reminds us of all of the joys of everyone's favorite goblin shaman."}, "Thundering Raiju": {"Rate": "4.0", "Desc": "Pick this bad boy if you're into something that hits hard and fast. Thundering Raiju can come out hot as a hasty 4/4 for four or spread the love around to deal additional damage to your opponent. Just an all around good card, easy first pick."}, "Ogre-Head Helm": {"Rate": "4.0", "Desc": "Neon Dynasty red is seriously stacked with some amazing equipment creatures. This one puts \u201cbear with upside\u201d to shame by being able to both pump up your other creatures for a reasonable cost and then cash it in for three cards."}, "Lizard Blades": {"Rate": "4.0", "Desc": "Outside of having the wonderful text of equipment lizard, this is just a dynamic card. It's the rare equipment creature where you're not overpaying for the convenience and versatility it provides. Of course, double strike also stacks quite well with other equipment."}, "Goro-Goro, Disciple of Ryusei": {"Rate": "4.0", "Desc": "All it takes is one little modification and this starts taking over the game. The best part is that he doesn't have to be the one attacking to use his ability so you don't have to risk your bomb to kick off the Dragon train."}, "Atsushi, the Blazing Sky": {"Rate": "4.0", "Desc": "Not quite as busted as the rest of the mythic dragon cycle, but still a huge beating. I also think the flavor would be better if it had haste instead of trample. If they manage to kill this early the three treasure tokens could let you do something crazy, but in most cases you will just be taking the \u201dReckless ."}, "Voltage Surge": {"Rate": "3.5", "Desc": "A Shock that kills half the creatures in the format with the option to sacrifice an artifact to bump that up to an astonishing 91.7% (yet again credit to Sierkovitz for doing my math homework for me). Such an obviously good card that we'll be debating between this and \u201dKami's for the first few weeks of the format. "}, "Twinshot Sniper": {"Rate": "3.5", "Desc": "Four mana for a 2/3 that kills almost half the creatures in the set when it drops. Yes please! On top of that, it can go face or channel into a two-mana shock. That's a ton of versatile options on one piece of cardboard."}, "Kami's Flare": {"Rate": "3.5", "Desc": "Kami Hame Haha your creature is dead. The two mana, three damage red spell with a bonus is always in the discussion for best common and this one is no different. According to my buddy Sierkovitz, this kills 73.1% of the creatures in the set. That's some seriously hefty lifting for a two mana common."}, "Flame Discharge": {"Rate": "3.5", "Desc": "Instant speed makes up for the having to pay one more mana than the toughness of what you want to kill. Having a modified creature can make a pretty big difference if you're trying to double spell, but in general you'll tap out and kill whatever creature you want with this."}, "Simian Sling": {"Rate": "3.0", "Desc": "Not quite \u201dTormentor's, but close enough that I'll be happy to sling a few of these in my deck. This is another great equipment creature in red that happens to be yet another powerful one drop in Kamigawa. I've heard a lot of people say this format looks slow, but all of these cheap aggressive creatures say otherwise."}, "Seismic Wave": {"Rate": "3.0", "Desc": "The only real problem with this card is that a lot of the one toughness creatures you want to pick off with it are artifact creatures. If it hit all creatures, it would be making serious waves in the format. As it is, it's still an early pick that is going to make the cut every time."}, "Scrap Welder": {"Rate": "3.0", "Desc": "I'm not sure exactly what type of shenanigans I'm going to get in with this, but I can assure you that there will be hijinks a plenty. Worst case scenario you end up with a \u201dCentaur and that's not a bad floor for something with such a high ceiling."}, "Rabbit Battery": {"Rate": "3.0", "Desc": "It keeps going and going and going\u2026 It's nice to see that WotC's design team is as old as I am. Ignoring the meme, this is just a wonderful little glue card. It will probably be able to crack in for a couple of early damage before getting relegated to equipment duty. Giving every creature you play haste and +1+1 for only one mana is a very strong ability that'll keep you going\u2026and I'll stop there."}, "Kumano Faces Kakkazan": {"Rate": "3.0", "Desc": "Stage one might be the equivalent of walking over to your opponent and gently poking them with a stick, but something is still better than nothing. As \u201dTenacious has shown us getting a bonus +1+1 counter on your two drop can be pretty big game and it follows that up with turning into a 2/2 haste creature. That's a lot of stuff going on for only one mana."