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How to Rate a Card
An article by Paul Enfield, webmaster of
Deck Meister Online.
There a couple main points to take into account when considering a card. These break down to:
Being a game of cards and card combinations, Magic is all about generating some type of effect from a card or a combination of cards. Generally speaking, card advantage means that you can accomplish an effect using fewer cards than your opponent, resulting in more cards in your hand to use for other effects. For example, an opponent might Chaos Lace your creature to turn it red, and then use Blue Elemental Blast to destroy the creature. By using Terror or Swords to Plowshares you could achieve the same effect and use only 1 card. Card advantage has a large amount of overlap with card efficiency.
This is not to say that single-use cards are always deficient, but in general you will receive more use out of a multi-use equivalent than its single use counter-part.
As further supporting evidence, consider your standard red burn deck. The best known counter strategy for this deck is to stay ahead in card count (ex. throw out a creature that takes 2 bolts to kill). This strategy capitalizes on the fact that a burn deck generally relies on single-use spells (with the primary exception of Hammer of Bogardan).
Advise: Beware of decks that are very heavily weighted with one or the other, especially if they are all single-use cards. A balanced deck will utilize both for their strengths.
Advise: My personal opinion... buy-back spells that are really worth their cost will be few and far between.
Advise: See below under Combos.
Advise: Look at a card for stand-alone value. If it does not have a base usefulness in and of itself, it won't likely be a very effectual card on a reliable basis. This is not to say that there are no good decks that use combos, but it does mean that over the course of MANY games, a deck containing all cards that are useful in and of themselves will perform more consistently than one that relies on combos.
Efficiency essentially describes how valuable a card is compared to other similar cards. For example, how good is a Pearled Unicorn 2/2 creature at a casting cost of 2W compared to other 2/2 creatures?
The first criteria I use when evaluating a card is it's total casting cost. I add up the colorless and the colored mana costs for the total. If it is above 4 then I'm concerned. 4 casting cost cards can be considered slow, anything above 4 will be worse, and should only be considered for a deck as a supplementary card and NOT a primary component of the deck.
| # | Points | Area | Criteria |
| a | -1/2 | Power | for each point of POWER < total casting cost |
| b | +1/2 | Power | POWER >= Total casting cost and POWER > 1 |
| c | +1 | Power | for each point of POWER > total casting cost |
| d | -1/2 | Toughness | for each point of TOUGHNESS < total casting cost |
| e | +1/2 | Toughness | TOUGHNESS >= Total casting cost and TOUGHNESS > 1 |
| f | +1 | Toughness | for each point of TOUGHNESS > total casting cost |
| g | +1/2 | Toughness | Toughness > 3 (non-boltable) |
| h | +1/2 | Ability Text | Each Normal Creature Ability: First Strike, Banding, Trample, Rampage, Protection from X, Flying, Landwalk, Regen, Shadow, Celerity, Non-tapping attack |
| i | +3/4 | Ability Text | Non-tapping activation special ability. Ex: Dragon Whelp - R: +1/+0 |
| j | +1/2 | Ability Text | Tapping special ability |
| k | +1/4 | Ability Text | Ability requiring sacrifice |
| l | -1/2 | Ability Text | Upkeep cost (subtract more for stiffer upkeep costs like GGGG for Force of Nature) |
| m | +/- X | Ability Text | add or subtract points for other abilities. Generally max of 1/2 per ability |
| n | -1/2 | Casting Cost | for each additional colored mana beyond the first colored mana. Ex: BB = -1/2, BBB = -1 |
Example Ratings:
| Juzam Djinn | : 1/2(b) + 1/2(e) + 1(c) + 1(f) +1/2(g) -1/2(l) -1/2(n) = 2.5 |
| Elvish Archer | : 1/2(b) + 1/2(h) = 1 |
| Yotian Soldier | : -1(a) + 1/2(e) + 1(f) +1/2(g) +1/2(h) = 1 |
| Ernham Djinn | : 1/2 + 1/2 + 1 +1/2 -1/2 = 2 |
| Savan nah Lion | : 1/2 + 1 = 1.5 |
| Pearl ed Unicorn | : -1/2(a) + -1/2(d) = -1 |
| Cyclop ean Mummy | : +1/2(b) -1/2(d) -1/2(m) =-1/2 |
| Serra Angel | : -1/2 + -1/2 + 1/2 + 1/2 + 1/2 = 1/2 |
Note that these ratings are simply guidelines. You'll notice that for the most part these points will work but there are ALWAYS exceptions to the rule (Dervish and Serra Angel are good examples). When adjusting ratings, be careful to consider traits that are not normal for a creature of that color. A good example might be a green flyer. Such a creature might get an extra 1/4 point for that.
