Drafting with D.K. #6: Scars Review – Green

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by Dan Kramer

Dan Kramer finishes off his review of all the colored spells in Scars of Mirrodin today.


Drafting with D.K. #6: Scars Review – White

Drafting with D.K. #6: Scars Review – Blue

Drafting with D.K. #6: Scars Review – Black

Drafting with D.K. #6: Scars Review – Red

Green (27)

Name:    Acid Web Spider
Cost:     3GG
Type:     Creature – Spider
Pow/Tgh:     3/5
Rules Text:     Reach
When Acid Web Spider enters the battlefield, you may destroy target Equipment.
Rarity:     Uncommon

Even if there’s not always a target to hit, the Spider’s core stats make him a good soldier.  3rd – 5th pick.

Name:    Alpha Tyrannax
Cost:     4GG
Type:     Creature – Beast
Pow/Tgh:     6/5
Rarity:     Common

Craw Wurm wasn’t good enough, so in M11 they gave him Trample, and this time they went with +0/+1.  Coloured creatures are the techzorz when everyone is playing Shatters and Disenchants.  5th – 7th pick.

Name:    Asceticism
Cost:     3GG
Type:     Enchantment
Rules Text:     Creatures you control can't be the targets of spells or abilities your opponents control.
{1}{G}: Regenerate target creature.
Rarity:     Rare

I believe this card to be quite good, even though it takes a while to have an impact.  Turning off removal and then winning you combat seems worth even the mana intensiveness.  3rd – 5th pick.

Name:    Bellowing Tanglewurm
Cost:     3GG
Type:     Creature – Wurm
Pow/Tgh:     4/4
Rules Text:     Intimidate
Other green creatures you control have intimidate.
Rarity:     Uncommon

Intimidate, or Green-Fear on this critter, is not as good in a format full of artifact creatures, but is still a plus.  Giving it to all your guys and adding in a 4/4 is a good way to end games.  3rd – 5th pick.

Name:    Blight Mamba
Cost:     1G
Type:     Creature – Snake
Pow/Tgh:     1/1
Rules Text:     Infect
{1}{G}: Regenerate Blight Mamba
Rarity:     Common

A fine stalling creature even in non-Infect decks, the Mamba is an effective (if slow) beater if Poison is your plan as well.  6th – 9th pick.

Name:    Blunt the Assault
Cost:     3G
Type:     Instant
Rules Text:     You gain 1 life for each creature on the battlefield. Prevent all combat damage that would be dealt this turn.
Rarity:     Common

Fog was barely playable at 1 mana.  3 extra mana for a little lifegain does not excite me.  14th pick.

Name:    Carapace Forger
Cost:     1G
Type:     Creature – Elf Artificer
Pow/Tgh:     2/2
Rules Text:     Metalcraft – Carapace Forger gets +2/+2 as long as you control three or more artifacts.
Rarity:     Common

The card that answers the age-old question of what would happen if Werebear wasn’t fuzzy, was he?  If your artifact count is reasonable, and you’re not going the poison route, you would do well to pick up a couple of these.  4th – 7th pick.

Name:    Carrion Call
Cost:     3G
Type:     Instant
Rules Text:     Put two 1/1 green Insect creature tokens with infect onto the battlefield.
Rarity:     Uncommon

Only good in intensely Infectuous builds, the Call is costed so it’s not even amazing there.  If you have a couple of pump spells and/or Poison Daddy Lord, then you could run this.  It does help clog up the ground a little bit.  7th – 10th pick.

Name:    Copperhorn Scout
Cost:     G
Type:     Creature – Elf Scout
Pow/Tgh:     1/1
Rules Text:     Whenever Copperhorn Scout attacks, untap each other creature you control.
Rarity:     Common

1/1s for 1 aren’t actually good unless they do something fun and interesting.  Like, say, more than untapping his friends.  14th pick.

Name:    Cystbearer
Cost:     2G
Type:     Creature – Beast
Pow/Tgh:     2/3
Rules Text:     Infect
Rarity:     Common

Like the black 3-drop, only with an extra point of toughness.  5th – 8th pick.

