Friday, September 21, 2012

Return to Ravnica Spoilers Part 5: Green

Welcome to part 5 of the spoilers in which it's green's turn on the color wheel, so without further ado let's see what Green has in store for this set.

#113) Aerial Predation - 3 mana for a instant speed spell that blows up something that flies, anything and i mean anything, legendaries, etc, plus you gain 2 life in the process talk about a solid piece of green removal this time around.

#114) Archweaver - 7 mana for a 5/5 with reach and trample, just think about this 7 mana for crying out loud is a big investment for only a 5/5 with reach and trample, it's a decent uncommon for limited but it won't be drafted first pick that's for sure, perhaps 14th or 15th pick in limited.

#115) Axebane Guardian - Kinda reminds me of Overgrown Battlement from Rise of the Eldrazi honestly, a 0/3 that has defender, costs 3 mana and it taps to add X of any color of your choice, but it adds it in any combination of your choice, just the mana fixer we need here.

#116) Axebane Stag - 7 mana for a 6/7 vanilla creature, it's a decent beatstick for it's mana cost but it's far too high perhaps even to warrant being drafted.

#117) Brushstrider - Here we go, the decent stuff for this set in limited, 3/1 with vigilance for 2 mana, yes 2 mana, give this a little unblockable and it's a decent overall uncommon

#118) Centaur's Herald - 1 green for a 0/1 that you can sacrifice and pay 2 and a green to put a 3/3 centaur in it's place is just honestly too good, this might even be constructed playable in block.

#119) Chorus of Might - 4 mana for a instant speed spell that grants +1/+1 for each creature you control to a target creature of your choice, honestly this alone is probably the reason to be maybe 8th picking this, but it grants trample as well, which is even better.

#120) Deadbridge Goliath - Holy broken mechanics batman, Scavenge got good for some reason, a 5/5 for 4 mana with the ability to scavenge, which is the golgari mechanic, it basically adds 5 +1/+1 counters to a creature for a mere 6 mana at sorcery speed, neat.

#121) Death's Presence - Enchantment for 6, wow i'm surprised wizards printed a mini Kresh the Bloodbraided here, seriously but in enchantment form, this is really bold for a rare enchantment wizards.

#122) Drudge Beetle - 2 mana for a 2/2 with scavenge, which on this one costs a whopping 5 and a green mana, one of the worse cards with this particular mechanic if you ask me.

#123) Druid's Deliverance - So a Fog with the mechanic of Populate for 2 mana, not bad if you ask me

#124) Gatecreeper Vine - 1 and a green for a defender that's a 0/2 but it searchs for either a "Gate" card whatever those are and or a basic land, a really great way to fix your mana pool early on honestly.

#125) Giant Growth - Here's the reason we didn't see this in 2013 this year, it was being printed for this set, for those who used it, you know what it does.

#126) Gobbling Ooze - 5 mana for a 3/3 that you can pay green to sacrifice another creature and put a +1/+1 counter on this one, great in a token strategy in limited me thinks.

#127) Golgari Decoy - Holy diversion batman, for a 4 drop that's a 2/2 with scavenge this ends games pretty damn quickly allowing your other creatures a alpha strike, this also has scavenge on it for 3, green, green, a decent mana amount for this mechanic, one of the more balanced ones.

#128) Horncaller's Chant - 8 mana for a 4/4 and populate, at sorcery speed, sigh come on wizards.

#129) Korozda Monitor - 4 for a 3/3 with trample and the scavenge cost of 5, green, green, at least it's a 3/3 for 4, that's all it has going for it.

#130) Mana Bloom - A X enchantment that enters the battlefield with the X cost where X is the amount of mana poured into this, you get to remove 1 counter per upkeep and when it has no more counters, it goes back to your hand, making this a nice enchantment honestly.

#131) Oak-Street Innkeeper - 3 mana for a 1/2 that when it isn't your turn, your creatures you control have hexproof, i'd run this as a decent value creature and it feels like the missing piece most green players would need in limited.

#132) Rubbleback Rhino - Speaking of big bodies, how bout a 4/4 rhino with hexproof for 4 and a green, not a bad choice for limited if i do say so myself.

#133) Savage Surge - Instant speed 2 drop that grants a target creature +2/+2 until end of turn, plus you get to untap that creature as a bonus, so it's still attacking just untapped for a change.

#134) Seek the Horizon - Another reprint this time around, 4 for a search for 3 basic lands and put them into your hand, then shuffle, of course you have to reveal em, but this is a mana fixer.

#135) Slime Molding - For X and a green you get to put a X/X where X is the value paid, so making a 7/7 isn't half bad in limited for the late game.

#136) Stonefare Crocodile - 3 mana for a 3/2 that you can pay 2 and a black to give it lifelink until end of turn, a decent effect on a decent bad body, but black giving lifelink is unexpected here.

#137) Towering Indrik - 4 mana for a 2/4 with reach, decent, but not desired.

#138) Urban Burgeoning - 1 green for a aura that enchants a land, it allows you to also untap this land during each untap step, a decent limited card for this set, i must admit.

#139) Wild Beastmaster - 3 mana for a 1/1 that when it attacks each other creature gets +X/+X where X is the power of this creature, so making it a 5/5 means each creature gets +5/+5 as a response, one of the better rares of the set in green.

#140) Worldspine Wurm - 11 mana, a 11 mana bomb that's a 15/15 with trample, it makes 3 5/5 wurms with trample when it dies and has the infamous reshuffle effect that so many powerful cards have in the format, wow much has wizards gone insane in printing this kind of stuff honestly.

And with that that is all the main colors of the set, join me tommorow for Multicolor

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