As a fan of Avatar: The Last Airbender, I think this is one of the best crossovers Magic has had, in terms of how well the IP transfers to the card game. The elemental “bending” abilities are all fun, and I look forward to seeing how they play out in limited. Let’s jump into breaking down some cards!
5.0: Disgustingly powerful and basically unbeatable. Either answer it the turn it comes down or just pack up your cards. (Gruff Triplets, Virtue of Persistence, The Eternal Wanderer)
4.5: Incredible bomb that still gives your opponent a slim chance. (Virtue of Loyalty, Imodane's Recruiter, Realm-Scorcher Hellkite)
4.0: Great rare or the absolute best uncommons and removal. (Faunsbane Troll, Gumdrop Poisoner, Talion’s Messenger)
3.5: Great role filler or removal that you never cut. (Candy Grapple, Hearth Elemental, Torch the Tower)
3.0: Good playable that I’m basically never cutting. (Shrouded Shepherd, Spellscorn Coven, Sharae of Numbing Depths)
2.5: Decent playable and the bar I hope nearly every card in my deck to reach. (Evolving Wilds, Archon's Glory, Flick a Coin)
2.0: Mediocre filler that normally is your 20-23rd card(s). (Mintstrosity, Ice Out, Grabby Giant)
1.5: Replaceable, overall bad filler. Could also be decent sideboard cards. (Titanic Growth, Scarecrow Guide, Territorial Witchstalker)
1.0: Bad filler. Gets cut most of the time. (Dark Tutelage, Kindled Heroism, Impact Tremors)
0.5: Very unhappy to main deck this, but maybe it has fringe sideboard applications. Cards that “could” be situationally decent, but bad in most situations. (Smothering Tithe, Rhystic Study, Mana Flare)
0.0: Unplayable in every possible situation. They rarely print cards this bad these days. (Hew the Entwood, One with Nothing)
This version of Harrow does some serious work if you’ve got a small earthbend land to sacrifice. It’s good fixing and ramping if you’re in the market for it.
By itself, this is a 1/2, and only one more creature makes it a 2/2. It’s a bit unreliable, but can be great in multicolor decks, especially if you can activate the earthbend ability.
Unlike Hunt the Weak, you will need to have a big creature in play for it to work. I don’t mind this card, but I’m skeptical about its efficacy in removing threats.
This is a huge bomb, but does have the potential to fall pretty flat if you have no creatures. Even if that’s the case, this card still can do a ton of work.
This is a really nice value card. I would be hesitant to slot this into any Green deck. You will want to have self-mill and the desire to play the late game.
This does a great job at stopping early game attackers, if your deck wants to do that kind of thing. It can also be a decent sideboard option to slow down more aggressive decks.
Green has some serious ramp options & late game beaters. It also has some good defensive options to keep you alive. There’s a lot of earthbending synergy, which pairs nicely with ramp, so you don’t mind losing a land to attack with it. I’ll be breaking down Multicolor next, stay tuned!
Lose and Learn, Learn and Win!
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Andy "Icky" Ferguson is a long time limited grinder, with his first draft in 1999 at the age of 11. 22 years later, you can still find him streaming drafts, achieving the top ranks, including rank #1 5 months of 2021. Seasoned member of the Draft Lab squad and appointed "zen master", Andy lives by the motto; "lose and learn, learn and win".