Set FRA · October 2026 · 280 cards plus ten Special Guests
Reality Fracture
The Draft Companion
Ten decks, an echoed legend in every pack, and a Jace in nearly every game. Every ranking on this page is checked against 491,065 recorded games from the format's first two weeks. The short version: the Jace mechanic pays, the Jace deck does not, and the uncommon legends are the trap.
The Fracture Log
what half a million games say17Lands, 2 to 14 October
Everything else here is judgment, consolidated from four expert videos and verified card by card. This section is the record of what happened once people actually drafted it. Card tiles throughout carry a win-rate chip: the games-in-hand win rate, meaning how often the player won when that card was in hand or in play. Set median is 55.5 percent, so anything above that beat the average card. Mythics and some rares carry a dashed chip instead: 17Lands has not published a rate for them yet because too few games have been played with them in hand.
Games analyzed
491,065
Premier Draft, whole format so far
Set median
55.5%
games-in-hand, 185 rated cards
Two colours
55.0%
vs 53.7 for three. Stay in two
Spread, best to worst
3.7
points across the ten pairs. Narrow
Pair
Deck
Win rate
Games
WU
Fatehold surveil tempo
56.6%
60,219
UB
Theorix self-mill
55.8%
70,179
UR
Chandra's spells noncreature
55.3%
39,938
BG
Garruk's stompy deathtouch + trample
55.3%
33,436
RG
Konstrari Heartwood ramp
55.2%
48,727
GW
Vigorbloom lifegain
54.1%
43,726
BR
Stingerquill noncombat damage
53.7%
32,473
WB
Liliana's attrition recursion
53.6%
19,098
RW
Ajani's go-wide +1/+1 counters
53.4%
19,876
GU
Jace's planeswalkers empower
52.9%
20,753
The single most useful fact in this guide: the surveil deck is first and the Jace deck is last. Empower Jace is the best-scoring mechanic in the set, and blue-green, the pair built entirely around it, finished tenth of ten. A Jace token is a card every three loyalty, which every deck gets for free; the deck that spends turns protecting him gives up the tempo that Fatehold wins with. The whole spread is 3.7 points, so pick the deck in front of you, not the colour. Sultai (blue-black-green, 55.4 percent on 16,852 games) is the one three-colour deck that holds up: Theorix with green fixing and Hapatra.
Which Mechanic Actually Pays
measured, not guessedmedian win rate vs the set baseline
Every rated card bucketed by the mechanic printed on it, median compared with the set median of 55.5 percent. Two mechanics carry the format. One is dead flat. And the set's signature gimmick, the legend in every pack, is a drag.
Empower Jace
+2.05
29 rated cards. The token is a free card every three loyalty, and the cheap empower cards (Mindseeker Oculus, Protege's Awakening) are the best commons in the set.
Surveil
+1.92
33 rated cards. Fixes every draw step and feeds the graveyard decks. It is also the trigger the best deck in the format is built on.
Flashback
+2.71
Only four cards, all above median: Bestial Incursion, Recursive Recruitment, Generous Revival, Twinned Vision. Two uses of one card in a format that grinds.
Prepared
+0.06
19 rated cards, dead on the median. The creature plus a spell is fair, not free: the enter-prepared commons are fine, the re-prepare ones mostly are not.
Legendary creatures
-1.82
49 rated. At rare the legends are fine (58.7 median). At uncommon, 43 of them sit at 53.3 against 57.1 for the ordinary uncommon creatures printed beside them.
Threshold
-1.97
Four rated cards. Seven cards in the yard arrives later than the format does, unless you are the self-mill deck, and then Null Summoner is the exception that wins.
The echoed pair is the trap. Every pack has two versions of one legend, and the pack wants you to take one. Do not, unless it is rare. The uncommon legends are, as a group, the weakest creatures in the set, and the ten worst-performing uncommons are all legends. The table in the Echoed Pairs section below tells you which twin is which.
Learn These First
before you open a pack
Two new mechanics, four returning ones, and the set's structural tricks. Know them cold and the draft is spent reading opponents, not cards.
Empower Jace N new · 35 cardsPut N loyalty counters on a Jace token you control; if you have none, make one first. The token has two abilities: minus one, surveil 1, and minus three, draw a card. No plus ability, so he only ever shrinks. Count him as a card per three loyalty and spend loyalty the turn it arrives.
Prepared returningA creature with a spell printed beside it. While it is on the battlefield and prepared, cast a copy of the spell; doing so unprepares it. Some enter prepared (one use), some re-prepare each upkeep (a spell every turn). Each college has one signature prepared spell shared across several cards.
