Table of Contents
- Wilds of Eldraine (WOE) Limited Guides
- Agatha’s Champion
- Beanstalk Wurm
- Bestial Bloodline
- Blossoming Tortoise
- Bramble Familiar
- Brave the Wilds
- Commune with Nature
- Curse of the Werefox
- Elvish Archivist
- Feral Encounter
- Ferocious Werefox
- Graceful Takedown
- Gruff Triplets
- Hamlet Glutton
- Hollow Scavenger
- Howling Galefang
- Leaping Ambush
- Night of the Sweets’ Revenge
- Redtooth Genealogist
- Redtooth Vanguard
- Return from the Wilds
- Rootrider Faun
- Royal Treatment
- Sentinel of Lost Lore
- Skybeast Tracker
- Spider Food
- Stormkeld Vanguard
- Tanglespan Lookout
- Territorial Witchstalker
- The Huntsman’s Redemption
- Thunderous Debut
- Titanic Growth
- Toadstool Admirer
- Tough Cookie
- Troublemaker Ouphe
- Up the Beanstalk
- Verdant Outrider
- Virtue of Strength
- Welcome to Sweettooth
- Wrap Up
Hey everyone! I hope you’re ready to get wild in the crazy world of Eldraine. Things have changed since the last time we visited with a serious lack of Elk related humor. Instead, we are focusing on WotC’s strange takes on classic fairy tales. That means that it is filled with puns and dad jokes galore so it’s clearly designed to go along with my writing style.
On top of that I get to pronounce WOE exactly like Joey Lawerence every time. Granted most of you are thinking “What is this old man blathering about, someone get him his meds.” I can assure you it was a thing back in the day with Avatar of Woe.
Per usual, I’ll be grading the entire set for the purpose of limited as well as writing about a million other articles about it until they let me out of the content creation dungeon. With all that, you’ll be well prepared to crush some dreams.
For those of you wondering if I missed some cards, the adventures that require different colors for each part are in the multicolor section. The Enchanting Tales bonus sheet will have its own article as well.
Wilds of Eldraine (WOE) Limited Guides
- Tier List
- Alchemy: Eldraine 🆕
- Draft Guide
- Quick Draft Guide
- Archetypes Guide and Example Decks
- Underperformers and Overperformers
- Combos and Synergies
- Prerelease and Sealed Guide
- Mechanics Guide
- White Review
- Blue Review
- Black Review
- Red Review
- Green Review
- Artifacts, Lands, and Multicolor - Part 1
- Multicolor Part 2
- Enchanting Tales
Here’s the usual grading scale:
- 5.0: Disgustingly powerful and basically unbeatable. Either answer it the turn it comes down or just pack up your cards. (Tovolar's Huntmaster, The Meathook Massacre, Starnheim Unleashed)
- 4.5: Incredible bomb that still gives your opponent a slim chance. (Adeline, Resplendent Cathar, Alrund's Epiphany, Grand Master of Flowers)
- 4.0: Great rare or the absolute best uncommons and removal. (Froghemoth, Morbid Opportunist, Skullport Merchant)
- 3.5: Great role filler or removal that you never cut. (Magic Missile, Cathartic Pyre, Battle Cry Goblin)
- 3.0: Good playable that I’m basically never cutting. (Usher of the Fallen, Search Party Captain, Dragon Turtle)
- 2.5: Decent playable and the bar I hope nearly every card in my deck to reach. (Mourning Patrol, Steadfast Paladin, Goblin Morningstar)
- 2.0: Mediocre filler that normally is your 20-23rd card(s). (Contact Other Plane, Mindleech Ghoul, Timberland Guide)
- 1.5: Replaceable, overall bad filler. Could also be decent sideboard cards. (Secrets of the Key, Spiked Pit Trap, Village Rites)
- 1.0: Bad filler. Gets cut most of the time. (Secret Door, Mystic Skull, Funeral Longboat)
- 0.5: Very unhappy to main deck this, but maybe it has fringe sideboard applications. (You See a Guard Approach, Bramble Armor, Compelled Duel)
- 0.0: Unplayable in every possible situation. (Mimic, Change of Fortune, Curse of Shaken Faith)
Agatha’s Champion
Rating: 3.0/5
For the bargain price of an artifact, enchantment, or token you can set up a championship fight between this knight and your opponent’s rat token. While you’ll probably want to fight something more relevant, I’d rather have the mental image of a rat walking out with a little championship belt to challenge this big ol knight.
Beanstalk Wurm
Rating: 1.5/5
How do you feel about an Explore where you always draw a 5/4 Reach creature? Not that exciting, even in limited.
Bestial Bloodline
Rating: 1.5/5
This type of early pump aura is something you usually play when your deck isn’t great and you’re trying to kill your opponent before they have an opportunity to stabilize. You’re taking the chance to get wrecked, but also don’t like your chances in a fair game of Magic.
