Table of Contents
- Wilds of Eldraine (WOE) Limited Guides
- Greta, Sweettooth Scourge
- Heartflame Duelist
- Hylda of the Icy Crown
- Imodane’s Recruiter
- Johann, Apprentice Sorcerer
- Kellan, the Fae-Blooded
- Likeness Looter
- Mosswood Dreadknight
- Neva, Stalked by Nightmares
- Obyra, Dreaming Duelist
- Picnic Ruiner
- Pollen-Shield Hare
- Questing Druid
- Rowan, Scion of War
- Ruby, Daring Tracker
- Scalding Viper
- Sharae of Numbing Depths
- Shrouded Shepherd
- Spellscorn Coven
- Syr Armont, the Redeemer
- Talion, the Kindly Lord
- Tempest Hart
- The Apprentice’s Folly
- The Goose Mother
- Threadbind Clique
- Totentanz, Swarm Piper
- Troyan, Gutsy Explorer
- Twining Twins
- Will, Scion of Peace
- Woodland Acolyte
- Yenna, Redtooth Regent
- Wrap Up
Hey everyone! I hope you’re ready to get wild in the crazy world of Eldraine. Things have changed since the last time we visited with a serious lack of Elk related humor. Instead, we are focusing on WotC’s strange takes on classic fairy tales. That means that it is filled with puns and dad jokes galore so it’s clearly designed to go along with my writing style.
On top of that I get to pronounce WOE exactly like Joey Lawerence every time. Granted most of you are thinking “What is this old man blathering about, someone get him his meds.” I can assure you it was a thing back in the day with Avatar of Woe.
Per usual, I’ll be grading the entire set for the purpose of limited as well as writing about a million other articles about it until they let me out of the content creation dungeon. With all that, you’ll be well prepared to crush some dreams.
For those of you wondering if I missed some cards, the adventures that require different colors for each part are in the multicolor section. The Enchanting Tales bonus sheet will have its own article as well.
Here’s the usual grading scale:
- 5.0: Disgustingly powerful and basically unbeatable. Either answer it the turn it comes down or just pack up your cards. (Tovolar's Huntmaster, The Meathook Massacre, Starnheim Unleashed)
- 4.5: Incredible bomb that still gives your opponent a slim chance. (Adeline, Resplendent Cathar, Alrund's Epiphany, Grand Master of Flowers)
- 4.0: Great rare or the absolute best uncommons and removal. (Froghemoth, Morbid Opportunist, Skullport Merchant)
- 3.5: Great role filler or removal that you never cut. (Magic Missile, Cathartic Pyre, Battle Cry Goblin)
- 3.0: Good playable that I’m basically never cutting. (Usher of the Fallen, Search Party Captain, Dragon Turtle)
- 2.5: Decent playable and the bar I hope nearly every card in my deck to reach. (Mourning Patrol, Steadfast Paladin, Goblin Morningstar)
- 2.0: Mediocre filler that normally is your 20-23rd card(s). (Contact Other Plane, Mindleech Ghoul, Timberland Guide)
- 1.5: Replaceable, overall bad filler. Could also be decent sideboard cards. (Secrets of the Key, Spiked Pit Trap, Village Rites)
- 1.0: Bad filler. Gets cut most of the time. (Secret Door, Mystic Skull, Funeral Longboat)
- 0.5: Very unhappy to main deck this, but maybe it has fringe sideboard applications. (You See a Guard Approach, Bramble Armor, Compelled Duel)
- 0.0: Unplayable in every possible situation. (Mimic, Change of Fortune, Curse of Shaken Faith)
Greta, Sweettooth Scourge
I’m not sure where Hansa is, but Greta apparently loves going to town solo on the local sentient candy.
As far as the card goes, it’s both a food enabler and payoff packed onto an acceptable body. Food is naturally more of a defensive mechanic, but this lets you either turn it into offensive stats or new cards.
The adventure order is reversed from Bonecrusher Giant which is honestly probably for the best since that was pretty egregious. This is still three damage to any target for three mana which is always going to be a solid limited card.