Also, when considering creatures with */* power, it might be best to consider the best possible scenario for their power/toughness. If adding 1 more to whatever determines * doesn't change the rating, then you've probably found a decent rating point.
This means that probably the best way to rate a non-creature spell is based upon card advantage. If a spell can allow you to affect more than 1 permanent its more likely worth more than a one-time usage spell. Great examples of this are Wrath of God or Armageddon. Other more subtle examples of this might be Orcish Oriflamme, or Bad Moon.
Advise: Try to stay away from cards that have 1 specific target. In general these cards are too focused. Examples of this are local enchantments. Cards that are close to this but are NOT too focused are Terror (affects most creatures), Incinerate (any creature), Counterspell, etc.
When considering standard creature abilities, you can use this ranking as a way of guaging how many bonus points to grant a creature when using the rating method I described.
Creature abilities can be further broken down to 2 major categories. These define how useful an ability is in a large scale. Abilities can be determined to be Global (always applicable), or focused (only applicable). A good example of a focused creature ability is Protection from Black. This ability is very strong, but only useful against certain decks. Compare this to Flying which is beneficial no matter what color opponent you are playing against, and you can see that some abilities are generally more useful than others.
Flying
Flying is a multi-faceted beneficial creature ability. Its most
obvious use is as a means of avoiding being blocked. This in and
of itself is a very useful aspect of Flying. The added ability of
being able to BLOCK flyers makes it even more valueable. Finally,
what makes flying better than other evasion abilities such as
landwalking is its applicability no matter what color or lands an
opponent is using.
Celerity
Attacking without summoning sickness
The most valuable cards in Magic are ones that force your opponent to react as opposed to him knowing how a game will progress. Celerity essentially makes a creature that would normally be predictable almost the equivalent of an instant. This forces opponents into guessing games, and may cause them to play defensively even when they don't necessarily need to. This might mean they hold back a 1/1 weenie to block any potential creatures with Celerity. This might not seem like much, but each 1/1 adds up.
First Strike
First strike tilts creature balance to your favor. While both
players might be using creatures of the same basic size, for the
same basic casting cost, if a player has creatures with first
strike,
his opponent will generally be forced to come up with bigger
creatures which equates to higher casting costs, which results in
slower decks, or slower opponent deck progression.
Banding
The key benefit of banding is that it tilts the balance in combat
to the advantage of the player with banding creatures. By having
more control over which creatures receive damage, and how much
damage they receive, one can affect card efficiency/parity in their
favor.
Licid
This brand new ability with Tempest is fairly interesting. The
ability itself versus the effects it grants is what makes this
a useful ability to have on a creature. The fact that this ability
allows a creature to change forms into an enchantment and
consequently lose its "creature" trait is what makes it good.
Generally the abilities such as granting Celerity or First Strike
are not that exciting. Where this ability becomes useful is when
something tries to target the creature. Being able to "dodge" a
targeted effect makes lichen creatures good. The unfortunate
thing is... at this point, existing licids are fairly whimpy
creatures and licids are not likely to ever be larger than 1/1.
Pumpability
Pumpability is a very good ability. It allows a player to control
the amount of damage a creature can deliver generally to the end of
shortening game length. The main drawback of pumpable creatures is
their mana sink tendency. Pumpable creatures force you to use
mana resources to enhance their power/toughness instead of using it
elsewhere where it is doubtlessly needed as well. The effect of
this is the limiting of your game options, development and
potentially speed.
Regeneration
Regeneration is a great defensive ability. By this statement alone
it is often disregarded as being a useful ability. Proponents of
offensive deck tactics will not likely bother with creatures with
regeneration due to their general low power ratings, and tendency
to slow down a deck. Additionally, the defensive posture forces
you
to reserve mana which (like pumpability) slows down your deck
speed and development.