Heartwood tokens newA red and green artifact that taps for red or green. Soul Tether makes one for three mana. It is ramp, fixing, and an artifact for the artifact payoffs in one token, and it survives a board wipe.
Echoed pairs collationEvery pack contains two versions of the same legend: the character you know and their Echo Verse double. Same first name, different colours and text. In sealed you will see six pairs; the data says most of the uncommon ones are filler.
ThresholdExtra text turns on with seven or more cards in your graveyard. Natural in Theorix, slow everywhere else. Sacrifice, self-mill and cheap spells get you there; a normal deck reaches it around turn eight.
FlashbackCast the spell again from your graveyard for its flashback cost, then exile it. Milling a flashback card is drawing half of it. Four in the set, all good.
Behold a JaceAn alternative cost: show a Jace you control or a Jace card in hand. Countersculpt is a two-mana hard counter with a Jace token out and three mana without. Theorist's Sanctum enters untapped the same way.
Basic landcyclingFive expensive commons (one per colour) that cycle for two mana into any basic. Fixing that costs you nothing, and the white one, Hexhaven Battalion, is also one of the best cards in the set.
The Ways 10 uncommonsLegendary enchantments that empower Jace on entry, then either grant your planeswalkers an extra loyalty ability or trigger whenever you activate one. Treat them as uncommon planeswalkers. Three are excellent (Healer, Paradox, Mind Sculptor); the Pyromancer and the Necromancer are not.
Annexes and Commons dual landsTen common duals, one per pair, that enter untapped if you control a planeswalker. A little over half of packs carry one in the land slot. With a Jace on the table they are untapped duals at common; without one they are taplands, and still fine.
The Charms 5 uncommonsOne per college, three modes each, instant. Konstrari (58.6) and Fatehold (57.8) are premium; Theorix Charm (51.7) is a trap, counter-unless-two-and-shrink is not what that deck needs.
Elder Sphinxes 5 mythicsThe heads of the five colleges, all flying, all gold. Denzilore Fatehold flashes in and grows the team on every surveil; Uldaros Theorix recasts six mana of your graveyard. Build around whichever one you open.
Bombs
take these early, always find roomranked by the record
The twelve highest-rated cards in the set, in order. Note what they are: a four-mana rare, a one-mana equipment, two three-mana green creatures, a dual land. Power in this format is cheap and it comes attached to a body or a card. The seven-mana things are further down.
1Null Summoner64.4%Reveal their hand, exile the best card, cast it yourself at threshold. The best card in the set at the 99th percentile, in the second-best deck.2Kindred Judgment64.0%Name a type, every creature that is not that type dies. Seven mana is fine when you are the only one with a board afterward.3Lich's Relic63.3%One mana. Pay two on entry and it is a three-mana kill spell that leaves behind a +2/+1 equipment. 98th percentile.4Variable Chaser61.2%A three-mana 2/3 flying prowess that enters prepared with a wheel: both players discard and draw seven. Cast it when you are empty and they are not.5Hungering Puppetbeast61.1%Five-mana 5/5 that brings a Heartwood, then eats artifacts for counters and trample, hexproof or haste on demand.6Vraska, the Cutting Glare60.6%A three-mana 4/4 deathtouch you hold until six lands, then it destroys any permanent. The expert call that the record agreed with.7Simulacrum Shaper60.9%Three-mana 2/2 that ramps a basic onto the battlefield and draws a card when it dies. Nothing flashy, 95th percentile.8Proctor of Potential60.4%Two-mana 3/1 that surveils on every creature you play and comes back from the yard for two. Fatehold's engine.9Repurposed Enforcer60.3%A two-mana 3/2 that empowers Jace by your creature count every attack. In a wide deck that is a card a turn.10Lyra, Archangel of Dawn60.3%Three-mana 3/3 flier that pumps every angel when you gain life. Good alone; absurd in Vigorbloom.11Sphinx of False Conclusions60.0%Four-mana flash 4/2 flier that loots on attack and copies itself when it dies. Two bodies and card selection.12Guiding Hydra59.6%X plus one. Each combat, move a counter off it onto every other creature. A team pump that grows the longer the game runs.
Rated by the experts, not yet by the record. The mythics below were the videos' headline bombs. 17Lands has not published rates for them, which is normal two weeks in. Draft them on the text; it is good text.