}, "Heiko Yamazaki, the General": {"Rate": "3.0", "Desc": "There are enough artifacts in Neon Dynasty that the general will be a value machine. It gets even more disgusting with a card like \u201dCircuit producing insane profits left and right. Don't forget that this can grab back all those equipment creatures if they do manage to deal with them."}, "Upriser Renegade": {"Rate": "2.5", "Desc": "This renegade is a grower, not a shower. It has a lot of upside in the modification archetype as equipping to another creature is sort of like equipping it to this at the same time. Even putting any kind of counter on another creature bumps this up to a 3/3 for two mana and it only gets better from there."}, "Tempered in Solitude": {"Rate": "2.5", "Desc": "This card is great in one solitary archetype and very medium in every other deck. I think this presents the opportunity to pick it up later in the draft, maybe even wheeling it, if you are drafting Boros \u201cexalted\u201d. "}, "Sokenzan Smelter": {"Rate": "2.5", "Desc": "A bear with the upside of upgrading your old, sad artifacts into a shiny new 3/1 haste creature. The opportunity cost is so low for having this in your deck this that I would play it even if I only had a couple of artifacts."}, "Scrapyard Steelbreaker": {"Rate": "2.5", "Desc": "While a 3/4 for four isn't great, this will play much bigger due to the cheap threat of activation. It's going to be difficult for them to block, but eventually they are going to have to because two extra power for each artifact can add up quick. The biggest drawback is actually being an artifact which makes it vulnerable to a wider variety of removal."}, "Reinforced Ronin": {"Rate": "2.5", "Desc": "I've seen some hate on this card and I don't think it's justified at all. One mana to shock the face as a once a turn repeatable effect that you can eventually just cycle away into another card seems just fine to me. It's one of the few early drops that still maintains its value in the late game by having the option to replace itself."}, "March of Reckless Joy": {"Rate": "2.5", "Desc": "A more malleable \u201dReckless that costs one more mana in exchange for the flexibility. Where this really shines is late in the game when you can end step use it as a pseudo \u201dDig. Ignore the option to discard a card unless you absolutely need a certain card right now."}, "Ironhoof Boar": {"Rate": "2.5", "Desc": "This falls under the umbrella of a card being decent early and late combining to make a slightly better overall card. The trick improves if you pair this with any ninjitsu color as your opponent will be incentivized to block."}, "Go-Shintai of Ancient Wars": {"Rate": "2.5", "Desc": "The 2/2 first striking body for three is pretty medium, but together with having the option to ping your opponent every turn it forms a solid, but unspectacular card. Bump it up half a grade if you have another playable shrine as the damage can add up pretty quickly."}, "Explosive Entry": {"Rate": "2.5", "Desc": "The first artifact removal is easily main deckable in Neon Dynasty and this one even hooks you up with a bonus counter to modify your creature. I will always try to round up a few extra for my sideboard because they can absolutely destroy some decks."}, "Bronzeplate Boar": {"Rate": "2.5", "Desc": "I hate the initial stat line because a 3/2 for three feels like it is always just waiting to trade down for a two drop. The reconfigure cost is really expensive, but it does make whatever you put it on hit like a truck."}, "Towashi Songshaper": {"Rate": "2.0", "Desc": "Little kid me would think you were insane if you told him that there would be an artifact creature DJ, but here we are. Mostly just a curve filler, nothing special."}, "Peerless Samurai": {"Rate": "2.0", "Desc": "Peerless is false advertising here because while this is a perfectly acceptable body, it's trigger is fairly underwhelming. Sure it will be nice to drop a five drop on turn four, but it's value will show noticeable depreciation as the game goes on. "}, "Gift of Wrath": {"Rate": "2.0", "Desc": "I like this a lot more than I like \u201dAkki because it has the extra toughness, menace, and gives you a creature when it dies. I'm still not looking to play more than one of these though.e."}, "Experimental Synthesizer": {"Rate": "2.0", "Desc": "I want to love this card for all the value you could get out of it, but it just lines up so awkwardly. Assuming you hit something that costs three, you really can't play it before turn four unless you need to hit a land drop. It's also going to be hard to find a good turn to pop it before turn six when a single 2/2 doesn't have much value left. "}, "Ambitious Assault": {"Rate": "2.0", "Desc": "It seems pretty ambitious to think you can go wide and modify your creatures at the same time. To be fair, it only takes a single modification to draw a card off of this so I don't mind playing a copy as a trick that can sometimes just end the game."