Rampage
Rampage is a fairly rare ability introduced in Legends. Essentially
what this ability amounts to is making a big creature bigger. This
unfortunately generally relegates it expensive creatures, severly
lessening its usefulness.
Shadow
Another new ability released with Tempest, Shadow boils down to
a variation of flying, but with further limitations. The inability
of shadow creatures to block normal creatures severly cuts down on
the versatility of a creature and consequently reduces their
efficiency. With 95% or more creatures NOT being shadow creatures,
you can essentially consider a shadow creature incapable of
blocking.
With this limitation you are forced to use it as only an attacker.
This makes a shadow creature about 1/2 as effective as a normal
creature.
The big catch on this is the evasion abilities of shadow creatures. In offensive based decks, shadow creatures will thrive. However, if you are playing a defensive or slow deck, avoid them.
Protection from X
Protection from XXXX is a great ability. Unfortunately it's only
good SOME of the time. The main usefulness of Protection from X
creatures is when you consider the bigger picture. To understand
how this ability really shines consider the following cases:
Protection from X should not be taken at face value. One must consider what forms of creature removal given colors have at their disposal when evaluating a creature with this ability.
Landwalking
Landwalking is probably the best evasion ability. This is because
there are not blockers for landwalking creatures. The unfortunate
aspect of this ability is the lack of a guarantee that your
opponent will play a land need for the landwalking to be effective.
Trample
Trample is a nice ability for making sure you get through and cause
damage you might not with a normal creature. The unfortunate
aspect of Trample is that is is not ALWAYS useful. For this
reason,
I consider Trample focused. As you should generally be aware,
Phasing
Phasing is listed under focused use due to its inherent
deficiencies.
Specifically, phasing renders a creature 1/2 as useful as his
normal
equivalent. This is normally a major drawback for a phasing
creature
UNLESS a deck is built around the phasing. Therefore a phasing
creature is "focused" to specific deck designs.
Additionally, tapping abilities are generally designed to be performed only once a turn. If you can find an equivalent that does not require tapping, it should be a far better card assuming the casting costs are comparable.
Some cards are difficult to rate against this. Consider Firestorm. This card is admittedly a very powerful card, but it SUCKS from the card advantage perspective. It's a gamblers card. You gamble all of the cards in your hand that you will win the game with the use of this card. If you loose the gamble, you suffer terribly... no cards in hand to an opponent with a full set of cards????
For example: Braingeyser. This card costs XUU to cast and will likely deserve all mana you have available. That is quite expensive. The benefit? Cards in hand. This end benefit must be weighed against the fact that 1 full turn's worth of mana will be burned on this spell.
Another important thing to consider is how many cards will be affected by the card. Consider the single use cards Earthquake versus Incinerate. Both are good cards, but 1 affects almost all creatures on the board while the other is targeted. Circumstances may dictate one over the other, but none-the-less 1 promotes card advantage in a much bigger way.
Reusable Abilities
Permanents can effect the game in one of 2 ways. They either:
An example of an activated effect is any land, or Circle of Protection. These cards can be less economical if they have an activation cost unless the activation cost is only tapping (ex: Touchstone), in which case they are very economical to have in a deck. While requiring a little more skill to play, these cards can tend to affect the game more readily because they force your opponent to think about more aspects of the game when considering their plays. It's very easy to forget about that Blessing on your creature when 10 other cards and 8 other creatures are on the board.
Abilities requiring sacrifice
Some cards require some type of sacrifice as an activation cost. These
types of cards can be tough to evaluate due to the fact that most of the sacrifices
involve a card which consequently amounts to card disadvantage. Very few effects
warrent such a trade. The exceptions being those that gain you more cards, cause
damage, or deprive cards from your opponent. These effects essentially equate to
roads to victory. i.e., if an effect requiring sacrifice can help you achieve
victory directly it generally offsets the sacrifice cost. Other cards that
require sacrifice for any other misc ability are generally not worth their
cost.
Unfortunately accessing versatility requires a good working knowledge of all of the possible comparible card options. This can either be done by gaining familiarity with all of the cards you use, or by using some type of database tool. When comparing cards in this method, look at similar cards in one attribute. i.e. if you are looking at a 2/2 creature, search for all other 2/2 creatures of the same color. Compare their casting costs, and abilities. If you find one with a lower cost or more abilities for the same cost, reconsider the card you are using.