The Theorist, Jace Belerenn=407Draws you a card on every opposing draw step, makes a chump blocker, bounces their best thing. Four mana. The face of the set and the best planeswalker in it.Garruk, Veiled Butchern=424Plus two kills a one-toughness creature, minus two is an edict that leaves you a 4/4, minus three is a three-for-one. Five loyalty for five.Ajani Unrelentingn=437Six mana: minus three sweeps for four, keeping your tokens, and every activation makes a 2/2. Then do it again two turns later.Overwrite the Multiversen=431Exile every creature, then empower Jace by the body count. A wrath that draws cards afterward.Denzilore Fateholdn=389Four-mana flash 3/4 flier; every surveil puts a counter on your whole team. With a Jace token out that is a pump every turn.Uldaros Theorixn=498Six-mana 5/5 flier that recasts up to six mana of your graveyard for free on entry. The Theorix top end.Verdant Krakenn=492Seven mana, 6/6, a 3/3 land creature on every upkeep including theirs. Answered or the game is over.Chandra, Torch of Defiancen=342Minus three kills a creature, then plus one for a card or two damage every turn. A reprint that still does it all.Jace, Reality Sculptor59.2%The rated one: 59.2 percent. Plus one empowers by your Island count; minus three shuts off attacks for a turn.Kwia Vigorbloomn=311Six mana, 6/6 flying vigilance lifelink ward 2, and every lifegain makes a Lotus that taps for three. Vigorbloom's reason to exist.Aerid Konstrarin=315Four-mana 5/4 flier that brings a Heartwood on entry and death, then grows by your artifact count for six.Draconic Visitorn=421Five-mana 5/5 flier; every artifact token you would make is a 5/5 dragon instead. Heartwoods, Thopters, Lotuses, all dragons.
Scoring the expert top ten. Of the ten bombs the draft videos named, three have a public rate so far. Null Summoner is the best card in the set (99th percentile) and Vraska is 94th: both right. Rise of the Deathbringer finished at the 12th percentile: a five-mana instant that needs you ahead to draw cards or behind to sweep, and the record says it does neither often enough to beat a plain removal spell.
The Five Colleges
the allied pairs, with standingsHexhaven
Each allied pair is a school of Hexhaven, Jace's echo of Strixhaven. Each has a hybrid common, two gold signpost uncommons, a charm, a signature prepared spell and an Elder Sphinx. The standings are from the record; the descriptions tell you how to build them.
Fatehold56.6% · best deck
Surveil tempo · 60,219 games
Play to the board and let surveil fix every draw step. Peer Review makes a body and a surveil, the Jace token's minus one is a repeatable trigger, and the payoffs grow the team or add fliers. Take Desperate Futurescribe and Fatehold Charm over almost anything at uncommon. The common core here (Mindseeker Oculus, Surveillance Phantasm, Fatehold Chronologist, Icy Reception) is the best common core in the format, which is why the deck wins without rares.
Omit Variables mills three for one mana, flashback and threshold cash the yard in, and the best card in the set lives here. Recursive Recruitment flashed back from a stocked yard makes two giants. Cheap defence first: the deck loses the games where it spends turns three and four milling. Skip Theorix Charm (51.7, the weakest charm) and take Break Under Pressure, Rewrite Regrets and the blue tempo commons instead.
Null Summoner64.4%Recursive Recruitment58.2%Rewrite Regrets58.5%Break Under Pressure59.3%
Stingerquill53.7% · seventh
Noncombat damage · the signposts failed
The plan is pings: Vicious Verse, Koth's landfall, Extended Absence, then payoffs that want an opponent hurt this turn. The record is blunt about the payoffs: Grim Repriser (51.0), Tomik (50.3), Stingerquill Voxmancer (53.5) and Whiplash Wordsmith (44.7, the worst card in the set) are all under median. Draft black-red as a removal deck with Kiora, Violent Echoes, Break Under Pressure and No Admittance, and treat the ping theme as a bonus, never the reason.
Kiora of Fire and Ashes60.8%Violent Echoes59.7%No Admittance57.5%Stingerquill Charm54.4%
Konstrari55.2% · fifth
Heartwood ramp · big activations
Soul Tether makes a Heartwood that taps for either colour; Heartwood Crafter casts its own on turn two. Ramp into Craftwork Crusher (61.0, the best uncommon in the set), Kiora of Fire and Ashes and Hungering Puppetbeast. Keep the curve honest: the deck loses when it holds three ramp spells and no blocker against the aggressive pairs. Woodwork Prodigy and Konstrari Improviser are below median; the Crafter and the Charm are the enablers worth a pick.
Seed Suture is a counter and a life for one mana, and the payoffs grow when you gain. Bloombrute (61.0) turns every lifegain into a card. Prioritise repeatable gain (Greenhouse Propagator, Koth of the Homestead) over one-shot gain, because the engines want a trigger every turn. The pair sits a shade under the format average: it needs Bloombrute, Lyra or Kwia to go over the top, and without one it is a fair creature deck.
the enemy pairs, with standingsLiliana · Chandra · Garruk · Ajani · Jace
Each enemy pair is named for one of the original five planeswalkers and shares a play style with a neighbouring college. Two of them are good. The Jace deck is not.