}, "Akki Ronin": {"Rate": "2.0", "Desc": "Having three toughness means that Akki Ronin can usually get at least one early rummage in to help you get out of a mana bind. As long as you are running the exalted theme he can keep the hits coming all game long. Still mostly a situational card that will be cut from most decks."}, "Akki Ember-Keeper": {"Rate": "2.0", "Desc": "It's mostly a curve filler and the one toughness leaves it pretty vulnerable if it is going to be good. The best use for this is to get an extra dork every time your equipped creatures die so you can slap that equipment right back on for round two."}, "Kami of Industry": {"Rate": "1.5", "Desc": "Nothing spectacular here besides a big old butt to get in the way. If the ability didn't require a sacrifice at end of turn, this would be an entire grade higher."}, "Explosive Singularity": {"Rate": "1.5", "Desc": "Groan\u2026 Why does this card exist? It has one place and that is as a finisher in an aggressive deck. It might say any target, but you have already failed your mission if you point this anywhere besides the face. Seriously though, the set hasn't come out yet and I'm already over all the bad beat stories that start with \u201cI was at ten\u201d."}, "Dragonspark Reactor": {"Rate": "1.5", "Desc": "It's going to take six mana and a bunch of other artifacts being played to do anything with this. Even when it does go off, it's still just a removal spell that deals a few damage to the opponent too. Unless I'm really heavy on artifacts and against a slow deck, I'm leaving this in the board."}, "Unstoppable Ogre": {"Rate": "1.0", "Desc": "Ewwwww\u2026. A 4/1 with a mediocre one time ability. It's guess it's great if your opponent is mana screwed and not playing anything. I would need to have a very low curve, hyper aggressive deck to even consider playing this."}, "The Shattered States Era": {"Rate": "1.0", "Desc": "This is not an era that I ever want to be involved in. The \u201dThreaten\u201d effect coming on the turn you spent five mana really minimizes the ways you can abuse it and adding one power to all your creatures isn't nearly as good when your opponent has a turn to prepare for it. No need to worry though because you'll get a 3/3 haste on turn seven at the earliest\u2026oh wait you should definitely worry if you get stuck playing this."}, "Kindled Fury": {"Rate": "1.0", "Desc": "This is one of the worst tricks we've seen in quite some time. Unfortunately I know I'm going to get blown out by it at some point because I'm never going to play around it."}, "Crackling Emergence": {"Rate": "1.0", "Desc": "This may seem decent to the untrained eye, but you are basically putting yourself down a land whenever you attack with this. That means it really costs three mana with an additional mana required to attack with it every other turn. That is either setting you back too far too early or by the time the mana doesn't matter, neither does this random 3/3."}, "Akki War Paint": {"Rate": "1.0", "Desc": "I'm sure there will be times when a couple of these get dropped on a cheap evasive creature and the game ends before it even begins. Most of the time the creature will just get removed or bounced leaving you down a card. If this had an extra toughness on it or if \u201dSnakeskin was in the set then maybe you could assemble Voltron and go to town on your opponent. As it is, just leave it in the board."}, "Invoke Calamity": {"Rate": "0.5", "Desc": "It would be a calamity if you ever played this card. Don't be that person."}, "Jugan Defends the Temple": {"Rate": "4.5", "Desc": "This is more subtle than some of the other bombs, but it is a huge bomb none the less. Just the first two steps of this saga for three mana would be a high pick and then when we check out the back side of this, oh my. Every creature you play suddenly becomes a massive game breaking threat and that's not even considering that this is a flyer with huge potential on its own. Outside of having a counterspell, there is no way to cleanly answer all the value this provides."}, "Weaver of Harmony": {"Rate": "4.0", "Desc": "You call that a bear? THIS is a bear! This is also a very big reason to try to draft the enchantment deck. If a two-mana lord wasn't good enough for you, then how about doubling all your saga abilities? Borderline bombs don't usually come this cheap."