Showing posts with label Green. Show all posts
Showing posts with label Green. Show all posts

Friday, 5 October 2018

Guilds of Ravnica Set Review - Green

It's Friday and you know what that means. Unfortunately it's the end of the week so it's the last of the mono coloured cards before the bevy of multicoloured cards comes raining down on us. There's still a lot to get through so let's keep the momentum going and get right into the green cards...

Friday, 13 July 2018

Core 2019 Set Review - Green


We've reached the end of the week days which marks the start of the Green cards from Core 2019. Don't despair though as we have a nice ride ahead of us and the weekend to come, so let's jump right in to the flora and fauna.

Friday, 27 April 2018

Dominaria Set Review - Green


Four colours down, the more observant of you may be able to work out that there is one colour left. Today we take a look at all of the green cards in Dominaria, taking us through stories of old, pivotal character building and a couple of cheeky reprints. 
Enough chit chat, it's time to jump right into the fray with...

Thursday, 26 April 2018

Dominaria Set Review - Red


 Thursday means red day. That's right it's time to see what Dominaria has to offer in red: Power, flavour and goblins. 
Strap yourself in and get ready to take a tour throw the fire, brimstone, passion and recklessness that embodies red, so lets dive in.

Friday, 19 January 2018

Rivals Of Ixalan Set Review-Green



Over halfway there now, we’re almost done with all the colours and will soon be moving onto the multicoloured, artifact and land cards. Today however is the last of the colours and its green day. Sit back, relax and lets kick things off.

Saturday, 7 October 2017

Ixalan Set Review - Green


It's Friday which means it's time for a look through all of the Green cards from Ixalan, so sit back and enjoy.

Friday, 21 July 2017

Hour Of Devastation Set Review - Green

Ambuscade


 Removal at common is becoming a lot more...well...common. Ambuscade is a great example of a great removal spell for green. It's three mana so it's fairly cheap, it's instant speed, it pumps your creature so you have a little bit extra when dealing combat damage and it can take out an opposing creature, making the pump even more relevant. You will always get your mileage out of Ambuscade in limited every time you play it and it's easily splashable.
 

Beneath The Sands


 Rampant Growth was a little too good at two mana, allowing you to skip ahead a turn and get a lot of advantage out of it. Beneath The Sands allows you to search for a basic land but costs one more mana then Rampant Growth which is going to be fine most of the time but for those times it isn't, it also comes with Cycling for two mana giving you a slimmer chance of finding a land or just something with a little more impact on the situation. Like I said, it's fine for limited at three mana but there is a lot going on at three in constructed making it a little pushed out.
 

Bitterbow Sharpshooters


 A good green top end creature for limited. It's not mana intensive so it's easy to splash, it blocks well on the ground and in the air and attacks decently as well.
 

Devotee Of Strength


 Devotee Of Strength is a great mana sink in limited, it may be five mana to activate but being able to save a creature of your choice from combat or maybe even just to trade with another will be worth it, and you can always use its ability to get those final points of damage through. In the late game you could even use Devotee's ability multiple times which would just make combat almost impossible to navigate. As I said in limited it's brilliant, constructed not so much as it has no immediate impact and is quite a mana devotion, no pun intended.
 

Dune Diviner


 Not a big fan of this card, it's a fine creature as a 2/3 for three but the effect is awful. If you really need the one life then go for it but you are spending two mana for one life and you have to have a Desert to tap as well. Obviously only for limited.
 

Feral Prowler


 A great blocker and it nets you a card, what more could you want. Dropping Feral Prowler on turn two makes the next few turns of combat a little awkward as it will probably need a couple of creatures or a creature and a removal spell to deal with it. It's just a bit out of Magma Spray range, which is good otherwise it's effect wouldn't be any good, but other than that your opponent probably won't want to waste a better removal spell on it. Feral Prowler will do some work in limited and in multiples could be good card advantage.
 

