Wednesday, December 7, 2011

Bitter Turmoil - Complete Spoiler: Green

Pretty solid.  Doesn't upstage Birds of Paradise
but at the same time serves multiple purposes.
Can evade sorcery speed removal thus giving you
more reliable ramp.  Can be a neat combat trick to slay
weaker creatures.  It plays VERY well with Flint....which we will
get to....

A shot at creeping mold, sometimes better
and sometimes worse.  Its a great limited player
and a card I'm glad exists in constructed.

A diluted allusion to Goblin Piledriver, but still
a big player in the elf deck.  Feels like a bit
like Mirran Crusader when you play with it.

Teh ballz.  Best one drop ever.  Hands down.
Considering dumbing it down a tad before
the release but I want to keep its high power level
since the green decks need it. 

Outclassed in every way by Beastcaller of Flint.


The Lord card for green.  This card is all about
adding up his abilities and making a deck around
him.  My first thought is run a deck with cheap mana
tappers and of course Beastcaller of Flint.  Play a 1 drop
mana producer, play beastcaller of flint, and turn three
drop this guy, untap your mana dudes, attack for 6
and have 2 mana to spare.  He's all about working with
an army of creatures on your side and the fact that he can drop
early will give green a chance to be one of the fastest colors
in this format.  You can't just throw this guy into a deck and
expect him to dominate games on his own like other
Lords.  You have to carefully craft a deck suited for him,
and put all the pieces together in game to take full advantage of him.

A green, slow, Wrath of God?  What will I
think of next?

A strong anti-purple card, and also a solid
limited pick regardless.

The green discard card.  Probably the most solid.

This is what happens when you mix a Thrun
with an Eternal Dragon.  This is the other great green card
in this set, next to Flint, and he is on the other
end of the spectrum.  Sure, he's great early, but the
defining thing about this card is how it allows
green to stay in the game when it drags out. 

There's no reason not to run it in the Elf Deck, but
I do feel like this is a little underpowered for a walker.
Still, it plays the role well and fits right into what Elves
want to do.

Solid pump spell.  Nothing special but I felt we
needed a better one then the two weaker ones I
put into the previous set.

I doubt you'll be able to make use of all of
his abilities in one swing, but its the situational
flexibility of this card that makes it both
unique and solid.

Reprint.

Auto-include in any Green/Black Elf deck.

Simple, but unique and it's really a tricky card
to play with.  Have fun with this one guys.

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