So finally last of the colors of this set, green gets it's time in the spotlight, let's see what Avacyn Restored has for this color.
#167) Abundant Growth - So for 1 mana, you get a aura that enchants a land, then you tap it to add any one color of mana to your mana pool, plus you draw a card, a very nice common to start off green for this set.
#168) Blessing of Nature - 4 and a green mana for a sorcery speed spell with Miracle, it's miracle cost is 1 green mana and this allows you to distribute 4 +1/+1 counters among creatures as a uncommon, can you say pump spell.
#169) Borderland Ranger - We all know the deal with this guy, 2/2 for 3 mana and when he enters the battlefield search for a basic land, reveal it and put it into your hand then shuffle your library, a very nice reprint if you ask me
#170) Bower Passage - 2 mana enchantment that makes creatures you control unable to be blocked by fliers, um fun times much here.
#171) Champion of Lambholt - 3 mana for a 1/1 that gets bigger each time that a creature enters the battlefield under your control, plus it prevents creatures with less then champion's power from blocking all creatures you control, and it's rare to boot.
#172) Craterhoof Behemoth - Um, holy fricking batman much here, 8 mana for a mythic rare 5/5 that has haste, grants all creatures you control +X/+X where X is the number of creatures you control, as well as trample, is a damn fine goliath on a stick i might add as well as being a killing blow, gonna see some crazy Asuza deck running this bad boy as a finisher.
#173) Descendants Path - So a rare enchantment for 3 mana that allows you to cheat into play anything with the same creature type as a creature you control, wait what 3 mana for this, how about i control a Eldrazi Spawn and cheat in Emrakul, the Aeons Torn on my next upkeep, casting it and getting the extra turn, oh, look i control a Shapeshifter, boom i'll throw out Progenitus, people the next version of Sneak Attack has arrived, without the haste.
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#174) Diregraf Escort - 1 green mana for a 1/1 with soulbound and while this is bound with something, both creatures have protection from zombies, fitting for this set.
#175) Druid's Familiar - 4 drop for a 2/2 that is a uncommon and has soul bound which grants both creatures +2/+2 as long as the two creatures are paired, this and another of course.
#176) Druids Repository - Well 1, green, green for a rare enchantment that whenever a creature you control attacks, add a charge counter to this, remove one to add one mana of any color to your mana pool, rare mana fixer much.
#177) Eaten by Spiders - 3 mana for a destroy target creature with flying as well as destroy all equipment with it, um how broken is that here.
#178) Flowering Lumberknot - 4 drop that is dependent on attacking or blocking with soul bound, otherwise it's useless outside of that, it's a 5/5 body too, way to make this suck wizards.
#179) Geist Trappers - 4 and a green for a 3/5 with soulbound and while it is paired with a creature, both creatures have reach, ok limited material much.
#180) Gloomwidow - 3 drop 3/3 with reach, can only block fliers, reprint obviously, nice reprint for limited.
#181) Grounded - 2 mana aura that makes enchanted creature lose flying, great in limited.
#182) Howlgeist - 6 mana 4/2 with undying, eh, interesting and to boot creatures with power less then Howlgeist's cannot block it, so unblockable dude with undying, good way to show this particular mechanic.
#183) Joint Assault - A pump spell that works with the new mechanic Soulbound, interesting, so if the target is a soulbounded creature, ala Silverblade Paladin, both he and the creature he is bound with get +2/+2 otherwise it only effects the 1, way to use this mechanic to your advantage wizards, did i mention it only costs 1 green mana.
#184) Lair Delve - 3 mana sorcery that lets you reveal the top two cards of your library, if they are creatures or lands they go into your hand, if not to the bottom of the library they go, interesting.
#185) Natural End - 2 and a green mana for a instant speed, enchantment and artfact removal where when you blow up a enchantment or artifact, you gain 3 life, pretty sick tech.
#186) Nettle Swing - 4 mana for a 4/3 body that's a vanilla body, limited only.
#187) Nightshade Peddler - Ok another soul bound dude, a 1/1 for 2 mana, it grants deathtouch to itself and another creature you control, great, as a common this is just solid honestly for limited.
