If you never played the original Strixhaven (STX), this is a true successor. The set supports a specific 5 archetypes; Silverquill (Orzhov), Prismari (Izzet), Witherbloom (Golgari), Lorehold (Boros), and Quandrix (Simic). A few of the archetypes may operate differently than you would expect the color pair to, specifically Silverquill being the fastest archetype, and Lorehold being a “slow” archetype as far as Boros is concerned. There is 0 support for color pairs outside of the 5 “Schools”, but splashing a third color is possible. When evaluating single-colored cards, I will often identify what archetype it works the best/worst 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 is going to be one that needs to prove itself. It’s a decent blocker the turn it comes down, and it has the potential to be a pretty big attacker – having said that, I’m not sold on this yet.
You can either wait until turn 5 to play this card, to make sure you get the Regrowth, or play it on turn 3 for the solid-sized creature and hope it doesn’t die.
It’s not too difficult to get this pumping out x=4+ tokens each turn with some non-basics in play. It’s not all that exciting in a 2 color deck, but can be a value machine in others.
Even if you cast this with no creatures in play, it’s still a huge problem throughout the rest of the game (assuming you can follow up with any creatures).
An easy way to look at this is that it comes into play with no stun counters at 4 cmc, and work backwards from there. It does give you some ability to cast this early and still curve-out, but it’s likely best to cast this with no stun counters the majority of the time.
The big problem with this card is that most converge decks don’t really want to run creature cards – they get a lot of their creatures from spells. It’s still a fun card to play in most decks.
Green looks like one of the weaker colors this go-around. Most of the commons seem very vanilla, and don’t provide a ton of value. It does have a few very strong uncommons, but only a few. Green looks like it may be one of the worst 5 individual colors here. 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".