Chandra's spells55.3% · third
Noncreature spells · prowess
Flexible: aggressive with prowess bodies or controlling with removal and card draw. Clash of Elements (58.4) is premium removal, Twinned Vision (58.1) is a common that triggers every payoff twice, and Plan for All Outcomes (59.2) removes a permanent and then empowers Jace off every spell you cast. The prowess bodies are the weak link (Chandra's Emberling 50.9): draft the spells first and let the creatures be whichever blue and red bodies are good.
Clash of Elements58.4%Twinned Vision58.1%Plan for All Outcomes59.2%Saheeli, Jewel of Avishkar55.2%
Garruk's stompy55.3% · fourth
Deathtouch and trample · good cards
The least synergistic pair and one of the best: strong removal, big green bodies, Vraska. Hapatra, the Desert Fang (58.4) shrinks their best creature by the biggest card in your yard; Primal Witchstalker (57.6) mills, ramps and attacks with menace. Deathtouch plus trample is the only trick the deck needs. Add blue and it becomes Sultai, the format's one working three-colour deck at 55.4 percent.
Vraska, the Cutting Glare60.6%Hapatra, the Desert Fang58.4%Primal Witchstalker57.6%Bestial Incursion57.4%
Liliana's attrition53.6% · eighth
Recursion without self-mill
Trade card for card, then recur. Generous Revival (59.0) and Twisted Fates (59.1) are the real payoffs; Rank Rat and Gallia fill the yard on the way. The pair finishes under the average because its creatures are small and the format's commons punish small creatures. Lean aggressive with the menace and the counters, play every piece of removal, and splash nothing.
Flood the board and pump it. The record does not like the pieces: Warrior's Blades 52.8, Gallia the Merrymaker 51.4, Skilled Battlecarver 51.4, Graft Surgeon 48.7, all under median, and the one real payoff, Mabel, Valley Hero, has no public rate yet. Draft it only when the red removal and the white token makers (Hexhaven Battalion, Heartstring Puller) are flowing. The counters theme by itself does not win.
Mabel, Valley Heron=365Hexhaven Battalion58.4%No Admittance57.5%Charge the Sanctumn=296
Jace's planeswalkers52.9% · last
Empower Jace · the trap deck
The mechanic is the best in the set and the deck built around it finished last. Protecting a Jace costs tempo, and the payoff, a card every three loyalty, is one every other deck also collects. Kiora of Salt and Sand (52.7) and Tam's Resistance (55.6) do not carry it. If you want planeswalkers, play Mind Meanderer (57.3) and the blue tempo commons inside a Fatehold or Theorix shell and let the Jaces come for free.
Mind Meanderer57.3%Plan for All Outcomes59.2%Arcane Amphisbaena57.4%Countersculpt59.1%
Top Commons by Colour
ranked by the record
Ordered by win rate, not by the videos. Blue is the deepest common colour by a distance, which is why both of the top two decks are blue. Where the expert order and the record disagree, the note at the end says so.
White
Hexhaven Battalion58.4%Three 2/2s and a two-loyalty Jace for six, or a basic land for two on turn three. The best white common and the best landcycler.Surgical Precision58.1%Kill a four-toughness creature or draw a card and gain two. Never dead, two mana.Campus Crier56.7%A two-mana 3/1 that empowers Jace 2 from the graveyard later. Both halves matter.Memory Trap55.6%Exile any nonland permanent for three. The videos' number one; the record says fourth, because they can bounce the enchantment.Blossom-Blessed Angel55.6%A 2/4 flying vigilance that enters prepared with Seed Suture. A fine four and a free counter.
Blue
Mindseeker Oculus59.1%Three mana: a 2/1 and a four-loyalty Jace. Minus three at once and it drew a card with a one-loyalty surveil left over.Protege's Awakening58.7%Empower Jace 6 and draw a card for four. Two cards and a surveil-and-draw engine. The second-best common in the set.Unsummon57.7%One mana, bounce a creature. In a tempo format with Jaces to protect, it is removal.Surveillance Phantasm57.4%Two-mana 2/3 flying wall that attacks when you surveil and surveils for four late. Relevant all game.Icy Reception57.3%Counter a creature unless they pay three, or minus five power at instant speed. Pick whichever wins the turn.
