Wednesday, May 16, 2012
Avacyn Restored Limited Review: Green
Hello everyone and welcome to the review of Avacyn Restored in limited, prerelease time is over and it's time to check out how i think Avacyn Restored limited will do as a stand alone draft format, much similar to Rise of the Eldrazi from 2 years prior, i will explain the ratings down below as always and give my utmost thoughts on each color of the set, remember this limited review will only cover Uncommons and Commons in the set, rares will be a seperate entity and covered in one article.
A - Very Good, draft this at all times in this color.
B - Easily playable, focuses heavily on the color in question
C - Middle of the Road, splashable and semi playable.
D - Sideboard Material, for tough matchups only.
F - Never play this, ever.
Without further ado let's begin
#167) Abundant Growth - B, You know you are good when you can drop this turn 1, fix your mana, replace it with another card and trigger miracle on the same turn, is this not good, or is this the best aura of the set period.
#168) Blessings of Nature - B, When most of the time, players wonder how to make their entire team bigger in a format like this, this comes along, with the set mechanic Miracle, plus it's original cost is 5 mana, but giving +1/+1 counters times 4 to your team is going to be a game winner, plus the Miracle cost is a single green, oh yeah.
#169) Borderland Ranger - A, 2/2 fixing your mana with a off color mana source, plus it can attack and block, nice reprint bro.
#170) Bower Passage - F, Avoid this one at all costs, the annoyance factor of this enchantment just turns me off here, sure it's a 2 drop enchantment but making only fliers not block your creatures is kinda pointless in this format.
#174) Diregraf Escort - D, Just keep this in the sideboard for the zombies player, that's pretty much it's only use in limited, soul bond is nice and all but it's kinda useless on this one considering there aren't a lot of zombies in Avacyn Restored like Dark Ascension.
#175) Druid's Familiar - B, A soul bond card that i feel is useful here, sure it's 2/2 for 4 but when paired both creatures automatically get +2/+2, imagine pairing this with another one of these, insane tricks bro.
#177) Eaten by Spiders - C, Another situational card for green, sure it blows up a flier, kills the equipment attached to it, for 3 mana though i'd kinda look at it and just use it to respond to a attacker
#178) Flowering Lumberknot - D, Unless you are playing with the set mechanic Soulbond this guy is a joke card thrown into the set, he doesn't attack or block without being bonded to a soul bond creature, keep him in the sideboard unless you are using and abusing soul bond.
#179) Geist Trappers - C, Reach on a pair of creatures isn't that bad in this format, considering already you've got a 3/5 body to block with, plus if bonded to another creature, like another soul bond creature you're in for some crazy times.
#180) Gloomwidow - C, For all honesty i understand why this is back in this set, 3/3 reach that can only block fliers is some seriously good limited material, plus it fills the 3 drop curve rather nicely, playable and splashable if you are going light green.
#181) Grounded - F, For all intensive purposes avoid this at all costs, this is literally one of the worst auras in the set, if not the worst aura.
#182) Howlgeist - D, If you feel like your deck needs a 4/2 6 drop with undying, then yes go for it, but leave it in the sideboard since there are quite a few better 6 droppers in this set to be honest.
#183) Joint Assault - B, Even if you aren't using that many soul bond creatures in your deck this is still a good spell to have in a moment's notice, it's not often instant speed spells work well in limited but when the critical amount of damage is needed this may get you there.
#184) Lair Delve - B, Another very respectable spell, it allows you to basically set up your next creature and a land if necessary, so you don't miss those ever important land drops, plus if anything it allows for Miracle to be easier to set up in this set.
#185) Natural End - B, Being able to blow up a artifact or enchantment and gain 3 life in the process is very nice, even on turn 3 when you got a threatening target to take out, it's balanced, playable and easily splashable outside of green.
#186) Nettle Swine - D, Vanilla creatures often get left behind in this format, but if you absolutely need a 4 drop in your deck to go along with the soul bond guys you already have then this one is for you.
#187) Nightshade Peddler - C, Formats often don't usually see a lot of set mechanic spells early on, but this being the 2 drop in this color, deathtouch really isn't as revelant as many would think for limited, but it's still nice to have as a back up plan for blockers, of course this could also be used against you.
#188) Pathbreaker Wurm - B, Most 6 drops i tend to ignore but when soul bond gives this and another trample, how can i say no to a finisher like this guy, 6/4 even without trample is still nasty, plus he's a common.
#190) Rain of Thorns - D, For all intensive purposes for what it does for the mana cost is a little too high, sure it can do three things but for those three things you better have 3 targets to hit with this, a enchantment, artifact and a land.
#192) Sheltering Word - C, In a pinch i can see this being played, 2 drop instant speed hexproof and life gain out of the deal, really tight pinch card for the drawn out late game.
#193) Snare the Skies - B, So this pump spell is good i guess since it only costs a single green mana, plus it gives reach and a +1/+1 pump until end of turn, a really unique card for limited, great in the early game too.
#196) Terrifying Presence - B, So your opponent is attacking with everything they have huh, well Fog most of the creatures except 1, block that creature and your fine, a really good combat trick for 2 mana.
#197) Timberland Guide - B, Another really good 2 drop spell in this format, even though it's a 1/1 it gives a +1/+1 counter upon entering the battlefield, plus it's common.
#198) Triumph of Ferocity - C, This really isn't going to work all the time since it checks the greatest power creature on your upkeep but when it does, card advantage, it's still mildly playable for what it does.
#199) Trusted Forcemage - B, Even without bonding this to another creature, you are still getting a 2/2 outta the deal, it's decent, cost effective and hey with soul bond it becomes a 3/3 with the other creature getting a +1/+1 boost.
#201) Vorstclaw - C, Another easily playable 6 drop in this set, vanilla 7/7's often don't get a lot of love, but combine this with soul bond and you are laughing.
#202) Wandering Wolf - B, In the words of 2 drop fanatics everywhere, suck it weenies, yes 2/1 that cannot be blocked by those puny 1/1's all day long, a very nice 2 drop creature for this format.
#204) Wildwood Geist - B, Usually for a 3/3 that costs 5, you gotta have something good, but this does just that, it gets +2/+2 when it is your turn, so having a 5/5 for 5 on your turn is kinda nice.
#205) Wolfir Avenger - A, Best card in the color period, 3/3 with flash, regenerate him at will, costs 3 mana, is a uncommon that is worth every minute in limited in this color, expect to draft this high.
#207) Yew Spirit - B, It's not often i rate high casting cost creatures at such a effective rating, but with Chameleon Colossus's ability to double it's power and toughness for 4 mana like the predecessor that is the colossus, it's a very nice addition to an already defining format.
And that's it for the colors of the set, stay tuned for Multicolor, Lands and Artifacts.
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