
Knights of Dol Amroth
CommentsModern 19 Eng.FUsr.—
Four mana for a 3/3 with no immediate effect is far too slow; even draw-heavy shells have stronger threats and payoffs.
Could be wrong if A dense new second-draw shell with unusually cheap protection could make its growth rate matter.
Legacy 16 Eng.FUsr.—
Legacy cantrips enable the trigger, but a four-mana 3/3 that must survive offers far less impact than the format demands.
Could be wrong if An unexplored draw-engine shell could value a repeatable large threat more than expected.
Pauper 24 Eng.FUsr.—
Blue decks can draw extra cards, but this is much slower and less productive than Guttersnipe, which already scores only 38.
Could be wrong if If the set provides abundant cheap second-card enablers, it could become a niche blue payoff.
Commander 27 Eng.FUsr.—
Multiplayer draw engines can grow it repeatedly, but a four-mana creature that only gains counters is highly replaceable in optimized lists.
Could be wrong if A commander that reliably draws a second card each turn could make it a more efficient secondary threat.
Limited 47 Eng.C-Usr.—
A four-mana 3/3 is a weak baseline, but even one or two second-draw triggers can make it serviceable in the right deck.
Could be wrong if Unknown draw density, removal, and format speed determine whether it is filler or a solid payoff.
“A slow, unprotected body whose counter payoff needs repeated card draw and offers little immediate competitive impact.”
AI prediction made before release — not a measured result. Real performance data replaces this once the set is legal and tournament results come in.
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