Black
Extended Absence57.4%Four-mana instant exile for a creature or planeswalker, plus a ping and a life. The premium black common.Last Gasp57.0%Two-mana minus three at instant speed. Kills most of the format's creatures.Apex Witchstalker55.1%A 6/4 menace for six that gains two coming and going, or a basic for two. Black's landcycler.Rank Rat54.6%Two-mana 1/1 that makes them discard. Fodder for the sacrifice outlets and a card from their hand.Cast Away Doubt54.5%Draw two, both players take two. Fine in the ping deck, filler elsewhere.
Red
No Admittance57.5%Two mana, three damage anywhere, empower Jace 1. The red common you take first.Awaken the Inferno57.2%Six damage to a creature or planeswalker plus a counter for five, or a basic for two. Red's landcycler.Wrath of the Bloodmane55.2%Four damage for three, or for two with a legend out. The format has sixty legends.Hallway Heckler54.1%A 2/3 that enters prepared with Vicious Verse and rummages. The one ping common that is fine.Heartstring Puller54.1%Five power across two bodies for four. The red body for the token decks.
Green
Bestial Incursion57.4%A 4/4 trample for four, then another for six from the graveyard. Flashback in a format that mills.Arcane Amphisbaena57.4%Two-mana 1/1 deathtouch that empowers Jace 2. Protects the token and trades up forever.Something Worth Saving56.5%Mill four, take a permanent, gain a life, at instant speed for two. Card selection that feeds threshold.Vinelasher Adept55.3%Three counters on anything for six, or a basic for two. Green's landcycler.Wrecking Gecko55.0%A five-mana 4/4 with ward 2 and a late-game trample pump. A body the removal struggles with.
Hybrid and colourless
Twinned Vision58.1%Two mana, draw a card; flash it back for two more. Blue-red's engine and a fine card in any blue or red deck.Fatehold Chronologist56.9%Two-mana 1/2 flier that enters prepared with Peer Review. A body, a Cadet and a surveil for five total.Room of Refuge56.4%Enters tapped as any colour; late, sacrifice it for two counters. The common fixing that is actually good.Murmuring Volume56.4%Three-mana rock that taps for any colour and rummages for two. Splash insurance for the slow decks.
Where the videos were wrong at common. Memory Trap was called the best white common and sits at the 54th percentile; Surgical Precision and Hexhaven Battalion both beat it. Compel Brutality was called the best green common and finished at the 30th: a bite that needs a creature, in a colour whose creatures are the ones dying. Silence the Echo was called a top-three black common and finished at the 12th: paying three extra or sacrificing a body is not a two-mana kill spell. Everything else on their lists held up.
Uncommons That Punch Up
beyond the signposts
The uncommons that outperform most rares. Three of them are removal spells, two are six-drops that make dragons or draw cards, and none of them is an echoed legend except Kiora.
Craftwork Crusher61.0%Seven mana, 7/5 trample, choose two of: four damage, a Cadet, a card. The best uncommon in the set at the 97th percentile.Bloombrute61.0%Four-mana 4/4 that draws a card whenever you gain life, and can give trample and lifelink itself. 96th.Kiora of Fire and Ashes60.8%Six mana for a 2/2 and a 5/5 flying dragon, then eight more for another. The red top end every deck wants.Violent Echoes59.7%Six damage at instant speed to a creature or planeswalker, excess becomes Jace loyalty. Red's best removal.Break Under Pressure59.3%Three-mana instant edict for their biggest thing, plus two life. Beats hexproof and ward.Plan for All Outcomes59.2%Top-or-bottom any nonland permanent, then empower Jace on your first spell each turn. Removal with an engine attached.Countersculpt59.1%A hard counter for two with a Jace, three without, and it empowers. The best counterspell at common or uncommon.Twisted Fates59.1%Destroy any nonland permanent and put a counter on each of your creatures. Removal and a team pump for five.Generous Revival59.0%Reanimate a three-drop with a counter, then do it again from the yard. Four bodies over the game from one card.Multiply by Zero58.9%Two-mana instant: the creature is 0/0 until end of turn. A kill spell that ignores counters.Your Fate Ends Here58.6%Kill a creature or planeswalker of three or more mana and surveil. White's instant-speed answer.Rewrite Regrets58.5%Reanimate a six-drop and empower Jace 2 for four. Best after a mill; still fine after a trade.Pia, Determined Rebuilder58.3%Three mana for a 2/2 and a flying Thopter, then a mana sink that scales with artifacts. A legend worth taking.Way of the Healer58.1%Empower Jace 5 on entry, and every planeswalker gains minus two for a Cadet and a surveil. Four mana for a body a turn.Way of the Paradox57.6%Empower Jace 5, then every activation gains a life and an extra land drop. Konstrari's ramp Way.Teyo, Lightshield Expert57.7%Two-mana flash 1/1 that gives hexproof and a counter, or a loyalty counter to a planeswalker. A trick with a body.
