Welcome Guest Login or Signup
The Collectible Game Player Community
MY ACCOUNT -:- BLOGS -:- USERS -:- GALLERY -:- FORUM -:- GROUPS -:- POLLS -:- QUIZZES
BLOGS   WRITE NEW BLOG   EDIT BLOGS  
 
RSS
Limited Prospects: Morningtide Green
Posted On 01/28/2008 10:27:20 by midi2304 - Read 544 time(s)

So, a couple of days later than planned, but we finally get to the renaissance man of the colour pie - green. Green has seen a fantastic rejuvination of late which is great to see. I personally think that, certainly before Worlds anyway, green was criminally underdrafted. My initial feeling was that the balance would begin to redress itself but seeing how silly blue has gotten I might be wrong. If people keep on drafting blue where you are, be prepared to grab green because if you are one of only a couple of people drafting it, you could be in for good times.

 

You should know them all by now but lets look at the rules again. I will look at each common one by one and give you my thoughts and feelings. At the end of each colour I will give you a rough first stab at pick orders. Your lists and my lists will not match and you will not share every feeling I have. I urge you to tell me why because this is a two-way thing. I have much to learn as a Magic player and I'm sure if we find some common ground it will benefit us all.

 

Ambassador Oak

 

Cost:

3 ManaGreen Mana

Card Type:

Creature - Treefolk Warrior

P/T:

3/3

Rules Text (Oracle):

When Ambassador Oak comes into play, put a 1/1 green Elf Warrior creature token into play.

 

Well this is a pretty good way to kick things off. Four power and toughness for four mana is superb value for money at common but Ambassador Oak goes a few steps further than that. In a green deck, this card will act like a changeling, allowing all the comes into play effects you would expect - it pumps Battlewand Oak, it counts towards Elvish Promenade and you can attach Obsidian Battle Axe to either creature as you wish. That's a lot of utility in a nice little package.

 

I also want to talk about the flavour of the card here. Isn't it quite cool that there is this big treefolk emissary dude who discusses treaties and politics with the other races? It's probably the comic book guy in me that likes this. I've been reading way too much Fables...

 

Bosk Banneret

 

Cost:

1 ManaGreen Mana

Card Type:

Creature - Treefolk Shaman

P/T:

1/3

Rules Text (Oracle):

Treefolk spells and Shaman spells you play cost 1 Mana less to play.

 

I quite like Bosk Bannaret for a couple of simple reasons. He exists in a tribe that can expect a lot of value from being able to shave 1 mana off some expensive costs. The second thing is he holds the ground well with that big butt of his. Being able to hold your opponent's aggressive start whilst you get the mana on board to start dropping big Treefolk is very important. Obviously make sure the guy is relevant to your deck before including him - vanilla 1/3s for 2 don't make the grade.

 

Deglamer

 

Cost:

1 ManaGreen Mana

Card Type:

Instant

P/T:


Rules Text (Oracle):

Choose target artifact or enchantment. Its owner shuffles it into his or her library.

 

Nope. For limited, Deglamer isn't anything better than a sideboard card. And if you bring this in to deal with that pesky O-Ring or Cloak and Dagger you are going to be mightily ticked off when your opponent redraws it a few turns later. Surely it could have at least put the offending card to the bottom of your opponent's library?

 

Earthbrawn

 

Cost:

1 ManaGreen Mana

Card Type:

Instant

P/T:


Rules Text (Oracle):

Target creature gets +3/+3 until end of turn.
Reinforce 1-1 ManaGreen Mana (1 ManaGreen Mana, Discard this card: Put a +1/+1 counter on target creature.)

 

I adore cards like Earthbrawn because of the intrinsic internal tension that they contain. Tricks like this require careful thought and consideration. It's the classic example of a card that seems simple and innocuous but using it in the incorrect way at the wrong time will create the opening for things to come crashing down upon you.

 

I think it will be picked fairly highly because of the versatility and the ability to nullify removal spells the world over.

