M15 Set Review - Green Cards
Has it really been a year already? Wow, how time flies. I guess we had better dive into the new set then. I mean after all this is going to be the current draft format set between August and October so we better get an idea of what decks we should be drafting. Also this is going to be one of the five sets that make up the first five months of Standard post rotation. So now that my editor knows that these articles are going to be relevant to us players for the next year let's get started.
Ancient Silverback (6) Creature — Ape (6/5) : Regenerate Ancient Silverback. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Green starts off with a great beater for Limited.
Back to Nature (2) Instant - Destroy all enchantments. I have a strong feeling that this will see Standard play if bestow gets too powerful. That being said it will just be a sidebaord card to hate on the aura deck in Draft.
Carnivorous Moss-Beast (6) Creature — Plant Elemental Beast (4/5) : Put a +1/+1 counter on Carnivorous Moss-Beast. Just another beater for Limited.
Charging Rhino (5) Creature — Rhino (4/4) Charging Rhino can't be blocked by more than one creature. Giving this trample or pumpin it with Madcap Skills allows this to just bash face in fun casual decks. Still it's a great beater in Limited.
Chord of Calling (3) Instant - Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Search your library for a creature card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library. A Modern staple in the different Pod decks. I'm sure this will be a bomb in Limited and start a new brew in the top levels of Standard.
Elvish Mystic (1) Creature — Elf Druid (1/1) : Add to your mana pool. A staple of Standard, Limited and every other format's Elf tribal decks. Just a good turn one ramp dork for any deck.
Feral Incarnation (9) Sorcery - Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Put three 3/3 green Beast creature tokens onto the battlefield. I feel with this having convoke that this will end up a force in Limited. A total bomb card.
Gather Courage (1) Instant - Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Target creature gets +2/+2 until end of turn. Awesome combat trick for Limited.
Genesis Hydra (2) Creature — Plant Hydra (0/0) When you cast Genesis Hydra, reveal the top X cards of your library. You may put a nonland permanent card with converted mana cost X or less from among them onto the battlefield. Then shuffle the rest into your library. Genesis Hydra enters the battlefield with X +1/+1 counters on it. This is going to be great in Limited. At the least this will give you a fatty even if you wiff on a nonland permanent. Without haste or trample this isn't really a competitive card.
Hornet Nest (3) Creature — Insect (0/2) Defender (This creature can't attack.) Whenever Hornet Nest is dealt damage, put that many 1/1 green Insect creature tokens with flying and deathtouch onto the battlefield. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.) Loving the flavor of this. In Limited this will be a bomb as you either get to chump block to get an army, or you can block weenies to grow an army, or you can just blast it with damage to make an army. I'll enjoy drafting this.
Hornet Queen (7) Creature — Insect (2/2) Flying. Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When Hornet Queen enters the battlefield, put four 1/1 green Insect creature tokens with flying and deathtouch onto the battlefield. A bomb in Limited. Six power over five creatures all with flying and deathtouch. Yeah, totally a great card for the forty card decks.
Hunt the Weak (4) Sorcery - Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.) Just a good green removal card for Limited.
Hunter's Ambush (3) Instant - Prevent all combat damage that would be dealt by nongreen creatures this turn. It's a cool combat trick when drafting mono-green. This could even jump over to mono-green Standard decks.
Invasive Species (3) Creature — Insect (3/3) When Invasive Species enters the battlefield, return another permanent you control to its owner's hand. This is awesome in that with an Elvish Mystic you get a 3/3 on turn two. Also in Limited you can abuse the Enters the Battlefield effects of other creatures in the late game.
Kalonian Twingrove (6) Creature — Treefolk Warrior (*/*) Kalonian Twingrove's power and toughness are each equal to the number of Forests you control. When Kalonian Twingrove enters the battlefield, put a green Treefolk Warrior creature token onto the battlefield with "This creature's power and toughness are each equal to the number of Forests you control." Speaking of EtB effects to abuse. I like this for drafting mono-green. Unless we have some instant blink effects this wont become a constructed staple.
