Aether Revolt Set Review - Green

Aether Revolt Set Review - Green

The beginning of 2017 ushers in one of the most powerful and dynamic Magic: The Gathering sets in recent memory. Aether Revolt is filled with fascinating interactions bound to make waves in limited and constructed play. Next up on our list to review are all of the green cards.


I will be reviewing each card on it's applications in both limited and constructed with a score out of ten. Here are examples of cards that have been scored on each level from Kaladesh:

Limited:
10 - First Pick, Monster Bomb - Angel of Invention, Saheeli's Artistry
9 - Excellent, Cream of the Crop - Aetherstorm Roc, Skyship Stalker
8 - Powerful but Specific Cards - Marionette Master, Cultivator of Blades
7 - Great but Not Worth Switching Colors For - Insidious Will, Architect of the Untamed
6 - Strong Cards on Curve for the Backbone of your Deck -Thriving Rhino, Thriving Grubs
- Always Playable Cards to Fill Out - Aether Theorist, Riparian Tiger
4 - Decent Cards that Might Serve a Purpose - Wayward Giant, Sage of Shalia's Claim
3 - Unexciting Picks You Don't Want to Play - Nimble Innovator, Ghirapur Guide
2 - Bad Cards You Want to Avoid - Terror of the Fairgrounds, Curio Vendor
1 - Stone Cold Unplayable - Demolition Stomper, Perpetual Timepiece.

Constructed:
10 - Multi-Format Staple, Instant Classic - Smuggler's Copter
9 - Extremely Powerful, Create Standard Archetype - Aetherworks Marvel
8 - Will See Play in Multiple Decks and Archetypes - Harnessed Lightning
7 - Strong Roleplayer in Certain Decks - Nissa, Vital Force
6 - Decent Chance to See Play - Noxious Gearhulk
- Might See Play, Likely Sideboard - Cloudblazer
4 - Probably Not But Just Might Squeak In - Filigree Familiar
3 - Almost Certainly Not Going to Make It - Aethersquall Ancient
2 - Never - Ghirapur Orrery
1 - So Bad That People Will Challenge Themselves to Make a Deck Where it Works - Madcap Experiment

Click here for other Aether Revolt ReviewsBlackRedWhite, BlueMulticoloredArtifacts

So let's get on with it. Here's the limited and constructed review of every green card in Aether Revolt. Enjoy!

Aether Herder


Aether Herder does a great job of filling the curve of any green deck. It adds energy, it can use energy to make Servos, and its a basic Hill Giant (3/3 for four mana). While certainly not the most thunder pumping pick up, it's consistent and reliable, giving you a card that you can safely play and know exactly what it's going to do.

Limited: 5.0

Constructed: 2.0








Aetherstream Leopard


Another fine card that you'll be happy to play as long as you have a spot on the curve. It fits in with the energy decks (though I believe that thriving rhino is a better choice) and practically guarantees a four damage on turn four as no one really wants to block a 4/3 trampler that's going to get worse next turn. A reliable three drop that you'll play and not look back from.

Limited: 5.0

Constructed: 2.0







Aetherwind Basker


The energy based Craterhoof Behemoth is here. Honestly, this guy is an absolute beating generating a fair amount of energy just by entering the battlefield or attacking with other creatures. Then he uses all that energy to get massive. This guy works really well with mana dorks and other creature accelerators, rewarding you for the depth of your battlefield. Basically, if you have three creatures on the field when Aetherwind Basker enters the battlefield and when he attacks, you're attacking with a 15/15 Trampler if you use his second ability. For limited, he simply wins the game so never, ever pass him unless there's no chance you can cast him. For constructed, he's such a powerful threat that I hope to see him in some ramp, energy strategy. Unfortunately, he's really not well positioned in this format, particularly without haste against all the either aggro or Emrakul.

Limited: 10.0

Constructed: 4.0

Aid from the Cowl


Another combo card that unfortunately doesn't work as well as you'd hope, at least for constructed. The problem is that you want to trigger this and then get something awesome out of it. However, since you need both permanents to leave the battlefield and the fact that lands count as permanents, you'll more often than not be disappointed by the result. However, in limited, this ability feels much better because there's a lot more random combat that happens, allowing you to trigger this quite a few times. I'm still wary about playing card that doesn't have a direct impact on the board but if you've built a grindy limited deck, this form of card advantage might take you over the top.

Limited: 5.0

Constructed: 3.0



Druid of the Cowl


Who doesn't like mana dorks? In limited, Druid of the Cowl is a high-priority pick that should be taken directly after bombs and premium removal. It lets you ramp into your more powerful spells sooner than your opponent which provides huge amounts of tempo. Also, a 1/3 is a decent body to use as a blocker early in the game. With Servant out there to provide ramp to energy decks, I can't imagine that Druid will make it to constructed but if there's a turbo ramp strategy, then Druid might make the cut.

