Today we will be reviewing the green cards. Let’s get to it!
Rhona, the Indomitable
This is just a stupid bomb in Limited. Even if it’s not online right as it comes into play, the pump ability makes it easy to attack with at any later stage of the game. Slam-dunk pick.
Vizier of the Menagerie
Solid stats and card advantage in another tight bombastic package. Easy bomb.
This is probably worse than Call of the Herd, and isn’t a bomb, but it’s still card advantage on top of a solid Limited body.
Solid card, with the ramp side looking to be better than usual in a slow format, and you want the beefier body too.
Cartouche of Strength
Probably the best of the Cartouches, being pretty close to Hunt the Weak, a very good Limited card by itself, and the Trials giving it a lot of extra value.
Trial of Strength
3 mana for a 4/2 isn’t very impressive, but considering it is on the color of what I think to be the best Cartouche, this might end up being a pretty good card.
Not very hyped about this card in Draft, even in a slower than normal format, but it does seem like a great endgame card in Sealed – shuts off the most common avenue of winning (big flying dudes) and creates massive card advantage over time.
Seems way too conditional for a marginal effect that doesn’t affect the board. I’d not run this.
Even the upfront cost is solid in this card. This is a mythic uncommon and should be treated as such.
This is a solid vanilla creature, but not as impressive as it looks – 3 toughness means it will just trade with a lot of common creatures, and the text is just flavor, as it doesn’t do much in Limited.
Champion of Rhonas
Hill Giant stats are nothing to write home about, but it’s not unplayable, and with all the big cycling guys in the set you’re bound to have something juicy to put into the battlefield with the exert ability. I like the card.
This is as good as you can get off a mana dork, being a solid lategame body. Plays well with the -1/-1 synergies in the set too.
I’m not entirely sure how good are the synergies with the card. The baseline 2/3 for 3 is borderline playable, but if you get some creatures with -1/-1 counters on them, this can be a very strong card. I’d not pick it very early, but keep an eye out for it.
Some decks will just fold to this, as it can’t be properly killed and is pretty hard to double-block. My guess is that I’d always play one in all my green decks, and could play multiples in some.
I’m high on one-mana tricks in general but this one doesn’t give any stats. Not a high priority card.
Stats are pretty bad and it seems to be pretty hard to get more than a single attack out of this. I don’t like it at all.
Body is mediocre, but the effect is obviously solid. I’d probably start it in the sideboard, but it’s a very good card to have access to, and it might be maindeckable depending on how the format shakes out.
Exemplar of Strength
This is a great 2-drop; if you connect the first attack you’re usually going to get more, and at 4/4 it’s a beast.
Crocodile of the Crossing
At 4/3 it is just solid, but if you have something else to put the counter on, which isn’t that hard, it is a very, very good beater.
I only like Auras with very swingy abilities. This is not one of them.
This could lead to some blowouts, but be careful with the timing when playing tricks like these – they’re harder to profit from than it looks, especially at that casting cost. It’s a solid card, but not a hugely exciting one.
Benefaction of Rhonas
I deeply dislike anti-tempo cards like this one in Limited, so I tend to avoid them. Some drawing spells are powerful, but I almost never play mediocre ones like this.
Cycling makes this a decent playable card, and that’s it. Also a card I’m not very excited to play with, but it’s OK.
Gift of Paradise
As far as ramp spells in Limited go, this is a decent one if your deck needs it, as three life makes up somewhat for the lost tempo.
Bears that can trade up late are always solid and this is no exception.
Stats make it solid by itself in most formats (especially ones that aren’t overly punishing to /1s), and this one has nice synergy with all the exert aggressive creatures, making it a good pick.
Curve-filling three-drop. The exert ability is OK, but nothing exciting, as it doesn’t give evasion.
Haze of Pollen
Cycling makes it way better than a regular Fog, but at this cost, I think it’s just borderline playable. You can wreck some people with it at times, but mostly you’re cycling it, and 3 is a steep cost for that ability.
This is a very solid card if you have a bunch of two-drops or -1/-1 synergies, as 3/4 for 3 is a great ratio and can dominate an early board.
Too slow to amount to anything. The body isn’t relevant and you’re overpaying for the ramp.
Mana dorks are always good in Limited and I expect this format to be one where they are really great.
This is an always decent sideboard card that Cycling makes a lot better – even maindeckable in a pinch. I’d avoid it main, but it’s not embarassing.
One mana tricks are always solid, and this one can be Giant Growth (a premium card) in the right deck, as it interacts well with all the -1/-1 counters we’ve seen off the Green commons so far.
Creatures in this set appear to be a little bigger than usual and games go longer than usual naturally, so I’m rating this card low to start. I wouldn’t prioritize it over cards with better abilities.
I like the value this card offers with all the counters in Green, and solid stats. The upside of getting two counters off it is great at the cost.
Yet another sideboard card made much better by cycling. I love the ability in cards like that in Limited, and think they make a format much better.
It’s big, and it beats down. It fills the curve nicely and never embarassing to play.
Flash isn’t much relevant in a creature that doesn’t block very well like this. I’d rate it as a vanilla 3/2 for 3, which is far from exciting.
The problem with tricks at this cost is that they’re very easy to play around. I don’t love it, even considering Exert.