Frilled Sandwalla


 Basking Rootwalla's back, albeit without Madness, in all it's glory. The effect is fine in limited even though you can only use it once per turn but that does mean you can use it once in your turn and once in your opponents, providing you can untap it or give it Vigilance.
Gift Of Strength


 A two mana Giant Growth with the addition of giving the creature Reach. I like this card because it can be used as just a normal pump spell to save your creature, trade with another or as extra points of damage to win or as a combat trick to get their flyer. I'm sure you'll play this all the time in limited and it could even see constructed play.
 

Harrier Naga


 It's a three mana 3/3, you're going to play it in limited if you have nothing better and at worst it's a fairly aggressive creature.
 

Hope Tender


 Bears with upside are great. A two mana 2/2 is playable pretty much every time in limited and when it can untap some lands that's a good ramp strategy right there. Even if you're not going to use the ability it's still an on curve creature. Hope Tender will see a bit of play in limited and I could even see it breaking into constructed as it allows you to go from turn two to turn four fairly nicely.
 

Hour Of Promise


 I think Hour Of Promise is going to be a big hitter in both limited and constructed. Obviously it's massive advantage in limited, gaining you two lands and providing you with two 2/2 bodies, but If you can hear your deck a bit more towards in for constructed it could end up being in a top tier deck. Keep in mind that Hour Of Promise doesn't specify basic lands, so you can go and get dual lands or utility lands, mainly though you can go and get Deserts to enable to second half of Hour Of Promise giving you two 2/2 zombies. I can see so much potential with this card especially because it only requires one green mana, so you can splash it really easily. I am going to keep my eye on this and definitely try it out in constructed over the next couple of months.
 

Life Goes On


 Meh, this card is fine I guess, not the best, not the worst. The problem with life gain spells is that you could always be doing something more, even if it was just a vanilla creature, that's still more proactive than prolonging your life for another turn. Costing one mana does make it a little better in limited but I think Life Goes On is going to be cutable every time.
 

Majestic Myriarch


 What a creature. OK, so on it's own it's a five mana 2/2 with no abilities but the minute you one more creature, hopefully with an ability like Flying, it becomes a 4/4 with Flying. Add a creature with say First Strike and it's a 6/6 with First Strike and Flying and so on. Majestic Myriarch is a bomb in limited just because of the versatility and I could see an argument for it in constructed however I think the lack of immediate impact could keep it on the bench.
 

Nissa's Defeat


 Nissa's Defeat is the last in the "Defeat" cycle of cards and arguably the weakest of them. It's a three mana sorcery meaning it's already fighting the three spot with a lot of other things and it's not even fast, but beyond that the effect isn't very powerful obviously restricting you to green for a start and only allowing you to hit a forest, green planeswalker or green enchantment. Now if you do hit a Nissa planeswalker you do get to draw a card but I think it's a little bit of a hoop to jump through just for a card when you have other card that can draw you more than one card for less mana. If Nissa becomes a more played planeswalker then it could be a good sideboard card but I don't see this being played in constructed or even limited.
 

Oasis Ritualist


 This is a great ramp creature for limited, yes it's four mana but being able to jump from four to seven is going to be a real thing in limited and it fixes your mana for those times when you're splashing a third or maybe even fourth colour. Oasis Ritualist also blocks really well and can deal with the odd creature in combat now and again. Great in limited but not for constructed unfortunately.
 

Overcome


 It's Overrun but easier to cast and because of that it gives you one less power and toughness. It's fine, you're going to play it in limited as it can just close a game out most of the time but it won't see play in constructed as it's a lot of mana and could be countered or your creatures could just be dealt with more consistently.
 

Pride Sovereign


 Cat tribal could be a real thing with a creature like Pride Sovereign. It's not a lord but it does provide you with the ability to gain two more cats, with Lifelink, every other turn making Pride Sovereign a real threat. A bomb in limited as it needs to be dealt with or it could get out of control and I would love to try this in constructed because it gives you a fair bit of value, no immediate impact but still something to worry about.
 