Name:    Engulfing Slagwurm
Cost:     5GG
Type:     Creature – Wurm
Pow/Tgh:     7/7
Rules Text:     Whenever Engulfing Slagwurm blocks or becomes blocked by a creature, destroy that creature. You gain life equal to that creature’s toughness.
Rarity:     Rare

I would classify this card as an unnecessary creation, but that doesn’t stop it from being bomby in limited.  2nd – 3rd pick.

Name:    Ezuri's Archers
Cost:     G
Type:     Creature – Elf Archer
Pow/Tgh:     1/2
Rules Text:     Reach
Whenever Ezuri's Archers blocks a creature with flying. Ezuri's Archers gets +3/+0 until end of turn.
Rarity:     Common

Seems like WotC wanted to find out what kind of irrelevant bonuses they’d have to give a 1/2 for 1 to make it playable.  Reach and conditional blocking pump aren’t enough to make it a maindeck card, but I can see it coming in versus some matchups (super aggro poison, UW with flyers…).  10th – 12th pick.

Name:    Ezuri's Brigade
Cost:     2GG
Type:     Creature – Elf Warrior
Pow/Tgh:     4/4
Rules Text:     Metalcraft – As long as you control three or more artifacts, Ezuri's Brigade gets +4/+4 and has trample.
Rarity:     Rare

The Brigade reminds me of Spectral Force, which is a complement especially when speaking limitedly.  His base stats are good enough that you’ll like him even if you end up shy on steel contraptions.  1st pick.

Name:    Ezuri, Renegade Leader
Cost:     1GG
Type:     Legendary Creature – Elf Warrior
Pow/Tgh:     2/2
Rules Text:     {G}: Regenerate another target Elf.
{2}{G}{G}{G}: Elf creatures you control get +3/+3 and gain trample until end of turn.
Rarity:     Rare

Ezuri obviously gets better with a few other playable elves (unfortunately, there aren’t too many in the set), but even without them, as a 2/2 for 3 who can pump himself huge, he’s a quality man.  2nd – 4th pick.

Name:    Genesis Wave
Cost:     XGGG
Type:     Sorcery
Rules Text:     Reveal the top X cards of your library. You may put any number of permanent cards with converted mana cost X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
Rarity:     Rare

I’m under the impression that this card costs way too much to do anything relevant.  Of course if you play it for x = 5, maybe you’ll drop a couple of things into play…  but even then, how good is it really?  Chord of Calling this ain’t.  12th – 14th pick.

Name:    Liege of the Tangle
Cost:     6GG
Type:     Creature – Elemental
Pow/Tgh:     8/8
Rules Text:     TrampleWhenever Liege of the Tangle deals combat damage to a player, you may choose any number of target lands you control and put an awakening counter on each of them. Each of those lands is an 8/8 green Elemental creature for as long as it has an awakening counter on it. They're still lands.
Rarity:     Mythic Rare

Perhaps the card in Magic that is most “made” by the Trample ability, Liege is of course a mega bomb.  One hit should be all it takes to ensure the game is won.  1st pick.

Name:    Lifesmith
Cost:     1G
Type:     Creature – Human Druid
Pow/Tgh:     2/1
Rules Text:     Whenever you cast an artifact spell, you may pay {1}. If you do, you gain 3 life.
Rarity:     Uncommon

The lifegain entry in most cycles is the worst, but when it comes at this pricetag, it wins races in a pinch.  4th – 6th pick.

Name:    Molder Beast
Cost:     4{G}
Type:     Creature – Beast
Pow/Tgh:     5/3
Rules Text:     Trample
Whenever an artifact is put into a graveyard from the battlefield, Molder Beast gets +2/+0 until end of turn.
Rarity:     Common

Safe to say Molder Slug was more of a “Beast” than this creation, but that doesn’t mean this fellow doesn’t bring the beef.  Non-poison green should be pleased enough to run 1, maybe 2 depending on other options.  6th – 9th pick.

