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)
Affectionate Indrik
Rating: 2.5 // 5.0
This can’t kill everything, but it’s pretty rare when this card doesn’t have a viable target to kill when you cast it.
Ambush Wolf
Rating: 2.0 // 5.0
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.
Apothecary Stomper
Rating: 2.0 // 5.0
This provides a good amount of options, with a minimum 4/4 vigilance attached.
Beast-Kin Ranger
Rating: 1.5 // 5.0
This is filler for the most part, but is an elf, so keep that in mind for the other elf synergy cards.
Bite Down
Rating: 2.0 // 5.0
Solid instant speed removal, though it does have the downside of fizzling if the creature dies before biting.
Blanchwood Armor
Rating: 2.0 // 5.0
This card can be great in some sets, and terrible in others. It pairs nicely with Snakeskin Veil, and is most often good if you have 10+ forests.
Broken Wings
Rating: SB // 5.0
Solid sideboard option.
Bushwhack
Rating: 2.5 // 5.0
This card is great for fixing up mana issues, and 1 mana is hard to beat in terms of removal.
Cackling Prowler
Rating: 1.5 // 5.0
This guy is problematic if he grows a couple of times, which isn’t too difficult to do. Overall filler though.
Doubling Season
Rating: 0.5 // 5.0
In the rare deck where this would be good, it’s mostly a win-more card. It will do nothing in the vast majority of other decks.
Dwynen, Gilt-Leaf Daen
Rating: 1.5 // 5.0
There are far too few elves for this to ever be very good.
Dwynen’s Elite
Rating: 2.0 // 5.0
These are solid in multiples, or if you have some of the other playable elves, but there really aren’t many to choose from.
Eager Trufflesnout
Rating: 2.0 // 5.0
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.
Elfsworn Giant
Rating: 1.5 // 5.0
Pretty mediocre for most decks, but can be problematic for the opponent if they can’t cleave through all of the chumpblockers.
Elvish Archdruid
Rating: 2.0 // 5.0
More elf synergy. This one doesn’t require too much support, if you’re in the market for a 3 drop mana dork.
Elvish Regrower
Rating: 2.5 // 5.0
This is probably the best elf in this set (not saying too much). It should be good in almost every deck.
Felling Blow
Rating: 2.5 // 5.0
This is a really “snowbally” removal spell. The fact that it’s not a fight spell, makes it that much stronger.
Garruk’s Uprising
Rating: 2.5 // 5.0
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.
Genesis Wave
Rating: 0.5 // 5.0
This gets good around 8-9 mana. Which is too much mana for me, man.
Ghalta, Primal Hunger
Rating: 3.0 // 5.0
It’s not difficult to cast this for a reasonable price, though there is a non-zero chance that this sits dead in your hand.
Giant Growth
Rating: 1.5 // 5.0
If you need a trick, this can fit that slot. It’s just not all that exciting.
Gnarlid Colony
Rating: 2.0 // 5.0
This is a solid 2 drop that can support both 4 power and +1/+1 counter archetypes.
Grow from the Ashes
Rating: 1.5 // 5.0
I think this set is a bit too fast for this card. It does have the benefit of bringing lands in untapped, at least.
Inspiring Call
Rating: 1.5 // 5.0
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.
Llanowar Elves
Rating: 2.0 // 5.0
1 drop mana dorks are typically solid in limited, and I don’t see any reason why this would be any different.
Loot, Exuberant Explorer
Rating: 1.5 // 5.0
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.
Mild-Mannered Librarian
Rating: 2.5 // 5.0
You could interperet this as a 5 mana 3/3 that draws a card when it enters. The fact that you can split up the mana, is a pretty huge deal.
Mossborn Hydra
Rating: 3.0 // 5.0
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.
Needletooth Pack
Rating: 2.5 // 5.0
You only need the morbid trigger once for this to be a good deal, which isn’t too difficult. Any morbid triggers after that is free real estate.
Nessian Hornbeetle
Rating: 2.5 // 5.0
This pairs well with 3 drops like Ambush Wolf, to grow immediately. Even if you can’t attack with it in the early-mid game, he’ll grow until he can.
Overrun
Rating: 1.5 // 5.0
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.
Preposterous Proportions
Rating: 2.0 // 5.0
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.
Quakestrider Ceratops
Rating: 2.0 // 5.0
This card really messes with my fourth edition brain, it’s two Craw 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.
Quilled Greatwurm
Rating: 3.5 // 5.0
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.
Reclamation Sage
Rating: SB // 5.0
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.
Scavenging Ooze
Rating: 3.5 // 5.0
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.
Snakeskin Veil
Rating: 2.0 // 5.0
I love Snakeskin Veil and would vote for it if it were to run for political office.
Spinner of Souls
Rating: 3.0 // 5.0
This doesn’t trigger itself, but it’s a large 3 drop that has a problematic passive ability.
Sylvan Scavenging
Rating: 3.5 // 5.0
As long as you have a creature, preferably with 4 or more power, this card is nasty.
Treetop Snarespinner
Rating: 1.5 // 5.0
4 toughness with deathtouch/reach can be annoying for certain decks, but it’s mostly a defensive creature, which I dislike.
Vivien Reid
Rating: 3.5 // 5.0
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).
Wary Thespian
Rating: 2.0 // 5.0
This is good at trading off with other 2 drops, surveilling you 2 along the way. Sometimes it will run into a 1/1 token, which feels bad.
Wildwood Scourge
Rating: 2.0 // 5.0
This works well in the Selesnya counters deck, but it’s pretty medium if you don’t have other +1/+1 counter cards in your deck.
Top 3 Green Commons:
Bite Down Llanowar Elves
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!