This can at least come back so you’re not completely out of luck against removal. On top of that, it does provide a repeatable thing to sacrifice to Bargain. Still not something I am looking to play unless the draft went wrong.
Blossoming Tortoise
Rating: 3.5/5
You’re not really concerned about running out of cards without a lot of other self-mill in the set. That leaves this as a Hill Giant that (should) ramp you when it enters play and attacks. It can even feed the graveyard for Back for Seconds.
While it won’t come up often because they are rares, being able to activate the man lands for one less is a nice little bonus on top of the pump.
Bramble Familiar
Rating: 3.5/5
A bear that doubles as a mana dork that can still do something relevant if drawn late. It can even bounce itself to form a cycle of adventure, creature, bounce, adventure… Well by the time you can do that, you don’t have too many mill sevens left in you, but a couple times should get the job done.
Fits into the good early, good late box and that’s not bad.
Brave the Wilds
Rating: 2.0/5
As long as you are in the market for a Lay of the Land then this has a nice little bonus of being a potential 3/3 later in the game. You probably don’t want to do that earlier in the game where losing the land could set you back.
Commune with Nature
Rating: 1.5/5
Very cheap card selection that you should hit off of the majority of the time depending on your creature count. The more high-power level creatures you have in your deck, the more you should be running this.
Curse of the Werefox
Rating: 2.5/5
This sounds like one of those SYFY channel movies of the week. After Sharktocrab Strikes back stick around for Curse of the Werefox!
A three-mana sorcery speed fight spell is fairly unimpressive even if it does come with a Monster Role. Removal is still removal though.
Elvish Archivist
Rating: 3.5/5
This can go off as a card draw engine because there are so many Roles and enchantments running around. It might only be one extra card a turn, but I’ve never heard anyone complain about a personal Howling Mine.
You can even grow this to be relevant in combat by dropping food tokens or other random cheap artifacts. Tons of potential in one card.
Feral Encounter
Rating: 3.0/5
Kind of an odd card, but it is functionally a sorcery speed bite spell that you can potentially get you another creature off of. It is nice that you can choose to just use it for one or the other without needing a target for both.
Ferocious Werefox
Rating: 2.0/5
I am curious what kind of sound a werefox makes especially when it’s ferocious.
The instant speed Monster Role can be pretty strong and then you get a four-power trampler to smash in with. All the trample, all the time.
Graceful Takedown
Rating: 2.5/5
Why must we play at sorcery speed? This is at least semi protected from the blowout by letting you also use your enchanted creatures to make sure that your target is EXTRA dead.
Gruff Triplets
Rating: 5.0/5
This is the story of a rare that should have been a mythic. The only real downside of this is the triple green so I look forward to many people train wrecking their drafts after opening this pack three.
Outside of having a Counterspell or a sweeper, this is going to be a massive problem. I don’t really need to say more because this card speaks for itself.
Hamlet Glutton
Rating: 2.5/5
As long as you have something that you don’t mind sacrificing to Bargain then the Ravenous Lindwurm variant coming down on five is going to swing some games. It actually dodges a bunch of the removal running around while helping you stabilize with those extra life.
If you don’t have any cheap bargain fodder, then you’re not too thrilled with playing this at seven mana. Keep that in mind during deck building.
Hollow Scavenger
Rating: 2.0/5
While I’m not huge on the creature part of this, it does have threat of activation to help it rumble through the red zone. The one mana food before hand is a nice way to lead off the game giving you something to Bargain with or to power up this pup.
Howling Galefang
Rating: 2.0/5
While a 4/4 Vigilance for four is “just a dude” these days, the haste potential is pretty nice especially considering that all it asks is to have something on an adventure.
Leaping Ambush
Rating: 1.5/5
This does do many different things for one mana, but I’ve never been a fan of tricks that give reach. You usually have to play them into open mana leaving yourself wide open for a blowout. Still a one mana trick that will find its way into some decks.
Night of the Sweets’ Revenge
Rating: 1.0/5
I experience the Night of the Sweets’ Revenge every year around Halloween. Most likely due to my lack of self control about those Reese pumpkins.
I would need to be pretty hard into the food deck before I consider running this. Even then, you’re paying four mana for a do nothing that needs to have multiple food out to make it remotely decent.
Redtooth Genealogist
Rating: 2.5/5
Getting 3/4 worth of stats with 1/1 of it having haste for three mana seems like a deal they would give to royalty. The only downside is that you need another creature out to get that Royal Role, but I was planning on curving out anyway.
Redtooth Vanguard
Rating: 2.0/5
The problem with 3/1s for two is that they die too easily. This one can keep coming back as long as you have some enchantments (hint: this is the enchantment set) making it much more likely that they perform their share of the work.