Quarry Beetle


 Most of the time I think you're coming to be casting Quarry Beetle in limited as a five mana 4/5 which is really good; hard to block and survive and great on the offense. With all the Cycling deserts in Hour Of Devastation, I'm sure you will have a land in your graveyard to get maximum value out of Quarry Beetle, and keep in mind the land doesn't enter the battlefield tapped, so you could even more value by being able to cast an additional spell. Probably not for constructed as it's pretty costly.
 

Rampaging Hippo


 It's a hippo; it's big, sits on your top end and will be great in combat. Just in case you don't think you can get to six in time however, it also Cycles allowing you to find something a little easier to cast.
 

Ramunap Excavator


 Crucible Of Worlds on legs. Hopefully you will get some value out of Ramunap Excavator before it dies, and it will probably die quickly as being able to get even just one land out of your graveyard gets you some card advantage. It's easier to remove creatures than it is to remove artifacts and for that reason I think Ramunap Excavator will see a little constructed play but I think will ultimately get squeezed out, in limited it's brilliant because not only is it possible advantage, the body is more relevant as well.
 

Ramunap Hydra


 There is a lot going on with this card; Vigilance, Reach and Trample and that's just for starters. All of these keywords make Ramunap Hydra a very aggressive attacking and blocking creature, but it gets better. Just for having a Desert in play, and I'm sure you will, Ramuap Hydra gets +1/+1 turning it into a four mana 4/4 Vigilance, Reach and Trample which you will always play, and then for having another Desert in your graveyard it gets another +1/+1 sending it more above the curve. You play this in limited all the time and I could see an argument for it in constructed, though it has no immediate impact it does give you a lot of board presence.
 

 Resilient Khenra


 So as a 2/2 for two with abilities, Resilient Khenra is above average. Being able to give a creature +2/+2 in addition to having a 2/2 body is good and if you can find a way to either return it to your hand or blink it then you can get a lot of value out of it making your creatures big enough to survive combat situations. When you Eternalise it though it gives you a 4/4 and a creature +4/+4 which could easily be enough to close out a game and just for six mana. I think it's going to do a lot of work in limited and could see a one or two of play in constructed but it's very aggressive and does need another creature in play to get maximum value out of it.
 

Rhonas's Last Stand


 In my opinion, the most powerful of the "Last" cycle of cards. Rhonas's Last Stand is the only one that you want to play early and would be happy to not play a turn three because you have a 5/4 for two mana, although with the loss of your turn three it does essentially cost four mana five if you don't have a one drop. I think Rhonas's Last Stand could be good for a midrange deck that's looking for value cards or in a deck that can play it off of artifacts or creatures to save the lands from not untapping and even then it does mean you can't play anything else in that turn. A bomb in limited as it's just a hard creature to deal with in combat.
 

Rhonas's Stalwart


 This value bear is great in limited because it gets around a lot of the early creature drops and hits for three damage, that is every other turn but it's going to add up and in multiples Rhonas's Stalwart could make light work of your opponents life total.
 

Sidewinder Naga


 More value creatures. Sidewinder Naga is a good three drop 3/2 as it is on curve and just for having a Desert in play, or in your graveyard, it becomes a 4/2 with Trample, making it harder to block and more likely to trade up. You're gonna love this in limited but no space for it in constructed.
 

Sifter Wurm


 First things first, it's a big creature in green and the perfect one for your top end in limited. Additionally you're going to play this because not only does it stop ground attackers nicely but it could also buy you another turn or two and nets you more information. Scrying 3 is a powerful effect as you can manipulate the top three cards of your library meaning for example, if you find another high cost spell you can put it to the top and gain a bunch of life. If that's not what you're after though you can put something on top suitable for next turn and maybe gain less life. Ultimately you can Scry them all to the bottom and go in blind which might sound like you're back at square one but you have just put three duds on the bottom of your library, increasing the chance of drawing something more useful. You play this in limited almost always as your one top end card but it's too highly costed for constructed even though the immediate impact could be valuable.
 

