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Then there was Green; Morningtide week ends today. I am a big fan of Green cards, I'm not a big tourney player, so I'm quite lightweight about my gameplay. Also I'm very Johnny/Timmy so I'm constantly looking for combos and synergy. Morningtide is the last set in the Lorwyn block with the new "2 Set Block" design. Once again, Green is a mostly creature color and this set makes no exception to that rule with only eight of 28 cards being non-creature.
Grade - A- - Good creature for the cost with an abusable ability. You'll find something to smile about with this card.
For two mana, you get something that makes it easier to cast other Treefolks (like Ambassador above or even better someone like Verdeloth) and Shaman (almost any Red pinger since 8th is Shaman) cost one colorless mana less and at the 1/3 body his still in Casual Burn range, but still harder to get a set of Lightning Bolts then Shocks. Grade - A - At Common, this guy is as good as the *scape Familiars from IPA.
First abusable idea, is make a lot of Elves via things like Ambassador Oak above, or make all your creatures Warriors with Conspiracy. The second abusable things is that anything that makes +1/+1 counter with him now read "Put a +1/+1 counter on target creature and give it Trample" add a Gruul War Plow (attacking creatures with Trample gain +2/+2) to make a brutal attack force. Oh, and it's an Elf. Grade - A? - I'm handing out too many of these... at uncommon it's two mana for a 2/2 that can be abused heavily all around.
Grade - S - as in better than A because this guy, even at rare does some very dangerous things, with enough mana this thing can end the game in casual (four mana to boost it, add one good booster then use it's natural ability once or at most twice, then end the game.)
Cream of the Crop roughly does EXACTLY what you'd expect it to, every time you play a creature you get to stack your library by tossing all the bad cards you don't need to the bottom of your deck while putting the best of them at the top of your library. I mean short of putting Scry on this card they did a good job, considering I'll be seeing a lot of Magus of the Future / Future Sight and CotC for a quick good draw. Grade - B - Abusable, check, powerful, check, dependent, check, cheap, check.
Ok, it's a new Naturalize, but instead of destroying (which would get revived though other means like Tinker Mage and company) it shuffles it back into the library which really messes with tempo a bit better than Naturalize. Also this card helps balance out Cream of the Crop decks by slowing them down... slightly. Grade - B+/A- - will it replace my Naturalizes, probably, will it work better than Naturalizes, depends the opponents deck.
Grade - B- - Slightly better all around, but the cost makes it hurt for the non-reinforcing effect. Also note that Battle Growth does the +1/+1 for G.
Reprint. End of story, we in casual already have about 15 of these. Well, at least they changed the art... that might be something worth collecting.
Five mana for a 3/5 at common is enough to have me saying "Better than most" but this adds dead tree reclamation for mana. The only problem is that Green isn't big on sacrifice, and there isn't many Black Treefolks (which some exceptions) so either team up with Elves like Savra and other things like that, and have a Green to Black converter like Blood Celebrate or Gemstone Array. Grade - B- - it's a good card don't get me wrong, I'm just not big on the requirements to make the most of it.
This card + Witness + Recursion Engine + Earthbrawn = Plenty of lands. Damn shame or thankfully they didn't reprint Witness in this set. on that consideration this is effectively Rampant Growth while weakening the creature. Grade - A - just keep this thing well "watered" and watch your mana problems fix themselves. Did that just sound like a commercial?
At common, this card is powerful. Five mana affords a 4/4 Trampling Elf/Beast/{name any other powerfully synergic Green Tribe} I'd like to have a few of these for the additional help it could afford. Grade - B+ - I think it speaks for itself.
First thing that came to mind was "Sacrifice a land," the second thing was "Druid," so in order to make this card worth while, have a few Squirrel Wranglers nearby. Grade - A+ - Someone needs to scream something about "OMG he forgot to mention Zuran Orb!!!" - Control much?
On another eviler note Fire Whip on Thornweld Archer + this guy = constant death and damage to the opponent. Grade A - Go have some glory in combat, or just go all Hero (like the movie, in the end where yeah... go watch it if you haven't) on the enemy.
