Here are some stats I pulled this morning if anyone is interested. When I say a Guild name, It refers to all the creatures playable by mana produced by that guild.
Here's the average stats for each guild for common/uncommons only.
32 creatures
average Boros cmc: 3.25
average Boros power: 3.15625
average Boros toughness: 2.21875
31 creatures
average Simic cmc: ~3.129
average Simic power: ~2.097
average Simic toughness: ~2.452
31 creatures
average Dimir cmc: ~3.226
average Dimir power: ~1.839
average Dimir toughness: ~2.516
31 creatures
average Orzhov cmc: ~3.161
average Orzhov power: ~1.871
average Orzhov toughness: ~2.258
31 creatures
average Grull cmc: ~3.226
average Grull power: ~2.774
average Grull toughness: ~2.484
Drawing inspiration from the recently posted creature combat chart, I went and recreated essentially the same data table to do a little number crunching. Results are posted below, followed by my own dubious conclusions. Take it with a grain of salt; Magic is obviously more than just a comparison of Ps and Ts across the board, but some trends are useful to help understand the format.
Here we go! Bear in mind, I also provided the Evolve creatures with three evolve iterations, just to see how they fall at various stages of growth, so they do move the numbers slightly than if you'd simply taken them in their base states. Also, this spans all colors and mixes all colors. I would need to filter attackers based on color to show how evasive each flyer is vs opposing deck colors.
Average Power = 2.57
Average Toughness = 2.81
Average Power (Flyers) = 2.40
Average Toughness (Flyers) = 2.70
Percent of Creatures with Flying = 17.74%
Percent of Creatures with Unblockability* = 4.84%
*note that this includes creatures that are only sometimes Unblockable
Flyers in general will be evasive roughly 79% of the time. When opposed by defending flyers, the following breakdown occurs (rate of favorable combat outcomes, as defined by killing the defender and surviving as opposed to bouncing, trading, or outright losing combat):
Variable % Nimbus Swimmer - ideally you want him to be a 4/4 or higher. A 5/5 will win 92% of aerial interactions, and will usually trade for 2 defending flyers.
69% Favorable
Urbis Protector (token)
Sapphire Drake
Smog Elemental (vs air) - he's effectively a 4/4 as far as aerial combat is concerned
62% Favorable
Cloudfin Raptor (Evolve 3) - the issue here is the difference between 3 and 4 power
42% Favorable
Guardian of the Gateless
Mindeye Drake - 5 toughness is a lot; the only issue here is the lower power
This ranking changes if I allow trades to be considered 'favorable' combat outcomes. Tempo and such is something I similarly can't easily model.
The magic number for Evolve seems to be 2. At two counters, the evolve creatures cross the 50% threshhold on favorable attacks. At three counters they begin to dominate the board. It is worthwhile to note the pacing here:
The cheaper evolve guys will usually hit 2 or 3 counters by the time you have your 5 and six drops on the board, putting them on-par with those creatures on offense. What I mean is, an E3 Crocanura performs as well on assault as cards like Nav Squad Commandos (w/ Battalion), Rust Scarab, and just behind Leyline Phantom (recasting issues aside). Simic players can start to shift to offense as soon as their guys start hitting 2 counters or more. We already kind of guessed this, but that's the pace Simic seems to be playing to.
This is for evaluating removal. Mugging, for instance, hits 49% of all common/uncommon creatures.
That's it for now. Let me know if there's anything specific you want me to try and wring out of the numbers. Again, these are just numbers. Your play experience will likely vary tremendously based on game state, match up, etc. This is just an attempt to benchmark the critters against each other in a vacuum.
My prediction for most absurd uncommon though: Ripscale Predator. Holy hell is this thing a beating. The only other creatures that match it in face-beating potential are Ruination Wurm, Leyline Phantom and Adaptive Snapjaw (Evolve 3), and they lack the blocking clause that makes Predator so annoying.
Obviously I can't evaluate utility abilities like the Guildmages, so rank them as you like.
(Guild Name) - (Average CMC) - (Average Power) - (Average Toughness)
Orzhov - 3.72 - 2.49 - 2.81
Boros - 3.68 - 2.77 - 2.57
Dimir - 3.57 - 2.12 - 2.64
Simic - 3.55 - 2.38 - 2.81
Gruul - 3.91 - 3.28 - 3.05
So yeah, just thought I'd leave that here for you guys. If anyone else has any stats, feel free to post them.