Tenacious Hunter


 This is a fantastic creature for limited. A four mana 4/4 with no drawback is already more than good enough to make the cut, but one that also gains Deathtouch and Vigilance is just insane. And the sweetest part of all, the -1/-1 counter required to enable to Vigilance and Deathtouch doesn't have to be on itself, hell it doesn't even have to be on a creature you control, just a general creature. Tenacious Hunter is going to do work for your in limited as it makes attacking really difficult while also allowing you be a bit more aggressive.
 

Unchanged The Menagerie


 This card is just crying out Combo! Weird Harvest let both players do this without the restriction of the creatures having different names for the same mana cost, yes it might be a bit of a hindrance in theory but you gear your deck to deal with that by playing enough similar effects on creatures with different names. In limited it's a card advantage bomb, being able to pay three mana just to tutor up a creature is amazing and it just gets better from there.
 

 Nissa, Genesis Mage


 Planeswalkers are fine, they're fairly powerful just because you get to abuse another resource every turn. The intro deck planeswalkers tend to be a little but weaker, being intended to be the big top end or star player of the intro decks. Nissa's first ability is good, netting you two extra mana and giving up to two creatures you control sudo Vigilance, her second ability is powerful but I think it could have been pushed a little more and given the creature Trample. Lastly, she gives you free creatures and lands, untapped, by digging through the top ten cards of your library which is very powerful but it does come at the cost of ten loyalty, so you have to use the first ability three whole times to get anywhere near it and that's providing she hasn't been attacked or taken damage. As I said, planeswalkers are powerful but on the scale of them, Nissa, Genesis Mage isn't high up.
 

Avid Reclaimer


 Another card to appear in the intro deck, Avid Reclaimer quite nicely helps you get to Nissa. And when you get there you can start gaining two life a turn as long as Nissa stays in play helping you survive long enough to get to her ultimate. At two mana Avid Reclaimer would be a little too good and be constructed playable, but as it is it's a functional, flavorful card.
 

Brambleweft Behemoth


 A six mana 6/6 with Trample. It's big, it hits hard and gives you so much board position, not much more to say.
Finally,

 

Nissa's Encouragement


 Nissa's Encouragement gives you a nice bit of card advantage for the intro deck. It's five mana, so it's fairly easy to get to cast, and it can bet you up to three cards, both giving you action and thinning your deck and the cards it allows you to find however specific, are going to be great over the next two turns.

So that concludes our look at the green cards of Hour Of Devastation, stay tuned to Game Changers for the Multicoloured and Aftermath cards after which will be the final article looking at the Artifacts and Lands.

Friday, 2 June 2017

Amonkhet Green



Benefaction Of Rhonas

This is a good card for those Delirium decks as it allows you to get up to two cards from it while still putting at least three into your graveyard. Unfortunately, it costs three mana and is a sorcery so you will be spending a turn to cast it in the early turns. It's fighting for a spot with Vessel Of Nascency and Grapple With The Past which can both be used at instant speed so I think it looses out to them for the time being but when they rotate out of standard it could come forward in some sort of reanimation deck. As far as limited is concerned, you get to gain a creature or enchantment and possibly fuel your graveyard with Embalm creatures for the late game, I wouldn't want to play too many but if you have enough Embalm creatures or even the odd Aftermath card I could see having this in your deck.

Bitterblade Warrior

Another great Grizzly Bear with a fantastic offensive Exert effect. Dropping Bitterblade Warrior on turn two will just act like a normal Grizzly Bear but in the late game it can force some damage through by Exerting it because your opponent might not want to lose their bigger creatures to a three powered creature.

Cartouche Of Strength

Green's Cartouche turns out to not only be a pump effect but a pretty decent removal spell. Even if you use it to trade off with an opposing creature, that's still something that green doesn't tend to do as much as say black. When you're able to drop this early on one of your creatures and take out like a two drop and attack in, that's when Cartouche Of Strength shows it's power and if that creature survives past any remaining blockers your opponent might have, you then have a trample creature which makes combat harder for your opponent.