Name:    Putrefax
Cost:     3GG
Type:     Creature – Horror
Pow/Tgh:     5/3
Rules Text:     Trample, haste
Infect
At the beginning of the end step, sacrifice Putrefax.
Rarity:     Rare

The only poison card in the set that is completely unplayable outside of a poison based deck, Putrefax is a beating if that’s your plan.  Thus, where you take him is really based on what you’ve got.  3rd – 5th pick, assuming you want him, following a super complex computation involving the type of deck you are drafting.

Name:    Slice in Twain
Cost:     2GG
Type:     Instant
Rules Text:     Destroy target artifact or enchantment.
Draw a card.
Rarity:     Uncommon

A Slay/Execute that you can always play maindeck?  I’ll take one every day of the week.  Except for Grand Prix Toronto Saturday.  Then I’ll take two.  1st – 2nd pick.

Name:    Tangle Angler
Cost:     3G
Type:     Creature – Horror
Pow/Tgh:     1/5
Rules Text:     Infect
{G}: Target creature blocks Tangle Angler this turn if able.
Rarity:     Uncommon

Actually much better than he looks in poison decks, and even fine enough in non-poison.  The key is remember that he can play Taunting Elf by activating his ability multiple times, even though you’ll only get to dish out 1 -1/-1 counter.  6th – 9th pick.

Name:    Tel-Jilad Defiance
Cost:     1G
Type:     Instant
Rules Text:     Target creature gains protection from artifacts until end of turn
Draw a card.
Rarity:     Common

I loved Shelter (are all these references to old cards giving away my Magic age???), and while this card doesn’t do the same job at saving a creature from removal, it’s a solid combat trick.  7th – 10th pick.

Name:    Tel-Jilad Fallen
Cost:     2GG
Type:     Creature – Elf Warrior
Pow/Tgh:     3/1
Rules Text:     Protection from artifacts
Infect
Rarity:     Common

Three power and Infect is pretty huge, though 1 toughness is kind of easy to deal with for some decks.  The quasi-evasion and Clasp-proofness do compensate making this a critical part of the poison deck core.  4th – 7th pick.

Name:    Untamed Might
Cost:     XG
Type:     Instant
Rules Text:     Target creature gets +X/+X until end of turn.
Rarity:     Common

Awesome finisher for an Infect deck where it is most Fireball-like.  In non-Infect, a little mana intensive, but still a good curve-topper as a 1 or 2 of.  4th – 7th pick.

Name:    Viridian Revel
Cost:     1GG
Type:     Enchantment
Rules Text:     Whenever an artifact is put into an opponent's graveyard from the battlefield, you may draw a card.
Rarity:     Uncommon

I don’t think this card is great, but I do have my eye on it.  I guess with some artifact removal and against an artifact heavy opponent, it’ll come in at the least.  10th – 12th pick.

Name:    Wing Puncture
Cost:     G
Type:     Instant
Rules Text:     Target creature deals damage equal to its power to target creature with flying.
Rarity:     Common

Just a sideboard card, and not many decks will have enough flyers to make it worthwhile, but a bomb with wings might be sufficient.  10th – 12th pick.

Name:    Withstand Death
Cost:     G
Type:     Instant
Rules Text:     Target creature is indestructible this turn.
Rarity:     Common

A reasonable trick as a 1-of to round out a deck with big guys.  8th – 10th pick.

Multicolor (1)

Name:    Venser, the Sojourner
Cost:     3WU
Type:     Planeswalker – Venser
Loyalty:     3
Rules Text:     +2: Exile target permanent you own. Return it to the battlefield at the beginning of the next end step.
-1: Creatures are unblockable this turn.
-8: You get an emblem with "Whenever you cast a spell, exile target permanent."
Rarity:     Mythic Rare

All of the Planeswalkers in the set are big bombs.  While the first 2 abilities don’t seem to have a ton of synergy for constructed purposes, the 2nd ability will be played a lot more in limited.  1st pick.

So, what do you think?  Hope you all enjoyed the prerelease!

D.K.

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