It has almost been 20 years since the original Lorwyn release, and I can still remember playing that prerelease! Crazy how time flies when you’re playing Magic! There’s some fun new mechanics, as well as a return to some well-supported Typal (Tribal) archetypes. Let’s jump right on in!
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 thing is a gigantic creature for it’s mana cost, and the passive ability may even be stronger. 6 toughness is hard to deal with, and this thing is a real problem to play against.
There are a decent amount of targets for this, but the problematic ones are all at rare or mythic rarity. I’d prefer to run this out of the board, if possible.
A 2/4 stat-line on a deathtoucher is incredibly annoying. If you don’t have removal, it’s really going to slow the game down. The vivid trigger isn’t especially relevant.
The closest comparison I can think of is Rhox Oracle, which was a nice card in its day. This is a buffed up version, and a hard deal to beat if you cast it for 4 mana.
This scales with the amount of self-mill you have. If you play it on curve, most games it will come down as a 3/3, which isn’t all that exciting. It’s a good late-game top-deck, and works nicely with some of the Golgari self-mill synergies.
This card is a bit slow, but it packs quite a punch. Surveil 1 each turn is powerful enough, but obviously you are looking to crack this in the late game for X=4 or greater.
We are starting to blend the lines with Alchemy cards here. But this thing is a powerful version of Rampant Growth, and provides 2 changeling bodies on the battlefield (Mutavault being the second).
I’m not sure how I feel about this guy, but it certainly feels like a defensive creature. The stats are a little small, but the lifegain/ward makes it a good option for decks that want some more defense.
I’d be very hesitant to run this in decks with 8 or less forests. If you can play this for 5 (3 forests), you can compare it to Chocobo Racetrack, with significantly bigger creatures, that can more easily take over games.
Flash convoke is an awesome combination in limited, allowing you to cast it with little-no mana open. It’s a mass protection spell that nets you a 4/2 for your trouble. It’s near-impossible to play around, and can lead to massive swings in combat, especially on defense.
While the effect is very powerful, it may be difficult to have the required creatures in play. Your opponent can respond before this resolves by taking out one of your creatures, making this fall a bit flat. I’d still run it, but it does require some set up, and works nicely with Great Forest Druid.
This card is going to be one of the most telegraphed combat tricks. As long as you are aware of it, you’re opponent shouldn’t be able to make this work all that well.
Green has some great creatures for every part of the game. It’s lacking in any form or premium removal, and the pieces it does have, leave a lot to be desired. It does have more ramp/color fixing than most sets, so it looks like a must include for any 3-5 color decks. 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".