Echoed Pairs
which twin to takeevery pair in the draft pool
Every legend in the set exists twice: the original and the Echo Verse double, with the same first name and different colours. Each pack shows you one pair. The table lists every pair with the higher-rated twin first, the gap between them, and a verdict; a dashed chip means the record has no public rate for that twin yet, and "higher rated" does not mean good: a 52.9 that beats an unrated twin is still a card to leave in the pack. The lesson from the top of the page applies: the rare twins are good, most uncommon twins are not, and the gap inside a pair can be ten points.
Legend
Higher rated twin
Lower rated twin
Gap · verdict
Arni
Humble Scribe 2U · uncommon52.9%
Renowned Champion 3R · uncommonn=133
one rated: below median
Danitha
Spear of Agony 2B · uncommon50.7%
Sword of Hope 2W · uncommonn=370
one rated: below median
Edgar
Moonlit Sovereign 3GG · uncommon49.7%
Ancient Bloodlord WB · uncommonn=372
one rated: below median
Fblthp
Impossibly Lost 1U · uncommon57.3%
Knows the Way XGG · uncommon55.5%
+1.8
Gallia
Tragic Host 1B · uncommon54.0%
the Merrymaker 1R · uncommon51.4%
+2.6
Hapatra
the Desert Fang 2BBG · uncommon58.4%
the Desert Frost 3U · uncommon50.4%
+8.0
Jiang Yanggu
Never Alone 3G · uncommon56.4%
Alone 4R · uncommon53.3%
+3.1
Karn
Argent Defender 2 · raren=18
Gilded Guardian 2/W2/U2/B2/R2/G · raren=55
neither rated yet
Loot
the Nexus 2G · uncommon50.0%
the Anomaly 2B · uncommonn=86
one rated: below median
Lyra
Archangel of Dawn 2W · rare60.3%
Tolarian Archangel 1UU · rare57.8%
+2.5 · take either
Mabel
Bitter Recluse B · uncommon51.1%
Valley Hero 1RW · uncommonn=365
one rated: below median
Marwyn
the Preserver 1G · uncommon55.7%
the Clearcutter R · uncommon55.0%
even
Pia
Determined Rebuilder 2R · uncommon58.3%
Aether Ascetic 2G · uncommonn=180
one rated: fine
Proft
Consulting Detective 1U · uncommon56.4%
Sinister Mastermind 2B · uncommon53.9%
+2.5
Ruric Thar
Magecrusher 5GG · uncommon52.0%
Biomagus 4UU · uncommon51.8%
even · skip both
Saheeli
Consul of Oversight 3WW · uncommon56.2%
Jewel of Avishkar 2UR · uncommon55.2%
+1.0
Samut
Hazoret's Champion 1R · raren=403
Tyrant of Naktamun 1U · raren=94
neither rated yet
Tetsuko Umezawa
Fugitive 1U · uncommon53.2%
Pursuer 3R · uncommon51.1%
+2.1 · skip both
Teyo
Lightshield Expert 1W · uncommon57.7%
Diamondblade Mage 3B · uncommonn=445
one rated: fine
Tomik
Orzhov Lawmage 1W · uncommon54.6%
Izzet Sparkmage 1R · uncommon50.3%
+4.3
Traxos
Academy Guardian 3U · uncommon53.1%
Scourge Eternal 4 · uncommonn=402
one rated: below median
Vraska
the Cutting Glare BBG · rare60.6%
Soul of Stone URW · raren=260
one rated: fine
Winter
Tormented Loner 2B · uncommon53.6%
Team Player 4R · uncommonn=211
one rated: below median
Yargle
Glutton of Urborg 4B · uncommonn=15
Goliath of Otaria 4U · uncommonn=71
neither rated yet
Yoshimaru
Scrappy Stray 1G · uncommon53.1%
Beloved Companion 2W · uncommon51.1%
+2.0 · skip both
Yuriko
Blade of the Mighty 3W · uncommon55.3%
Hope from the Shadows U · uncommon52.2%
+3.1
Three pairs decide more than the rest. Kiora of Fire and Ashes (60.8) against Kiora of Salt and Sand (52.7) is an eight-point gap inside one name. Hapatra, the Desert Fang (58.4) against the Desert Frost (50.4) is eight points the other way. And Lyra is good twice: Archangel of Dawn at 60.3 and Tolarian Archangel at 57.8, the only pair where both twins are first-pick quality.
Traps
what the record says to leave in the pack
The lowest-rated cards with a real sample, plus the cards the videos told you to avoid, scored. Several of these are signposts and one is a charm. Rarity and a gold border are not reasons.