 

Elvish Warrior

 

Cost:

Green ManaGreen Mana

Card Type:

Creature - Elf Warrior

P/T:

2/3

Rules Text (Oracle):


 

See, I can't be overly impressed by a card like Elvish Warrior in the same block as a card like Wren's Run Vanquisher. I know it isn't a fair comparison, not least because the Vanquisher is uncommon.

 

But that isn't the end of the story here. Just because we have certain preconceptions about a card doesn't actually make it poor. A combined power and toughness of 5 for only 2 mana is still pretty darned good. I think this will end up being a mid pick - somewhere in the region of 6th to 8th.

 

Everbark Shaman

 

Cost:

4 ManaGreen Mana

Card Type:

Creature - Treefolk Shaman

P/T:

3/5

Rules Text (Oracle):

Tap, Remove a Treefolk card in your graveyard from the game: Search your library for two Forest cards and put them into play tapped. Then shuffle your library.

 

I think Riki and I might come to verbal blows over Everbark Shaman (and Scapeshift for the same reason) in limited. Don't focus on the body itself here - a 3/5 for 5 mana is a little 'meh' - instead focus on that ability.

 

Let's say you have a two colour deck, Gx, with a 50/50 split of basic lands. You drop this turn 5 off the back of 3 forests and 2 of the 'x' basics. Over the next 3 turns, if your opponent leaves this unanswered, you remove the other 5 Forests from your deck (of course, presuming you can get some other Treefolk in the bin)! You need to think of this card as a mini Countryside Crusher - the acceleration is gravy and all but even better is know that you have massively increased your chances of drawing something relevant from the cards left in your library. I'm not suggesting this card is the be all and end all but it deserves more respect than it is getting hence the lengthy explanation why.

 

Fertilid

 

Cost:

2 ManaGreen Mana

Card Type

Creature - Elemental

P/T:

0/0

Rules Text (Oracle):

Fertilid comes into play with two +1/+1 counters on it.
1 ManaGreen Mana, Remove a +1/+1 counter from Fertilid: Target player searches his or her library for a basic land card and puts it into play tapped. Then that player shuffles his or her library.

 

Grey Ogres with a reasonable ability are fine in this format so Fertilid ticks that box. And again with the land-thinning. To be honest, most of the time I can see this trading with another guy or eating a removal spell and grabbing a land on the way out. And that's absolutely fine by me.

 

So sure, this guy isn't as good as Festercreep but you will need strong justification to not run it. Another mid pick.

 

Game-Trail Changeling

 

Cost:

3 ManaGreen ManaGreen Mana

Card Type:

Creature - Shapeshifter

P/T:

4/4

Rules Text (Oracle):

Changeling (This card is every creature type at all times.)
Trample

 

Chamelion Colossus definitely has the weirdest of all the changeling art but Game-Trail Changeling runs it pretty close. A 4/4 trampler for 5 is pretty sweet for common. That it turns on all relevant tribal triggers makes this guy even sweeter.

 

My only slight annoyance is the GG in the casting cost but double mana requirements tend to be a lot easier in green than any other colour. But, hey, I'm only nit-picking here. This is a high pick.

 

Luminescent Rain

 

Cost:

2 ManaGreen Mana

Card Type:

Instant

P/T:


Rules Text (Oracle):

Choose a creature type. You gain 2 life for each permanent you control of that type.

 

Sigh. Life gain sucks. Riki put it pretty well in his green review. Basically if you put life gain onto an already solid card you have a winner - Hierarch and Helix are both good examples. Plain, boring life gain gets you nowhere. You better have good reason to run this.

 

Lys Alana Bowmaster

 

Cost:

2 ManaGreen Mana

Card Type:

Creature - Elf Archer

P/T:

2/2

Rules Text (Oracle):

Reach (This can block creatures with flying.)
Whenever you play an Elf spell, you may have Lys Alana Bowmaster deal 2 damage to target creature with flying.

 

Lys Alana Bowmaster does what it does efficiently and well. What with UB Faeries being such a powerful archetype, Bowmaster's value only goes up. There's not really a lot more to say about this card - basically if you are green you will always run this card. Sure, he might end up being an Ogre but he could end up being amazing too. Pick these up around 5th or 6th I would think.