Hylda of the Icy Crown
If you don’t have any way to tap opposing creatures, then this goes from amazing to trash. If you’re in the tap lane, then this turns into a huge bomb with a swiftness. Obviously repeatable tap effects from Frostbridge Guard or Icewrought Sentry are preferred, but you should be able to pick up late cards like Plunge into Winter that are great enablers as well. Of course, you could give her her crown and go nuts.
Being able to add a 4/4 to your board for only one mana whenever you use a tap effect is going to make stuff get very real, very quickly. The other effects are pretty good too with dropping counters over your entire side or digging for whatever you need.
I am very proud of myself because I managed to get through that without once making an Elsa reference.
You’ll usually be waiting to play the knights so you can get the group pump afterwards because what good is a recruiter without any recruits. Actually this one isn’t terrible if you just play them as a three-damage haste creature that pumps your side.
Johann, Apprentice Sorcerer
As long as you get one spell out of this it is fine, just don’t forget to set a stop on upkeep if you see an instant on top so you don’t draw it. This also has a massive butt for stalling out the ground as you slowly gain control with it’s card advantage.
Kellan, the Fae-Blooded
You really want to make sure you get a Cooped Up if you have this because that’s the only card in these colors worth tutoring up. I guess you could get Bespoke Battlegarb but that’s pretty bad to draw without Kellan. You also need to have some ways to slap a Role on this to pump up the jams. As long as you have all that, then you are good to go.
I do love two mana looters that don’t cost mana to activate even if you won’t always be able to play this on two. Being able to upgrade this into a flying version of the best creature in your graveyard is an amazing way to make this more relevant in the late game.
Dread it, run from it, destiny arrives all the same. With this knight the beats start coming and they don’t stop coming.
Oh no, I have to use the part to draw an extra card before I get to replay my cheap efficient creature. Whatever will I do. (I know sarcasm doesn’t come across well online, but I think you can all understand the tone from this)
Neva, Stalked by Nightmares
The majority of these multicolored cards end up in the same grade range because they are all in the same box of being great as long as you can easily cast them. Modern design also typically keeps them doing what those colors want to be doing.
Yeah, a menacing Gravedigger that can also get enchantments and grows into a real threat is a good card. Who would have thought that?
Obyra, Dreaming Duelist
This would still be good if it didn’t have flash, but hey might as well chuck an extra keyword on there so you can hold up counterspells. For a really good time, call Bitterblossom and enjoy watching your opponent die to a million tiny stings.
Might as well call this one Yogi because they are a bear that’s about to ruin a picnic. I presume in an effort to acquire a picnic basket.
You can actually have the double strike active on turn three by curving into Verdant Outrider. As you would expect, it’s not that difficult to have a four-power creature in Gruul. The nice part about the adventure is that as long as you spread it out, you don’t get blown out by removal.
Oddly enough, this plays best in the rat decks which are more focused on red and black. It’s still a bear that pumps Hopeful Vigil tokens in its own colors and the adventure can be quite Hare Raising when you give something +8+8.
There was a point when Quirion Dryad was dominating older formats, but that was alongside cards like Gush. It was always deck dependent in limited. This is literally that exact card, but with an adventure thrown on. I’ve always liked the Wrenn's Resolve type cards and this one is upgraded to an instant that also “draws” this creature. Yeah, I’m into that.
Rowan, Scion of War
I’m sure there’s something cute you can do with this in commander or some other weird constructed formats. In limited, it’s basically just a 4/2 menace for three that’s difficult to cast. It is slightly brought down by the fact that Torch the Tower exists.
I’m also never going to have this card in my deck because Arena drafters will always take the mythics for their collection well before it should be picked.
Ruby, Daring Tracker
This is an interesting card because you can tap it for mana the turn it comes in making it a lot easier to slip into your curve. As I previously discussed, it’s also fairly easy to have a four-power creature in Gruul letting Ruby get her beat on.
I’m not really high on either part of this card, but you do get both. The bounce being a two-mana sorcery is very meh even if it does hit any nonland permanent. You just have to watch out when hitting tokens that they don’t get bargained away. The creature will probably end up dealing 3-5 damage if it sits there, but one toughness is not where I want to be in this format.
Sharae of Numbing Depths
This is a great payoff for the Azorius tap deck. Even on its own, it will usually draw a card the turn you play it. It’s one of those cards you can pick up early and then get the pieces that compliment it late. Seeing it come around later is also a good signal that the tap lane is open.