Champion Of Rhonas

Four mana for 3/3 is pretty middle of the road, you're not gonna be unhappy with it but there are better things. When that four mana 3/3 allows you to play a free creature when it attacks it suddenly jumps in estimation. You can Exert Champion Of Rhonas when it attacks and put Eldrazi into play for no cost other than your Champion won't untap next turn but at that point your opponent will have something else to worry about, how good does that sound? In limited, how does a free Greater Sandwurm or Honoured Hydra sound? Yes you won't always have the big top end creatures to drop off of the Exert effect but just having a creature that you haven't paid mana for is still added pressure and means you can keep your mana open for any tricks. Champion Of Rhonas is a player in limited, and it's easy to splash so you could getaway with a low green colour splash in your deck. In constructed, I would love to see it but it might be a bit too slow with no immediate impact.

Channeler Initiate

I love ramp. I love ramp more when you get to add extra mana and end up having a threat to go with it, most of the time when that threat is above you curve but the sweet thing about Channeler Initiate is that, just for adding extra mana so you can get to this big four, five and six drops earlier than normal, it also grows into a 3/4. The downside is that once it gets to a 3/4 it can't add mana anymore but by that point hopefully you have control of the game with all your big fatties. In limited, it allows you to splash another colour and you can even find ways to put more -1/-1 counters on it for even more mana.

Colossapede

Does exactly what it says on the tin. It's a big centipede for five mana. If you need big guys in limited, Colossapede it at your service.

Crocodile Of The Crossing

Big cheap guys in green is always very good. Even putting the -1/-1 counter of Crocodile Of The Crossing still leaves you with a four mana 4/3 with Haste. In the times when you're quickly hitting your opponent with no responses, Crocodile Of The Crossing can end a game really quickly and is hard to block solo. I could see this for constructed but I don't think the deck would be good, it's fast and hits hard but removal is a lot more prevalent in standard and spending your fourth turn to cast this and have it die is poor.

Defiant Greatmaw

Defiant Greatmaw is a good way of removing that -1/-1 counter from Crocodile Of The Crossing. There are a few creatures in Amonkhet that have an ability involving placing -1/-1 counters on your own creatures, Defiant Greatmaw loves all of those effects because it allows you to put them on the Greatmaw and remove them from any other creatures you have. Effect aside, a three mana 2/3 is fine and it will do work for you in the early game but eventually it will soak up those -1/-1 counters allowing your other creatures to attack and block unhindered.

Dissenter's Deliverance

It's not as versatile as Naturalize but does Cycle for one mana. Limited probably won't need it unless there is one specific artifact that you need to deal with but you may play it just for the Cycling to trigger some of your other cards. It may be played in constructed but after all the other, better versions rotate out.

Exemplar Of Strength

This is a great creature for those slower decks, the type of deck that doesn't have much more than a couple of on curve creatures until the late game. If you can find ways to remove counters from your creature then Exemplar Of Strength can bet you some life and turn into a reasonable threat as well. I wouldn't like playing this in limited but if I had nothing else it's not the worst thing.

Giant Spider

Who doesn't like Giant Spider. It's fantastic against though pesky flyers and blocks on the ground efficiently as well. It's easy to splash if you really need an answer to flyers or big creatures and you're always going to play it in limited if you're playing green.

Gift Of Paradise

The problem with Gift Of Paradise is that if it cost one less then it would be too good but at three mana its so much worse than you think. Being able to skip from turn two to turn four/five is a lot better than going from turn three to six as it would allow you to put more pressure on early before your opponent gets set up. Gaining three life might be good enough to play it in limited and I guess there are a few green fatties that you could power out off of it but it feels like you could be doing more on turn three.