}, "Spring-Leaf Avenger": {"Rate": "4.0", "Desc": "What I love about this fatty is that they are almost forced to block it leaving them open to getting wrecked. No \u201cmy life total is a resource\u201d action here because bringing your best card back from the graveyard every turn is going to bury them in card advantage that they can't come back from. That's not even getting into when you spring this on them for only four mana to take almost a third of their life and get back a card."}, "Kura, the Boundless Sky": {"Rate": "4.0", "Desc": "What else do I need to say about the mythic dragon cycle? You're never passing one pack one, pick one. This one is probably the second worst one and it's a 4/4 flying, deathtouch that dies into an even bigger creature."}, "Kappa Tech-Wrecker": {"Rate": "4.0", "Desc": "We finally know what happened to Leonardo after he grew up. He must have had a serious falling out with Donatello to be wandering around Kamigawa smashing all the tech up. Ignoring the Universes Beyond preview here, this is a flexible card that either gives you a cheap modified creature with deathtouch or loses that counter to pull it's best disenchant impression."}, "Kami of Transience": {"Rate": "4.0", "Desc": "Transience is an appropriate name because the game isn't going to last long when you drop this on curve. Even if they manage to deal with your initial onslaught this is going to keep coming back for more."}, "Invoke the Ancients": {"Rate": "4.0", "Desc": "All the green creature acceleration and fixing available make this the easiest to cast out of this cycle. Getting 8/10 worth of stats is a whole lot from one card and they even come premodified with your choice of vigilance, reach, trample. If you cast this anywhere close to on curve, it's going to be game ending."}, "Kodama of the West Tree": {"Rate": "3.5", "Desc": "As long as you have an easy way to modify a creature, this can start ramping you fast. Keep in mind that this isn't limited to once per turn so you can get a land for every modified creature that hits your opponent."}, "Generous Visitor": {"Rate": "3.5", "Desc": "Definitely a build around, but if you are heavily into enchantments it is going to be very generous indeed. It can be part of an amazing curve out that gets even better when you realize how many random enchantment creatures there are to trigger this."}, "Boseiju Reaches Skyward": {"Rate": "3.5", "Desc": "I had to reread this multiple times because it just feels like it should ramp somewhere. That first step is to search for two lands and\u2026 oh wait it just puts them into hand. The second step might be one of the worst abilities ever printed on a four mana saga as you need a land in the graveyard, in a format without Evolving Wilds, to be able to experience the grand pleasure of drawing yet another land the next turn. At least you get a decently statted creature with reach after all of that."}, "Blossom Prancer": {"Rate": "3.5", "Desc": "Card advantage or life tacked onto a decent size body with reach is a pretty solid package for the cost. I'm not going to be prancing all over when I draft it, but I will always end up playing it. As a bonus this will probably be the card with \u201csecret reach\u201d that everyone attacks into because why would a deer with a tree on it's head be able to block flyers."}, "Tales of Master Seshiro": {"Rate": "3.0", "Desc": "Reminiscent of Dormant Grove spreading a couple of counters around before flipping into a relevant creature with vigilance. Having haste and a huge body makes this a lot more viable later in the game than some of the other saga creatures. If I'm in the market for a green five drop, this one will fit the bill."}, "Spinning Wheel Kick": {"Rate": "3.0", "Desc": "A cool as it sounds to spinning wheel kick your opponent, this costs a ton of mana to be anywhere near as awesome as the name. Four mana for a single punch spell doesn't really do it for me, but six for a double punch is where this starts getting good. Just be really careful about the removal in response as tapping out to get two for one'd is great way to get browned."}, "Roaring Earth": {"Rate": "3.0", "Desc": "Weren't we just looking for a cheap way to modify creatures? Well here's your card because this turns every land into a free modification. While the channel ability is pretty expensive, it does give you the opportunity to ambush your opponent with a potentially huge creature."}, "Master's Rebuke": {"Rate": "3.0", "Desc": "The punch card of the set is a strictly better Rabid Bite now with instant speed. The usual disclaimer of don't play this into a removal spell and you'll be fine."