I might even be a little low on this because that -1-1 can be completely insane against some decks. The bear who pumps is going to be fine, but you’ll bearly care after using the adventure to wipe out a rat infestation.
Imagine trying to cast your high end, being told to take it back into your hand followed up by having to discard it when they play this. Not a pretty sight, but even just playing this as a 2/3 flyer to force a discard is a good card.
Syr Armont, the Redeemer
As long as you have another creature, this adds 6/6 worth of stats and some trample for only five mana. But wait, there’s more. It also is Glorious Anthem for any other enchanted creatures you have.
Take that Cursed Role, fall before the power of a 2/2.
Talion, the Kindly Lord
I don’t think your opponent is going to think this is as kindly as you do.
Most likely the best numbers to name are going to be two or three, but I’m sure there will be outliers so don’t blame me if you’re playing someone whose curve starts at four.
Anyway, it’s a nice flying body that can completely screw your opponent. How are they winning if you draw three and they take six off of this? Even one trigger is really good so they need to remove this ASAP.
Two mana Careful Study at instant speed isn’t the greatest thing in the world, but it’s basically free cards if you draw it late with lands in hand. You’re not even technically going down a card because you’re also “drawing” the creature as well.
The hart itself is decent sized with the possibility of aggressive expansion. Nothing to write home about, but you could certainly do worse.
The Apprentice’s Folly
You really need to be playing bargain or some way to bounce nonland permanents to best take advantage of this. Double Clone seems pretty insane on paper, but you do have that hoop to jump through and you do need two different nontoken creatures on your side to copy.
The Goose Mother
This card scales perfectly along where ever you need to let the goose loose. 5/5 flyer for five mana, sure thing. Guess it also comes with a couple food which you can conveniently turn into new cards. I’ve seen this hit play a few times and every time it felt ridiculously unfair.
I like how this card is put together because sometimes you’re the beatdown and killing a tapped creature feels like a dead card. This lets you keep the pressure on with a Phantom Monster instead of staring at a blank card. If you manage to pick off a key creature and play this flyer too, even better.
Totentanz, Swarm Piper
Your rats gaining deathtouch is one helluva threat of activation when they are swarming your opponent. On top of that this pied piper replaces all of your nontoken creatures (including himself) with a new rat friend.
Troyan, Gutsy Explorer
Kind of an odd card because a double ramp card can be very, very good. Only being able to cast expensive spells is a bit of a downer because it causes some tension in your deck building. You want plenty of expensive spells to play off of this, but you also don’t want to draw too many of them in the games you either don’t draw this or it dies.
The looting is alright, but this costs three mana upfront and one every time so its not nearly as valuable.
The blink spell is a totally reasonable card on its own depending on what shenanigans you were planning to get into, but having the option to drop a 4/4 flying vigilance with ward for only four mana is just great.
Will, Scion of Peace
I guess you can pop a food and cast your Azorius spells for three mana less. Between that and lifelink, it’s far more likely that you are actually going to get to use the ability than it is on Rowan, Scion of War.
Dropping this to draw a card on turn three is totally fine, but getting to Regrowth the best permanent in your graveyard by playing them both in the same turn is preferred. It’s just too bad that it can’t hit spells because I’d love to Candy Grapple or Torch the Tower off of this.
Yenna, Redtooth Regent
Let’s see what we have here. Decent body for the cost? Check. Potential for shenanigans? Check. Well, that’s all I need to know, I’m interested.
This can copy anything from a Role token to a soon to be sacrificed Hatching Plans. The cool thing about the plans plan is that you can sacrifice the token, draw your cards, and it suddenly doesn’t have the same name as another permanent you control.
Almost all of the multicolored cards we looked at today are high power level (except the twins, but don’t worry about them, they’re going through a phase right now) with the continued caveat that you need to be able to be in those colors to take advantage of them. Some of them are powerful enough that they really encourage you to play cards like Prophetic Prism to enable them, but others don’t show as much promise because they require you to be playing a particular strategy.
Thanks for reading! I’ll be back tomorrow with the Enchanting Tales limited review! Until then, stay classy people!
If you have any questions, let me know in the comments below.
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