Greater Sandwurm

Speaking of big green fatties, this is a big one. It prevents any of the weenies over the other side of the table from chumping it forcing your opponent to block with a creature that matters more in combat. Don't worry if you have more than one because it Cycles so you can ditch it in favour of something cheaper.

Hapatra's Mark

A fantastic trick to get your opponent to waste a removal spell, good in combat or just as a way to remove counters from your creature, and at one mana. You should be playing Hapatra's Mark because it's always good in limited.

Harvest Season

Another card that gets me thinking of what deck to build around it. Theoretically you could drop a one drop on turn one and two drop on turn two, attack with them both on turn three and then untap with six mana on turn four. But we come across the same problem with Harvest Season that we have with Gift Of Paradise, you can be doing more on turn three and this one doesn't even gain your life.

Haze Of Pollen

Fog with Cycling. It's fine, it won't see constructed play but works in limited for those slower decks. The Cycling for three seems like a lot though.

Honored Hydra

I love this guy, six mana for a 6/6 trampler is good and on the back end it turns into a four mana 6/6 trampler. Two massive threats rolled into one, why wouldn't you play that. Maybe in constructed I could see this playing in the Delirium deck, throwing it away early and then casting it on turn four to beat away with.

Hooded Brawler

This innocuous little three drop can be very hard to deal with if you Exert it on turn four. Yes you lose the untap but five damage can get you so far ahead in the early turns.

Initiate's Companion

An above curve two drop that helps your Exert creatures. Early on in the game if you can guarantee hitting with Initiate's Companion you can Exert your creatures to your hearts content, because you can untap one of them for an attack the next turn. It is very fragile though having or toughness so it won't hang around for long.

Manglehorn

An answer to all those Vehicles from Kaladesh block. Not only does it deal with an Heart Of Kiran or Cultivator's Caravan, any others that come into play while Manglehorn remains in play can't block, or in Cultivator's Caravan's case add mana. I could definitely see this in constructed as it's cheap and has an immediate impact. It might not be as effective in limited but you might hit an artifact every now and again, but play it as a three mana 2/2 isn't bad.

Naga Vitalist

Ramp creatures are good in limited, especially when that limited format is aggressive. You can drop Naga Vitalist on turn two and skip ahead a turn casting your Crocodile Of The Crossings. It doesn't fix your mana though which is a bummer but it's still good enough to play.

Oashra Cultivator

This one mana creature can fix your mana but it's the same issue as found with Gift Of Paradise and Harvest Season, you're spending your turn three to use this ability. But like I said, it does fix your mana so if you decide to play three or more colours in limited you can justify playing this, otherwise you can do better.

Ornery Kudu

Ornery Kudu is a great aggressive creature. Dropping this on turn three and being able to put the counter on another creature will give you the edge in combat for the next couple of turns. Ornery Kudu is being enough to stand up to a lot of early turn creatures and, when attacking, can take a decent chunk out of your opponents life total.

Pouncing Cheetah

This cat is quick. You can use this as your average three drop or almost as a combat trick and, if it ever hits, can do some work on your opponents life.

Prowling Serpopard

Prowling Serpopard would work really well in an aggressive green deck. If you can cast it on turn three then it guarantees your future creatures resolving and it itself can't be countered. The problem is that it may turn out to be too slow and can be dealt with fairly easily with a removal spell or most creatures in constructed. It's a beating in limited and you always play it if you're playing green.

Quarry Hauler

This is the creature you want to find when your opponent has dealt a lot of -1/-1 counters out between their creatures or when you've done a similar thing. Quarry Hauler is able to relive your creatures of their counters while adding to your opponents, there may also be a time when you want to add counters to your own creatures but probably not as often. Four power at four mana is pretty aggressive as well and if it wasn't so slow, it could do some work in constructed, adding to your planeswalkers loyalty.