}, "Jukai Trainee": {"Rate": "3.0", "Desc": "Tell me you have Bushido without telling me you have Bushido. A great on curve attacker that will be difficult to block effectively giving them the option to either chump block or let you drop a ninja on them."}, "Jukai Preserver": {"Rate": "3.0", "Desc": "This gives you 4/4 worth of stats for four mana which is just a classic green card in every set, but this one has synergy with modified and enchantments. You can also channel this away to potentially catch someone with their pants down and win two combats at once."}, "Webspinner Cuff": {"Rate": "2.5", "Desc": "While the first rule of WotCs design team is that you don't talk about design team, apparently the second rule is to put a 1/4 reach into every set. This actually lines up pretty well against the format and lets you reconfigure if you need something bigger so I expect it to perform well."}, "Teachings of the Kirin": {"Rate": "2.5", "Desc": "This feels a lot more like an uncommon than a rare. You do end up with three power for two mana, but it takes a while to get there. Also contrary to what we are used to, the 1/1 spirit token does not fly."}, "Shigeki, Jukai Visionary": {"Rate": "2.5", "Desc": "I'll just call the first effect the mulch ramp, but a four mana investment is pretty expensive for that ability even over two turns. I guess the main attraction is supposed to be bringing back multiple cards from your graveyard, but 6 mana to return two cards is 2002 power level. In general, everything about this is overcosted and slow with just enough potential to still want to play it."}, "Orochi Merge-Keeper": {"Rate": "2.5", "Desc": "Two mana for a mana producing creature is always a quality pick in limited and power creep actually improves them by providing better things to ramp into. This can lead to some busted draws if you can find a cheap way to modify him\u2026I wonder if there are any of those lurking around."}, "Greater Tanuki": {"Rate": "2.5", "Desc": "Another doggo who is a very good boi! A beefy beater with trample or a ramp spell with both being reasonably costed means you should consider rescuing this one if you get the chance."}, "Fang of Shigeki": {"Rate": "2.5", "Desc": "One mana deathtouchers always seem to make the cut as a nice little curve filler that occasionally shines brightly. Combos great with Master's Rebuke to kill any creature and will prevent much better creatures from attacking you. It even disincentivizes blocking so that you can get your ninjitsu on."}, "Fade into Antiquity": {"Rate": "2.5", "Desc": "We've officially reached the point where a three-mana sorcery speed disenchant is going to be commonly played in the main deck. Exiling is a nice little bonus because of some of the recursion in the set."}, "Coiling Stalker": {"Rate": "2.5", "Desc": "Play combat tricks with Coiling Stalker because they have to block it or you just get to start tossing counters all over the place. The ninjitsu will usually let you get at least the first one in for free so your modification party can begin."}, "Careful Cultivation": {"Rate": "2.5", "Desc": "The vast majority of the time this will just be channeled into a mana dork on turn two which is just fine. I can't really see the aura version being worth the chance of getting wrecked by a removal spell."}, "Storyweave": {"Rate": "2.0", "Desc": "I do like tricks that stick around so I will probably play this more than I should even if it is a little expensive. This also has the sweet option of waiting for your opponent to attack into a suddenly flipped saga creature with extra counters on it."}, "Season of Renewal": {"Rate": "2.0", "Desc": "I'm thrilled to have this in any deck where I can reliably bring back two cards with it, but never want to play it in a deck with less than three enchantments. No matter how many enchantments I have, I don't ever want to play more than one of this type of effect because it sets you back too far if you draw both of them early."}, "Heir of the Ancient Fang": {"Rate": "2.0", "Desc": "It's going to be really difficult to play this on curve with a modified creature out. 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let rv = reviews2[idx];
return rv[1];
} else {
return '玄';
}
}
function getColorClass(rate){
let cc;
switch(rate){
case "A+":
case "A":
case "5.0":
case "4.5":
cc = "t1";
break;
case "A-":
case "B+":
case "4.0":
cc = "t2";
break;
case "B":
case "B-":
case "C+":
case "3.5":
cc = "t3";
break;
case "C":
case "C-":
case "3.0":
cc = "t4";
break;
case "D+":
case "2.5":
cc = "t5";
break;
case "D":
case "2.0":
case "3*":
cc = "t6";
break;
case "D-":
case "1.5":
cc = "t7";
break;
case "F":
case "F+":
case "F-":
case "1.0":
case "0.5":
case "0.0":
cc = "t8";
break;
default:
cc = "tno";
}
//console.log('ColorClass:',cc);
return cc;
}