 

Reins of the Vinesteed

 

Cost:

3 ManaGreen Mana

Card Type:

Enchantment - Aura

P/T:


Rules Text (Oracle):

Enchant creature
Enchanted creature gets +2/+2.
When enchanted creature is put into a graveyard, you may return Reins of the Vinesteed from your graveyard to play attached to a creature that shares a creature type with that creature.

 

Reins of the Vinsteed asks too much for what it gives. I think 4 mana is just a little too expensive and then you have to make some serious decisions to try and chain him onto something else correctly. My gut is that this would be maybe ok in draft but would probably hit the board in sealed unless you got a busted pool. It doesn't quite make the grade for me. I'd much rather have Earthbrawn in this card's slot.

 

Winnower Patrol

 

Cost:

2 ManaGreen Mana

Card Type:

Creature - Elf Warrior

P/T:

3/2

Rules Text (Oracle):

Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Winnower Patrol, you may reveal it. If you do, put a +1/+1 counter on Winnower Patrol.

 

I like this card because he is better than your average Grey Ogre and has the potential to get out of hand very quickly. Let's say, that on average, any time you play this over the course of time it remains on the board it gains one +1/+1 token. I think that's probably a reasonable assumption. That makes Winnower Patrol on average a 4/3 for 3 that is sometimes a little worse and sometimes a little better. That's good enough for me. An easy include, especially in draft.

 

The List

 

1) Game-Trail Changeling

2) Ambassador Oak

3) Earthbrawn

4) Lys Alana Bowmaster

5) Everbark Shaman

 

So there we go. Once again, I'm fairly happy with positions 1 - 4 but that 5th slot is probably a little more debatable. Winnower Patrol makes a good shout for that slot too in my mind. I don't think green did quite so well in this set as it did in Lorwyn but I have the suspiscion that at least early on while people find their feet, it will be underdrafted.

 

There are no common lands or artifatcs in the set so nothing to discuss here. Hope you have enjoyed this season's Limited Prospects as much as I enjoyed writing them. Hopefully they have made you re-evaluate some of your early thoughts on certain commons and, if not, you probably agreed with me in the first place which is always good. What I will most likely do is dedicate an On The Bubble in a few months time as a follow up to this to see where I was right and where I was wrong. Hopefully there aren't too many glaring mistakes. Time will tell. Thanks for the feedback guys - see you back here for (Dark Lorwyn - damn, no strikethrough) Shadowmoor.

 

And relax...

 

-Flame on-

Dave

 

Tags: Limited Prospects Morningtide Green Lorwyn Dave Sealed Draft Limited

Related to: Magic: the Gathering



Bookmark:



Viewing 1 - 9 out of 9 Comments

01/29/2008 12:14:19

"Can I run for President yet?"

 

Please? 



01/29/2008 03:12:26
lol - very nicely handled Riki :)


01/28/2008 21:11:32

Well, my main problem with the rating system is that it mushes Sealed and Draft together, and somehow ends up being an accurate reflection of neither. I rated Bowmaster as a higher "Limited" card because it has a more relevant and unique ability. I might still want a first one over a first Winnower, but I think I would rather have a second and third Winnower over more Bowmasters. Plus, Bowmaster is far superior to Winnower in Sealed, where you have less control of your tribal counts. Triggering Bowmaster once or twice can be golden, whereas with Winnower, you want it more in Draft deck where you've got the stone 50% chance to grow it every turn.

 

That's right. Somehow, I think I can stand by my two contradictory statements. Can I run for President yet? 



01/28/2008 17:04:02

I definitely agree that Cream of the Crop is better than Scapeshift. Maybe the format will prove to be too fast for what I am suggesting regarding the sorcery. But like I have said it is definitely worth investigating and defintely worth more than the 0.5 stars you gave it.

 

On another note...

 

I would put Winnower Patrol in the top five, possibly even over the
Bowmaster. The latter does have a larger standard deviation in
usefulness though, because some games it just crushes people.