Life's Legacy (2) Sorcery - As an additional cost to cast Life's Legacy, sacrifice a creature. Draw cards equal to the sacrificed creature's power. I like this a lot for Limited. This also combos well with effects like Might Makes Right were you steal you creatrue you are going to sacrifice to draw the cards.
Living Totem (4) Creature — Plant Elemental (2/3) Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) When Living Totem enters the battlefield, you may put a +1/+1 counter on another target creature. I think that this is only good as a pump effect in Limited. I mean using the convoke to ramp this is just silly in formats faster than Limited. Also it can't put the counter on itself so in removal heavy formats it's just a 2/3 for four mana.
Naturalize (2) Instant - Destroy target artifact or enchantment. Just some good artifact and enchantment removal in Limited.
Netcaster Spider (3) Creature — Spider (2/3) Reach (This creature can block creatures with flying.) Whenever Netcaster Spider blocks a creature with flying, Netcaster Spider gets +2/+0 until end of turn. Every Limited format needs a big spider with reach to eat fliers. I like this one because it gets the bonus for blocking fliers.
Nissa, Worldwaker (5) Planeswalker — Nissa (3) +1: Target land you control becomes a 4/4 Elemental creature with trample. It's still a land. +1: Untap up to four target Forests. −7: Search your library for any number of basic land cards, put them onto the battlefield, then shuffle your library. Those lands become 4/4 Elemental creatures with trample. They're still lands. Damn! Now that is some mana ramp for Limited. I'm very sure that this is going to find a home in Standard mono-green post rotation and will be a key card in making both Garruk and The Chain Veil work in competitive formats. Speaking of The Chain Veil, there are already talks of this and Ral Zerak going infinite in Standard on turn five.
Nissa's Expedition (5) Sorcery - Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library. With convoke this should be cast able on turn three all day in Limited. Add some token makig white cards and you can cast more that just this on turn three. Still this is a perfect mana ramp for Limited.
Overwhelm (7) Sorcery - Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Creatures you control get +3/+3 until end of turn. Just a good defensive combat trick for Limited.
Paragon of Eternal Wilds (4) Creature — Human Druid (2/2) Other green creatures you control get +1/+1., : Another target green creature you control gains trample until end of turn. (If it would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) With this being one of the few ways for green to get trample it's going to be a must when drafting mono-green. Also it allows you to get more power out of Hornet Nest and Hornet Queen.
Phytotitan (6) Creature — Plant Elemental (7/2) When Phytotitan dies, return it to the battlefield tapped under its owner's control at the beginning of his or her next upkeep. So this is a combo with Life's Legacy or Might Make Right. This is one evil weed that might just see Standard play. That is as long as we have ways to make sure it has trample and/or haste.
Plummet (2) Instant - Destroy target creature with flying. Green's staple flying removal spell for Limited.
Ranger's Guile (1) Instant - Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) A staple combat trick of Limited for the past three years.
Reclamation Sage (3) Creature — Elf Shaman (2/1) When Reclamation Sage enters the battlefield, you may destroy target artifact or enchantment. Just a good artifact and enchantment removal dude for Limited.
Restock (5) Sorcery - Return two target cards from your graveyard to your hand. Exile Restock. Just a good recycling card for Limited.
Roaring Primadox (4) Creature — Beast (4/4) At the beginning of your upkeep, return a creature you control to its owner's hand. A good creature to reuse EtB effects in Limited.
Runeclaw Bear (2) Creature — Bear (2/2) Just a 2/2 for two mana to fill out you Limited deck.
Satyr Wayfinder (2) Creature — Satyr (1/1) When Satyr Wayfinder enters the battlefield, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard. Seems that we are getting this in Limited to allow a BUG dredge deck to draft. As I'm a fan of Dredge decks in all formats I'm going to enjoy casting this.
