
Pelargir Survivor
CommentsModern 19 Eng.FUsr.—
A summoning-sick 1/3 that only funds spells is much slower and more fragile than Modern's usual acceleration; it may receive limited combo testing.
Could be wrong if An efficient spell-combo shell could value colored turn-three acceleration more than expected.
Legacy 15 Eng.FUsr.—
Legacy's cheap mana and interaction make a two-mana, summoning-sick conditional mana source a severe tempo liability.
Could be wrong if A future sorcery-centric engine could make its colored mana restriction less costly.
Pauper 28 Eng.FUsr.—
At common, a 1/3 can buy time and accelerate larger spells, but it costs a card and cannot fund creatures or interaction outside spell turns.
Could be wrong if Pauper's available cheap spell payoffs may prove dense enough to support it.
Commander 39 Eng.DUsr.—
Spellslinger decks can use colored acceleration and a defensive 1/3, but restricted mana and weak mill leave it behind broadly useful rocks.
Could be wrong if Commander-specific spell payoffs or untap synergies could make the restricted mana materially better.
Limited 43 Eng.D+Usr.—
A 1/3 is a serviceable early blocker and can help cast expensive spells, but the mana restriction makes it poor when creatures dominate the hand.
Could be wrong if Unknown archetypes and spell density could shift it from narrow filler to a regular playable.
“A fragile two-mana body that accelerates only instants and sorceries, with largely irrelevant late milling.”
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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