#188) Pathbreaker Wurm - 4, green, green for a 6/4 with soul bound and both creatures that are bound get trample, and it's a common, nice way to continue showing off soul bound.
#189) Primal Surge - 10 mana, nothing in this set costs more then 8 mana mostly but a sorcery mythic that costs 10 mana, that's unheard of, 8, Green, Green for a mythic rare that you exile the top card of your library, if it's a permanent you can put it into play, if you do repeat the process, a creative way to cheat in a lot of very heavy casting cost cards in green, with the amount of ramp in green in the past few years, this is sure to be a nice EDH mythic.
#190) Rain of Thorns - 6 mana for a sorcery that you either get to blow up a artifact, blow up a enchantment or blow up a land, yeah limited fodder removal.
#191) Revenge of the Hunted - A miracle pump spell, all for 6 mana, but it's a single green mana in it's miracle cost, it grants +6/+6 and gains trample, all creatures able to block it do so, to a single creature at that, it's also a rare to boot, at sorcery speed, ugh i'll pass on this.
#192) Sheltering Word - So one would think giving a creature Hexproof is good right, as well as gaining life equal to that creature's toughness, i'm not too sure about this one, i mean instant speed spells are always nice, considering most instants that are good are 2 mana, so we will see on this one.
#193) Snare the Skies - 1 mana instant that gives +1/+1 and reach to target creature until end of turn, great combat trick in limited.
#194) Somberwald Sage - I had wondered if wizards was going to print something this stupidly awesome and well here it is, 3 mana for a 0/1 that is a rare and you can tap to add 3 mana of any color to your pool, but the restriction is you can only use this to cast creature spells, can anyone say turn 3 titan in standard?
#195) Soul of the Harvest - Holy crap, 5/4 with trample, costing 4, green, green, which is the same as a titan, but whenever a non token creature enters the battlefield under your control, you draw a card that is a sick limited bomb waiting to happen and with the Sage i just talked about this guy is Turn 3 potential
#196) Terrifying Presence - 1 and a green mana for a instant speed spell that prevents combat damage except by one, it's a slightly worse Fog here folks
#197) Timberland Guide - 2 mana 1/1 where when it enters the battlefield, you get to put a +1/+1 counter on a target creature, abusable much in limited and it's a common.
#198) Triumph of Ferocity - 3 mana for a enchantment that at the beginning of your upkeep, if you control the greatest power creature or is tied for the greatest power, you draw a card, think about it, 3 mana, 2 and a green for a uncommon enchantment that dies to pretty much all enchantment removal, limited material.
#199) Trusted Forcemage - 2 and a green for a 2/2 that has soul bound and grants both creatures +1/+1 when both are bound, as well as being a common this is pretty good
#200) Ulvenwald Tracker - 1 mana, for a 1/1 that you can pay 1 and a green to have 2 creatures fight one another, outside of combat, it's a rare so expect this to be hard to get in draft, great limited rare.
#201) Vorstclaw - 7 mana, vanilla 7/7 and it's common, great body, don't like the lack of abilites, limited material.
#202) Wandering Wolf - 1 and a green for a 2/1 that makes creatures with less then it's power unable to block it, a very nice beater in the long run for limited.
#203) Wild Defiance - 3 mana rare enchantment that makes it whenever a target creature you control becomes the target of a instant or sorcery it gets +3/+3 until end of turn, aka a new form of Giant Growth on a stick
#204) Wildwood Geist - 5 drop 3/3 that when it is your turn it gets +2/+2 and it is common so expect to see this a lot in green in limited.
#205) Wolfir Avenger - 1, green, green for a 2/3 with Flash and you can pay 1 and a green to regenerate him when he dies, a very nice way to show off the new wolves.
#206) Wolfir Silverheart - Last of our intro pack rares of the set, has soul bound and grants both he and another creature +4/+4, this and Silverblade Paladin love each other right now.
#207) Yew Spirit - 5 mana for a 3/3 that you can pay 2, green, green and it gets +X/+X where X is equal to it's power, it's a new Chameleon Colossus in limited, holy crap much
Well that's it for all 5 main colors of the set, stay tuned tommorow for the remaining 2, multicolor and lands, then artifacts, until tommorow this is vergil signing off.
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