Another card that I could of sworn was lifted right off the MDV forums either Luther, I, or another member did it, but I can't seem to find the post... of course, the post Luther and I swear was about a year and a half ago. Anyways, onto the card, one mana you get a 1/1 that needs two other friends to get mana flowing, so it's not going to replace Llanowar Elves early game, but might give something for the late/mid game that would be useful if you don't have the Llanos. Grade - B - not going to replace anything, but might give a bit of a boost where needed.
I'm a fan of this card, for four mana you get either A) numbers or B) strength and defense for a creature you control, if done right this card can turn a battle tide quickly. Grade - A - Done with recursion this can become a pseudo Decree of Savagery
A 3/5 for four and it has the ability to topdeck into play any Treefolk or Shaman I think that in itself is abusable, add something like Worldly Tutor and good Treefolk and Shaman, then you have a force for free to be reckon with. Grade - A- - Wishing for Verdeloth the Ancient, and getting Treefolk Seedlings
Wow, the second nontribal card so far... Instant Common at three mana to gain a hell of a lot of life... Hunting Triads numbers, Changelings, lots of other Elves... Grade - A - Lots of other Elves...
Grade - B+ - by itself though, it's not bad, with strong backing it's beautiful.
Normally if you play a Treefolk your getting anywhere from a toughness of three or better (which exception of Treefolk Seedlings, where it's variable) so every time you play a Treefolk creature you get three or more life as long as your willing to 6 to play this guy to start with.
Self-recurring spells are a big plus, at five mana you get a 2/5 Treefolk Shaman and each time you play a new Forest you get Reach of Branches back to make another one, with mana acceleration and Land fetching you can easily build a defense worth of keeping you around to place a combo together. Grade - B+ - if they don't find a way to go around...
1st nontribal Sorcery, 3rd nontribal card, in summery this is a fetch card for a land, but to find it, it runs though your library in linear fashion, sadly reviling all those cards possible to the opponent. THEN you clash with them to see if you can win the card back to you hand to do it again. Grade - C - if only they made a Land Fetcher with Buyback so I can compare it too...
Grade - B+ - but it's no Rancor
This card makes my Wellwishers even better, by just attacking this guy affords me life. Keeping him alive will be difficult, but the longer he can attack, the more life you afford. Grade - B - Blasted right off the field, Wrath of God, Spot Destruction, Shock, Counterspelled, etc etc etc...
Scrapeshift meet Gilt-Leaf Archdruid, Gilt-Leaf Archdruid meet Scrapeshift, now go and keep me in the good life. Not only could you control the opponent’s lands, but no you can convert them over to your own, and make them so far behind the mana curve they can't get there, and when they get a land, just tap your Druids. On it's own it's fine, good mana balancing card between multiple colors so other decks that splash enough Green could use this card to get the right numbers and make a potential win. Grade - B+ or A - Depending on how bad you needed it when it comes.
Save a Tree get a Tree that can become a 5/10 Trampler. For four you get a 5/5 at the expense of saving a tree or a Warrior... worth it to a point, it depends on what you’re saving from what. Grade - B - it's really nice anti-Wrath policy... of course, the opponent is doing something similar...
Grade B+ - Worth it? I think so. Add a Blink spell for even more friendliness.
Alright, each time you find an Elf or a Warrior it gets a +1/+1 boost, once again well placed tutors or Conspiracy would make this card more than worth it's cost, just add some combat stats like Trample or First Strike and you'll be fine. Grade - A - Oh and it's for only three and at common.
Where the Patrol made power, this makes numbers, it's nice to have both on the field and find yourself drawing into an Elf spell. the Wolf Token makes only a little impact alone, but give it time and they'll make themselves worth while. Grade - B+ - Two mana Uncommon 2/2 making other 2/2 when you find an Elf or Shaman, yeah, I can live with that.
Well, looking at the week this has been another classic week for MDV five great colors from the newest set done by great writers (Beebs, Amadeus, Luther, et. al). Note for the Readers: For those expecting my ranting, I'm saving it for a Podcast coming some time in the near future. ~Michael Zeora~
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