WWUGeist of Saint TraftUWW
UUBBLazav, Dimir MastermindBBUU
BRMalfegorRB
RGThromok the InsatiableGR
GGWWTrostani, Selesnya's VoiceWWGG
WBTeysa, Orzhov ScionBW
BGGGlissa, the TraitorGGB
GGUUPrime Speaker ZeganaUUGG
URJhoira of the GhituRU
RRWWAurelia, the WarleaderWWRR
UBRJeleva, Nephalias ScourgeRBU
WWUGeist of Saint TraftUWW
UUBBLazav, Dimir MastermindBBUU
BRMalfegorRB
RGThromok the InsatiableGR
GGWWTrostani, Selesnya's VoiceWWGG
WBTeysa, Orzhov ScionBW
BGGGlissa, the TraitorGGB
GGUUPrime Speaker ZeganaUUGG
URJhoira of the GhituRU
RRWWAurelia, the WarleaderWWRR
UBRJeleva, Nephalias ScourgeRBU
WWUGeist of Saint TraftUWW
UUBBLazav, Dimir MastermindBBUU
BRMalfegorRB
RGThromok the InsatiableGR
GGWWTrostani, Selesnya's VoiceWWGG
WBTeysa, Orzhov ScionBW
BGGGlissa, the TraitorGGB
GGUUPrime Speaker ZeganaUUGG
URJhoira of the GhituRU
RRWWAurelia, the WarleaderWWRR
UBRJeleva, Nephalias ScourgeRBU
32 creatures
average Boros cmc: 3.25
average Boros power: 3.15625
average Boros toughness: 2.21875
31 creatures
average Simic cmc: ~3.129
average Simic power: ~2.097
average Simic toughness: ~2.452
31 creatures
average Dimir cmc: ~3.226
average Dimir power: ~1.839
average Dimir toughness: ~2.516
31 creatures
average Orzhov cmc: ~3.161
average Orzhov power: ~1.871
average Orzhov toughness: ~2.258
31 creatures
average Grull cmc: ~3.226
average Grull power: ~2.774
average Grull toughness: ~2.484
Drawing inspiration from the recently posted creature combat chart, I went and recreated essentially the same data table to do a little number crunching. Results are posted below, followed by my own dubious conclusions. Take it with a grain of salt; Magic is obviously more than just a comparison of Ps and Ts across the board, but some trends are useful to help understand the format.
Here we go! Bear in mind, I also provided the Evolve creatures with three evolve iterations, just to see how they fall at various stages of growth, so they do move the numbers slightly than if you'd simply taken them in their base states. Also, this spans all colors and mixes all colors. I would need to filter attackers based on color to show how evasive each flyer is vs opposing deck colors.
Average Power = 2.57
Average Toughness = 2.81
Average Power (Flyers) = 2.40
Average Toughness (Flyers) = 2.70
Percent of Creatures with Flying = 17.74%
Percent of Creatures with Unblockability* = 4.84%
*note that this includes creatures that are only sometimes Unblockable
Flyers in general will be evasive roughly 79% of the time. When opposed by defending flyers, the following breakdown occurs (rate of favorable combat outcomes, as defined by killing the defender and surviving as opposed to bouncing, trading, or outright losing combat):
Variable %
Nimbus Swimmer - ideally you want him to be a 4/4 or higher. A 5/5 will win 92% of aerial interactions, and will usually trade for 2 defending flyers.
69% Favorable
Urbis Protector (token)
Sapphire Drake
Smog Elemental (vs air) - he's effectively a 4/4 as far as aerial combat is concerned
62% Favorable
Cloudfin Raptor (Evolve 3) - the issue here is the difference between 3 and 4 power
42% Favorable
Guardian of the Gateless
Mindeye Drake - 5 toughness is a lot; the only issue here is the lower power
31% Favorable
Cloudfin Raptor (Evolve 2)
Balustrade Spy
19% Favorable
Assault Griffin
15% Favorable
Kingpin's Pet
Skyknight Legionnaire
Millenial Gargoyle
4% Favorable
Drakewing Krasis
Metropolis Sprite (pumped)
Cloudfin Raptor (Evolve 1)
Metropolis Sprite (unpumped)
Basilica Screecher
Cloudfin Raptor
This ranking changes if I allow trades to be considered 'favorable' combat outcomes. Tempo and such is something I similarly can't easily model.
The magic number for Evolve seems to be 2. At two counters, the evolve creatures cross the 50% threshhold on favorable attacks. At three counters they begin to dominate the board. It is worthwhile to note the pacing here:
The cheaper evolve guys will usually hit 2 or 3 counters by the time you have your 5 and six drops on the board, putting them on-par with those creatures on offense. What I mean is, an E3 Crocanura performs as well on assault as cards like Nav Squad Commandos (w/ Battalion), Rust Scarab, and just behind Leyline Phantom (recasting issues aside). Simic players can start to shift to offense as soon as their guys start hitting 2 counters or more. We already kind of guessed this, but that's the pace Simic seems to be playing to.
Toughness Histogram
1 - 24
2 - 37
3 - 22
4 - 23
5 - 10
6 - 5
7 - 1
Varies - 2 (Gateway Shade and Nimbus Swimmer)
This is for evaluating removal. Mugging, for instance, hits 49% of all common/uncommon creatures.
That's it for now. Let me know if there's anything specific you want me to try and wring out of the numbers. Again, these are just numbers. Your play experience will likely vary tremendously based on game state, match up, etc. This is just an attempt to benchmark the critters against each other in a vacuum.
My prediction for most absurd uncommon though: Ripscale Predator. Holy hell is this thing a beating. The only other creatures that match it in face-beating potential are Ruination Wurm, Leyline Phantom and Adaptive Snapjaw (Evolve 3), and they lack the blocking clause that makes Predator so annoying.
Obviously I can't evaluate utility abilities like the Guildmages, so rank them as you like.