Rhonas The Indomitable

This is just a bomb. Rhonas will take over a game with ease and the typical god problem of not being able to attack or block, in this case unless you have another creature with power four or greater, Rhonas does half the work for you and gives that creature trample. You want to have a two power creature by turn two and then drop Rhonas on turn three so on turn four you can attack for at least nine damage, maybe more. It could show up in constructed but the problem is it not having an immediate impact and can be fairly mana intensive.

Sandwurm Convergence

It's big, it's splashy and it's expensive. Sandwurm Convergence is the card you want in your grindy, slow limited decks when all you can do it stop your opponent from doing anything and not really win yourself. Obviously it's not gonna make it anywhere it standard but the casual tables are going to love it.

Scaled Behemoth

Another creature you want on the top end of your limited decks, Scaled Behemoth can be a powerhouse in combat, stopping your opponent from making a valuable attack and having to chump it when it attacks. You don't want more than one though as there will be times when you have two in your opening hand and hate yourself.

Shed Weakness

Shed Weakness is effectively Giant Growth, it keeps in theme with the -1/-1 counters and can be used literally to remove one from your creature but as a combat trick is when Shed Weakness shines. You should play this all the time in limited just because it's a pump spell.

Shefet Monitor

Krosan Tusker was a respectable card back in the day, being a big creature with a Cycling ability that allowed you to find a land. The differences between Krosan Tusker and Shefet Monitor small but have a big impact. Both have the same power and toughness but Shefet Monitor is cheaper, Krosan Tusker Cycled for one less but it only put the land into your hand whereas Monitor puts it into play and it's untapped. Shefet Monitor will be incredibly powerful in limited, fixing your mana or beating face and it could even show its face in constructed in a ramp deck if you're able to Cycle this on turn three after playing a ramp creature on two.

Sixth Sense

This one mana aura might look good but it's not. Most of the time your opponent will have something to throw in the way and even when you draw a card from it, I don't think they'd care that much. Card advantage is one thing but the odd extra card here and there isn't too bad, another bad point is that they might just have a removal spell for your enchanted creature resulting in a two for one.

Spidery Grasp

This card is "make your own Giant Spider" and is a fantastic combat trick. The best part of Spidery Grasp, more so in Amonkhet than in Innistrad as the Exert mechanic can be abused making your opponent think the coast is clear for a turn. Finally, it can be a good way to push through damage if you need to, but I'm sure that won't come up to often.

Stinging Shot

I love this card and think it might be fairly powerful, it's like a permanent lightning bolt for flyers and it Cycles. It would most probably be a sideboard card for those time your opponent has a flyer you need to deal with, but for one mana you can permanently take it down by three power and toughness, and if you find yourself with multiples it's only two mana to trade it in for a card.

Synchronized Strike

Another brilliant way to abuse Exert creatures, Synchronized Strike means you can send more than one guy in knowing you can get full use with the Exert Effect and then still have then up to block with this sweet combat trick. Not only will it allow them to block, but those creatures will at worst probably trade with your opponents attackers and maybe sometimes survive giving you great board advantage.

Trial Of Strength

As it stands, Trial Of Strength is essentially a three mana 4/2 and that's always good enough to play. Add Cartouches into the mix and you could build a small army of 4/2 Beasts by replaying Trial Of Strength, resulting in you being able to take on most opposing creatures. Maybe in constructed but the format may be a bit quick for it at the minute, in limited however this is an all star.

Vizier Of The Menagerie

This guys is insane, like absolutely bonkers. Four mana for a 3/4 is not a bad start, it's easily splashable and then allows you to spend mana as any colour for creatures, it gives you extra information on top of your deck and if that top card is a creature you can just play it from the top and lose no card advantage. If Vizier Of The Menagerie doesn't see constructed play I'm going to be disappointed as it easily has the potential for big things.

Watchful Naga

Watchful Naga is below the curve for green but able to draw a card without having to discard as well can be pretty powerful, the downside is that it doesn't untap obviously, which does take away slightly, but even getting one card from this guy will make it worth playing.

That's green all seen, next will be the Artifacts and Aftermath cards so keep checking Game Changers for more gaming news.