Whiplash Wordsmith44.7%44.7 percent, the single worst card in the set. A four-mana 3/3 that needs a ping to be a flier. The videos called it; the record confirmed it.Graft Surgeon48.7%A three-mana 3/3 that passes one counter on when it dies. 1st percentile. Not a payoff, not a body.Budding Insurgent49.5%A 3/3 vigilance for three that can be an artifact kill spell. Reads fine, 1st percentile: the format has nothing worth killing with it.Edgar, Moonlit Sovereign49.7%Five-mana flash 4/4 that grows only on turns you cast nothing. 2nd percentile. The green twin to avoid.Loot, the Nexus50.0%A three-mana 2/1 mana engine that dies to everything. 2nd percentile. Not a fixer.Tomik, Izzet Sparkmage50.3%The ping-doubler signpost. 3rd percentile. Two mana, 1/2, dies to a Cadet.Hapatra, the Desert Frost50.4%A four-mana 4/3 that stuns one creature. 3rd percentile. Her black-green twin is 81st.Chandra's Emberling50.9%A hasty 2/2 that grows per spell. 5th percentile. The spells deck does not want a 2/2 body for three.Grim Repriser51.0%A two-mana prowess 2/2 with a conditional recursion. 5th percentile. The Stingerquill signpost that does not work.Skilled Battlecarver51.4%A 2/1 with first strike on your turn. 9th percentile. Aggro two-drops die to every common in this set.Theorix Charm51.7%Counter-unless-two, minus 2/-2, or mill three and draw. 11th percentile. The only bad charm.Silence the Echo51.7%Destroy a creature for two plus a sacrifice, or for five. 12th percentile. The videos' black top three included it.Rise of the Deathbringer51.8%The expert bomb that was not: 12th percentile. Draw if you are ahead or sweep if behind, five mana, and usually neither.Ruric Thar, Biomagus51.8%Six mana, 4/6 flier with double prowess. 13th percentile. The blue twin; the green one is 14th. Skip both.Solve for Disappointment52.2%Two-mana discard a nonland permanent, empower Jace 1. 16th percentile. Misses instants and top-decked lands alike.Titanbones, Towering Heart51.5%A 4/3 reach that wants lifegain. 11th percentile even in Vigorbloom. The uncommon payoff that is not.
Scoring the never-draft list. Of the ten cards the videos told you to avoid, three have a public rate: Whiplash Wordsmith (0th percentile) and Solve for Disappointment (16th) were right. Sphinx's Approach was wrong: it finished at the 57th percentile, above the median, because draw-two at instant speed is fine when your deck is one blue colour deep. The other seven (Gaul, Living Library, Hexhaven Dueling Arena, Way of the Necromancer, Loot the Anomaly, Arni, Yargle) are played so rarely that no rate exists, which is its own verdict.
Play Around This
what open mana can do to you
Instant-speed effects at common and uncommon, by colour. The format's tricks are modest and its instant removal is not: respect two open black mana and three open red far more than a single green.
White
Your Fate Ends Here (3): instant, destroy a creature or planeswalker of mana value three or more.
Prophesied End (2): destroy a creature; if it was not attacking they draw. Attack into it.
Teyo, Lightshield Expert (2): flash, hexproof and a counter on their creature in response to your removal.
Charge the Sanctum (3, hybrid with red): team +2/+0, or +2/+0 first strike and a counter on one.
Fatehold Charm (WU): team +1/+2, or bounce a spell or creature.
Blue
Icy Reception (2): counter a creature unless they pay three, or minus five power on a blocker or attacker.
Unsummon (1): bounce. The counter you put on their creature was a waste.
Countersculpt (UU with a Jace out): hard counter. Two open blue and a Jace token means it.
Perfected Theory (1): a creature becomes 1/1 or 4/5 base. Works both ways on prowess.
Divining Duelist (3): flash 3/2 that taps or untaps a creature. The ambush blocker.
Yuriko, Hope from the Shadows (1): flash, minus X power where X is their graveyard. Late it is minus eight.
Black
Last Gasp (2): minus three. The most common answer in the format.
Multiply by Zero (2): 0/0 until end of turn. Counters do not save it.
Extended Absence (4): exile a creature or planeswalker at instant speed.
Break Under Pressure (3): they sacrifice their biggest thing. Hexproof does not help.
Proft, Sinister Mastermind: discarded from hand for one black, minus 3/-1 to a creature.
Teyo, Diamondblade Mage (4): flash deathtouch on a blocker.
Red
Violent Echoes (4): six damage to a creature or planeswalker at instant speed.