Return from the Wilds
Rating: 2.5/5
As long as you’re looking for some ramp or fixing, then getting that along with a 1/1 is a fine deal here. The food token is a fine late game fallback when you really don’t want another land. Any way you do this, it’s two game pieces from one card.
Rootrider Faun
Rating: 2.0/5
This body is a fine blocker in this format on the turns its not ramping you into some big ol beaters. It can even mana fix in a pinch. You just don’t want to be taking up too many slots that could be used for more action.
Royal Treatment
Rating: 2.5/5
They loved Snakeskin Veil so much that they upgraded it with the Royal Treatment. This is going to play even better at uncommon when everyone isn’t playing around it.
Sentinel of Lost Lore
Rating: 3.0/5
A harder to cast Centaur Courser with an extra toughness would be fine, but replaceable. You really need to get some value off of it which is about half a card on average if you use either of it’s first two abilities. This really shines when it lines up right and you get both along with potential value from exiling their graveyard.
Skybeast Tracker
Rating: 1.5/5
Mostly an annoying reach blocker that might poop out a food or two throughout the course of the game.
Spider Food
Rating: 1.5/5
This is mainly a sideboard card, but I could be talked into maindecking one if my deck was weak against flyers or had some good food synergies.
Stormkeld Vanguard
Rating: 2.5/5
This is a much better answer to have for artifacts and enchantments than Spider Food. It lets you pack an answer in while still having a beater as a fallback option.
Tanglespan Lookout
Rating: 2.5/5
This really depends on how many ways you have to create Roles. You’re pretty much fine as long as you get one extra card off of this and everything else is just some delicious gravy.
Territorial Witchstalker
Rating: 1.5/5
This is certainly no Drowsing Tyrannodon since it can’t easily activate itself with a Role. That extra power is a huge difference between a key common and a bench warmer.
The Huntsman’s Redemption
Rating: 3.0/5
You start off with a Centaur Courser so it’s not going to take much more to make this playable. The second step being a may is key because being forced to sacrifice a creature could lead to some sticky situations. As it is, you can tutor up your best creature (or a needed land) in exchange for your worst. Then you get a mini-Overrun to cap it all off.
Thunderous Debut
Rating: 1.5/5
This is pretty close functionally to an eight mana Tooth and Nail since you are looking twenty deep in limited. It’s still an eight drop that requires a bargain. You really need to have two major creatures worth playing at that point left in your deck. You’re usually better off with some form of cheap card selection.
Titanic Growth
Rating: 1.5/5
We’ve seen this trick a whole bunch of times. It’ll be fine, sometimes you’ll double growth someone right up out the club. At the end of the day, it’s just stats though.
Toadstool Admirer
Rating: 1.0/5
Well, we all know that Bowser is a Toadstool Admirer, Peaches…Peaches…Peaches…you get the point.
Ward 2 doesn’t really do a lot on your 1/1 that they are ignoring. It’s also way too pricy to pump up later. So, umm…yeah…not good.
Tough Cookie
Rating: 2.5/5
A bear that comes with a food token starts off as a pretty good deal. Being able to turn that and your other food tokens into 4/4s is just the icing on the cookie.
Troublemaker Ouphe
Rating: 2.5/5
Yet another reason why you don’t need to be main decking Spider Food. Personally, I can’t wait for my opponent to play Forced Fruition so I can draw seven and cause some serious trouble while they yell “OUPHE”!
Up the Beanstalk
Rating: 1.5/5
This may be getting played in some older formats where you can really Grief your opponent with it. In limited it’s a glorified two mana cycle that may draw you an extra card or two later. If you only have one five drop in your deck, it’s not worth playing. If your curve is a little higher than this could get you some legitimate value.
Verdant Outrider
Rating: 1.5/5
This does at least help with the problem of this stat line always trading down. Still a filler creature.
Virtue of Strength
Rating: 1.0/5
Soon to be heard at every sealed event “I opened a virtue, unfortunately it was strength”. At least they ironically named this one since it is by far the weakest.
This is straight up Raise Dead with the very, very minimal upside of being able to get a land out of your graveyard. The enchantment is just not going to be relevant. Once you hit seven mana, what are you going to do with 21?
Welcome to Sweettooth
Rating: 2.5/5
Well, this just made me think they were doing a Universes Beyond: Twisted Metal crossover. Unfortunately, we’re not that lucky.
This eventually becomes 3/3 worth of stats for two mana with potential for more if you’re adept at creating food.
Wrap Up
Green has a selection of chonky creatures combined with some ways to ramp them out ahead of schedule. It has multiple ways to fix for other colors of mana so perhaps it could be the base of a multicolored shenanigans deck.
Thanks for reading! I’ll be back tomorrow with my Prerelease and Sealed Guide followed the next day by my Artifacts, Lands, and Multicolor Part One Review. Until then, stay classy people!
If you have any questions, let me know in the comments below.
You can also find me at:
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