Shaman of Spring (4) Creature — Elf Shaman (2/2) When Shaman of Spring enters the battlefield, draw a card. A four-drop Elvish Visionary allows for this to be good in Limited without giving us back a two-drop to rebuild Eggs in Standard. I think it will be a great card in Limited for the draw effect with the green bonus effects.
Siege Wurm (7) Creature — Wurm (5/5) Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.) Just a beater with trample for Limited.
Soul of Zendikar (6) Creature — Avatar (6/6) Reach. : Put a 3/3 green Beast creature token onto the battlefield. , Exile Soul of Zendikar from your graveyard: Put a 3/3 green Beast creature token onto the battlefield. Just a beater for Limited that let's you sink extra mana into more beaters. This should win a few Limited games.
Sunblade Elf (1) Creature — Elf Warrior (1/1) Sunblade Elf gets +1/+1 as long as you control a Plains. : Creatures you control get +1/+1 until end of turn. Yup, a good beater for Limited. Might even make the cut in Standard for as long as we still have Temple Garden in the format.
Titanic Growth (2) Instant - Target creature gets +4/+4 until end of turn. Unless infect makes a surprise comeback this is just a good combat trick in Limited.
Undergrowth Scavenger (4) Creature — Fungus Horror (0/0) Undergrowth Scavenger enters the battlefield with a number of +1/+1 counters on it equal to the number of creature cards in all graveyards. Yup, I'm so drafting Dredge. Give this trample and just extend the hand for the GG. That is when it's a 10/10 plus.
Venom Sliver (2) Creature — Sliver (1/1) Sliver creatures you control have deathtouch. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.) Yup, we are in for a Sliver summer. This plus Bonescythe or Striking Sliver are both winning combos in combat. Still even with Diffusion Sliver I'm still on the fence about the deck. Only some testing will change my mind.
Verdant Haven (3) Enchantment — Aura - Enchant land. When Verdant Haven enters the battlefield, you gain 2 life. Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool (in addition to the mana the land produces). This is just a good ramp spell in Limited. So good in fact that it's starting to show up in the last few Limited formats.
Vineweft (1) Enchantment — Aura - Enchant creature. Enchanted creature gets +1/+1. : Return Vineweft from your graveyard to your hand. Too bad we didn't get Rancor back, but this works with self mill as well as getting it back after losing the first enchanted creature.
Wall of Mulch (2) Creature — Wall (0/4) Defender (This creature can't attack.) , Sacrifice a Wall: Draw a card. I'm really hoping we will see a wall/defender sub-theme in Khans of Tarkir. I would so like to have Vent Sentinel in a draft format with this. Still on it's own this could be the stand in two-drop draw creature for the new Standard Eggs.
Yisan, the Wanderer Bard (3) Legendary Creature — Human Rogue (2/3) , , Put a verse counter on Yisan, the Wanderer Bard: Search your library for a creature card with converted mana cost equal to the number of verse counters on Yisan, put it onto the battlefield, then shuffle your library. With this and Chord of Calling in the set we should see a sudo-Pod deck in Standard. Still, this will be a bomb in Limited.
Okay demo deck card time. Centaur Courser and Terra Stomper should never be reprinted into a draft format ever. Courser is just a vanilla dork that is a waste of card-stock. Terra Stomper might seem cool to new players, but it's just the kind of card new players like to play in their ramp decks. Now Garruk's Packleader, this could have been a the card to really force players into drafting mono-green to make fatties and draw cards.
So what we have left to do now is talk about the effect of the green cards over all. I'm very sure that both Chord of Calling and Yisan, the wandering Bard are going to spawn a new deck in Standard. Also I'm sure that we are going to see a shift to mono-colored decks after rotation. Also I think we are going to see GB becoming a top deck post rotation but that is more because of the hate cards let to be review in my last article. So with that said, it time to handle the rest.
This has been...
Jeffrey Carmichael II
KDPfenthing on MTGO
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