The new set isn’t really looking to rock any established foundation. We’ve got about 50% reprints, 50% new cards, and no new mechanics. That doesn’t mean it’s going to be bad by any means, in fact it may be a better set because the designers are working with far less unknowns than usual. Either way, I have been feeding and watering my J2SJosh in my basement, and I feel like he’s thriving. Let’s take a look at blue.
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 is a solid option to fulfill the 4 power for cards like Garruk's Uprising. It also works well at ambushing opponents attackers, or playing EOT to swing with 4 with. It also hits a card from a graveyard, so it seems like a solid option.
Another good option for fulfilling the 4 power requirement. It will often trade with a 2 drop, but will net you a couple of points of damage and a food token.
This does require a bit of building around, but it’s not all that difficult in green. This generates tons of value the longer the game progresses. It also gives all of your creatures trample, which some people tend to forget.
I’m not quite sure of the number of creatures with +1/+1 counters I would want in my deck before considering playing this, but it’s a lot. If that requirement is fulfilled, this can be a very solid trick. I’m just not sure how often that deck will come together.
This is a good late game card, but it is fairly weak otherwise. I don’t think I like it overall, and would prefer one of the common 3 drops instead, but I’m willing to give it a chance.
You only need to hit three land drops for this to be an 8/8 trampler, with is quite a deal. It can obviously be a bad topdeck, but it’s a very real threat when played early game, especially with Terramorphic Expanse.
The main problem with Overrun is the inconsistency of the card, which you rarely have too much control of. Sometimes you draw too few creatures, sometimes your opponent kills all your creatures, sometimes your on defense – if none of those are true, it can be good.
This is similar to Overrun, but doesn’t require many creatures to threaten lethal or kill out of nowhere. Vigilance is also not to be overlooked. You can attack with impunity, and not die on the crack back.
This card really messes with my fourth edition brain, it’s twoCraw Wurm‘s for the price of one. Yes it’s giant, but it is a bit difficult to cast, and can easily be chump-blocked.
A 6 drop 7/7 trampler isn’t all that exciting in modern limited, but the passive ability can be devastating. If they miss one block, your creatures start doubling in power, and can keep attacking ad nauseam.
You can main deck this, and it’s decent, but there’s not quite enough artifact/enchantments for this to always have a target. It’s much better out of the sideboard if possible.
If you’ve played constructed in the last 15 years, you’re familiar with Scooze. This thing sits back, tears up your opponents graveyard, gains life, and gets giant.
The main reason this isn’t in the “4 club” (4.0 or higher), is that it can’t protect itself. Sure 6 loyalty is nice, but it’s not garunteed to have a big impact on the game (though it likely will).
Green looks really deep this go-around. I’m not very optimistic about the Elves matter archetype, but it still has potential to be the best color of the format. I’m going to be tackling multicolored/artifacts tommorrow, 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".