Wrath of the Bloodmane (3, or 2 with a legend): four damage.
Fulminous Forte (3): five to one thing, or one to everything of theirs. Tokens beware.
Blazing Crescendo (2): +3/+1 and an impulse draw. The only real red pump.
Stingerquill Charm (BR): three damage anywhere, or first strike plus deathtouch.
No Admittance is a sorcery: two red mana open on their turn is Wrath or Crescendo, not this.
Green
Tethermage's Advantage (1): +2/+2, reach, untap. One green mana is a trick.
Compel Brutality (2): a creature or a planeswalker bites for its power or loyalty.
Konstrari Charm (RG): two counters and trample, or six damage to a flier.
Vigorbloom Charm (GW): hexproof and indestructible, or a counter and a fight.
Ferocity of the Hunt (2, hybrid with black): flash aura, +1/+0 and deathtouch, and the creature returns when it dies.
Edgar, Moonlit Sovereign (5): a flash 4/4 blocker. Bad card, real block.
Mana and Splashes
fixing, and how much to use
The fixing is unusually good for a modern set and the record still says stay in two colours: two-colour decks won 55.0 percent, three-colour 53.7. Splash one bomb off the free fixing below. Do not splash a removal spell.
Shipwreck Marsh60.9%The rare blue-black slowland: 60.9 percent, 96th percentile. A dual land with the best deck's colours on it.Theorist's Sanctum57.3%An Island that enters untapped if you behold a Jace, and empowers Jace 2 for three mana late. Free in any blue deck.Room of Refuge56.4%Tapped, any colour, and a sorcery-speed two counters for five when you flood. The splash land.Murmuring Volume56.4%Any colour from a three-mana artifact, with a rummage. For the slow decks splashing two bombs.Hexhaven Battalion58.4%The white landcycler, and a top common besides. Three sources of a splash colour are a cycler, a Room and a basic.Awaken the Inferno57.2%The red landcycler: six damage late, a basic early.Fblthp, Knows the Way55.5%X green green: fetch X basics of different names to hand. Domain fixing for the deck that wants three colours anyway.Fatehold Annex55.5%One of the ten common duals. Untapped with a planeswalker out, a tapland without. All ten sit between 54 and 56 percent: playable, never exciting.
Loot, the Nexus is not fixing. A 2/1 that dies to every ping in the set cannot be your splash source. Use the Rooms, the cyclers and the Volume, and count a common dual as half a source until a Jace is on the table.
Build and Play
the checklist
Sealed build, in order
Sort as you open: colour, then mana value, commons apart from the rest. The gold uncommons tell you which college your pool belongs to.
Find the bombs first: an Elder Sphinx, a planeswalker, Null Summoner, Lich's Relic, Vraska. A pool with one of those builds itself around it.
Count the removal in each colour. Black and red have the instant-speed answers; white has Surgical Precision and Memory Trap; blue has bounce and counters. Two colours with six or more real answers is a deck.
Ignore the uncommon legends when counting playables. Take the ones above median from the pairs table and treat the rest as filler. A pool with six legends is not a pool with six good cards.
Prefer the empower cards over the prepared cards at equal cost. Mindseeker Oculus and Protege's Awakening over Semester Foreseer and Theorix Metamage, every time.
Seventeen lands, and the duals you own. The common duals are fine taplands; with any Jace maker in the deck they are better than that. Splash one bomb off a cycler, a Room and a basic, nothing more.
Sixteen creatures is too many here. Thirteen to fifteen bodies plus the token makers (Battalion, Peer Review, Recruitment) and five to seven spells is the shape the winning decks took.
Playing the turn
Spend Jace's loyalty the turn it arrives. Minus three for the card, or minus one for the surveil that triggers your team. A six-loyalty Jace left sitting is a free kill for Extended Absence or Clash of Elements.
Attack the player, not the Jace, unless the Jace is one activation from a card. A two-loyalty token is a surveil; your three damage to the face is three damage.
Surveil before combat when you have a Fatehold payoff: Desperate Futurescribe and Prudent Fateseer check whether you surveilled this turn, not this phase.
Cast the prepared spell before the creature dies. It is a copy from exile, free to cast as long as the body is on the table and prepared. Dying unprepared wastes half the card.
Sequence the duals. An Annex before your empower spell enters tapped; after it, untapped. Play the Jace maker first when you can.
Hold Countersculpt mana only with a Jace out. Without one it costs three, and the format rewards tapping out on curve more than holding a counter.
Mill with intent in Theorix. Omit Variables on turn two is a wasted turn against the aggressive pairs; mill when the turn is otherwise idle or when threshold turns a card on.