 

You might want to tell your ratings from your set review that ;) 



01/28/2008 16:57:06
"I know I wouldn't want it in an opening hand for example."

"Playing it turn 7 or 8 is just gravy because you know you are drawing gas all the way home."

This is my main problem with the card. You're telling me it's a late game card, but it does nothing. Wouldn't you rather just draw your said gas on turn 7 or 8, like a big Hearthcage Giant?

I never had the opportunity to play Mana Severance in Limited (taking a looong break from the game during that time). Of course, the Limited game was different back then, so who knows if the translatation is apt. I remember in Invasion the curve pretty much ended at 4 or 5. Nowadays we do play fat monsters like Hearthcage, so you have to balance thinning with making sure that you actually draw enough lands to play your late game bombs.

This could be another "rare" situation like Cream of the Crop. Maybe we'll just never get to play with it enough to know. I would much rather try out Cream though.


01/28/2008 15:47:11

I think your evaluation of Fertilid (this is like my 4th post on this grey orge today - I am obsessed or what) is spot on: "you will need strong justification to not run it."

 

Well said. I'll have to try and play with scapeshift. Frankly, I would play mana severance in limited. Scapeshift on turn 6-10+ seems really solid and the resultant card quality *could* be huge... but it has some severe limitations. You know, like not actively affecting the board.

 

I've always wanted to draft a GW clash deck with the green card drawer, and the white tapper... but but there has always been better stuff available. Now fortunately scapeshift doesn't need to combo with anything so maybe I'll get around to playing it eventually - heres hoping!



01/28/2008 14:55:42
One of the more irrational reasons I don't like Everbark is because it "doesn't make sense."

Why have a splashable, single-color cost spell that presumably wants lots more Forests in your deck. Yes, the single green makes it splashable whether you want it for the ability or not, but for me this card would be better as 1GGG. That way you get the idea that he really, really likes him some Forests. I feel the same way about Seedguide Ash. I was pretty high on him at first, but he seems pretty lame when he only gets one Forest when he dies, as has been known to happen in 3-color decks.


01/28/2008 11:29:53

Thanks for your input Riki. I guess I would really have to either do the math or play with Everbark Shaman a lot more to be a lot more confident in my affirmations. I've taken a wee punt by sticking it on the list. Winnower Patrol should maybe be there instead.

 

Scapeshit I love in limited. Playing it turn 7 or 8 is just gravy because you know you are drawing gas all the way home. I'm maybe wrong. I know I wouldn't want it in an opening hand for example. I think people need to focus not on the fixing aspect but the thinning aspect. And as I said in the thread for your green set review, I'm not saying it's a four or a five or anything but it's definitely better than 0.5. I think 2.5 is about right.

 

Anyways, thanks for your compliments and thoughts dude :) 



01/28/2008 11:22:38

Here are my blows.


I just don't like paying five mana for a dude that you are going to use to thin your deck. The only saving grace is that the ability does not have a mana cost to slow you down, but I would much rather play Gift-Leaf Seer than this. Of course, Gift-Leaf Seer is good now with kinship, but I mean that I would rather have played Seer in LLL than Everbark in LLM, and Seer in LLL was a "if you've got nothing better to play" type of card. There is definite value to thinning the deck, but it's very debatable what that value. Back in the day, people tried to mock up complex formulas about the value of fetch lands. In the case of Everbark, you can definitely show that removing two Forests per turn will help you draw better cards on average. However, you could also just play a card for five mana (or less) that impacts the board in a more significant way.

Scapeshift, I feel the same about. Would you play Mana Severance in Limited? I just feel like Scapeshift would be the most depressing card to draw on turn ten, and I can't really see the use in playing it on turn four unless you have Countryside Crusher or Horde of Notions.

I'm backing down a little on my Fertilid position though. Call it useful but unexciting.


 


I would put Winnower Patrol in the top five, possibly even over the Bowmaster. The latter does have a larger standard deviation in usefulness though, because some games it just crushes people.

Great series, Dave.





*** MyTCGplayer ***