Limited: 7.0

Constructed: 4.0





Greenbelt Rampager


So, I've heard some people ranting and raving about how incredible this card is but I'm still squarely on the fence about it. The pluses are that you can generate a pair of energy for one green mana and then cast a 3/4 on turn 3. Also, it can can quickly pilot a vehicle before returning to your hand, letting you pilot anything with Crew 3 or less on turn two. It also triggers Revolt. The downsides, however, are as follows. For one, you MUST pay the two energy and can't choose to simply return it to your hand for energy. Secondly, it requires other cards to be good in constructed. I can imagine the nut draw being the 7/11 vehicle on turn one, then cast two Greenbelt Rampagers on turn two, piloting the 7/11 and smashing. At the very least, it's a fascinating card that engenders discussion. I do believe that it's powerful but I'm not sure it's going to live up to all the hype. In limited, it's great if situational. Pick highly but not above premium removal.

Limited: 7.0

Constructed: 5.0 (Potentially much higher, but for now, I'm not convinced)

Greenwheel Liberator


Greenwheel Liberator is solid as turn two 2/1 but gets much better when it can come down as a 4/3 for two mana. If you have the ability to trigger Revolt early, then Greenwheel Liberator is actually just great. If not, then he's still a fine dude. Pick this guy only if you're in green and there's basically no other bombs or removal in the pack. For constructed, I'm not entirely convinced but the possibility of using fetchlands is an interesting proposition in Modern. I'm not convinced that it will out play Tarmagoyf though. In Standard, with less options to trigger Revolt early, Greenwheel Liberator is unlikely to see play outside of very specific decks that are yet untested.

Limited: 6.0

Constructed: 4.0



Heroic Intervention


Well, the anti-board wipe is here and it's fine. In limited, you can make a seemingly suicidal attack that would trade a bunch of creatures before dropping this and hopefully getting a two or three for one. Additionally, you can use it to protect you huge monster bomb, whichever seems better. There's a lot of versatility to an effect like this and that's why it's a rare. Personally, I would prefer a solid creature or an efficient removal spell to this but I would always play it. For constructed, it might just make it into a few sideboards here and there for it's utility.

Limited: 7.0

Constructed: 4.0




Hidden Herbalists


Essentially, Hidden Herbalists is a free grizzly bear provided you lost a permanent this turn. While reminiscent of the incredible Burning-Tree Emissary from Gatecrash, Hidden Herbalists unfortunately is simply not as powerful seeing as the ability is conditional. Regardless, a repeatable enter the battlefield effect that gives mana is a recipe that combo players love. If someone finds a way to flicker this repeatedly for one mana, since Revolt triggers off of itself, it will be an infinite mana engine. That's some powerful stuff that shouldn't be ignored or discounted. In limited, as a 2/2 for two mana it is already playable, with the occasional Revolt bonus just icing on the cake.

Limited: 5.0

Constructed: 6.0


Highspire Infusion


The perfect combat trick for any deck interested in generating energy. Giving +3/+3 to a creature is big enough to basically kill anything and getting a pair of energy for your trouble is a great added bonus. For limited, pick this higher than most other tricks, particularly if you want ways to generate incidental energy. Now, with the Electrostatic Pummeler decks in Standard, Highspire Infusion has a higher chance then normal to making it to constructed. I don't know how much the Pummeler deck wants to mess with it's list but, if there is room the sixty, Highspire Infusion seems like a natural fit.

Limited: 5.0

Constructed: 4.0




Lifecraft Awakening


It's an instant! It's an instant! It's an instant! This card is so much better than it could have been and I have to thank WotC for not letting be bad. As a powerful trick that permanently boosts creatures or vehicles, it's already pretty good. But the ability to turn random artifacts into powerful creatures during your opponent's end step is a game changer for limited. I'm always taking picking this highly and I'm excited to play it. In draft, take this early and aggressively, especially if you don't want to send a loud signal that green is open. However, the second copy becomes a lot worse so only pick one highly. Will this make it to constructed? Probably not, as it's reliant on other creatures and sets you up for a damaging two for one.

Limited: 7.0 (If it's your first copy), 5.0 Otherwise

Constructed: 3.0


Lifecraft Cavalry


Definitely one of the best Revolt cards in green for limited, especially at common. A 6/6 with trample for five mana is a splendid rate and you'll always want to pick this guy up. By the time you reach your fifth turn, you should have more ways to trigger Revolt making Lifecraft Cavalry more appealing than some of the cheaper Revolt creatures.

Limited: 6.0

Constructed: 2.0








Lifecrafter's Gift


While a bit on the expensive side, it does get better with the more synergy that you commit to it. If you are on the +1/+1 counters plan, then this card is a great way to boost a lot of your creatures. If you're not, this card is simply not really worth playing unless you have no other interaction at instant speed. I would say that you want at least 4 to 5 other spells that add counters before this becomes an interesting option. However, at that point, it's actually just great at beefing up your team and surprising your opponent.

Limited: 6.0 (If you're in the counter deck), Otherwise 4.0

Constructed: 2.0





Maulfist Revolutionary


Immediately, a three mana 3/3 is great and any ability afterwards is just a bonus. Fortunately, her abilities boost her even higher with trample preventing chump blocks and a dual triggering ability that will essentially add two +1/+1 counters. So, for three mana, you get a 3/3 trampler that adds a pair of counters over the course of the game. That's an incredible deal that you'll want every time that you build a limited deck. Pick this highly and even over removal if you have a counter themed deck.

Limited: 7.0

Constructed: 2.0





Monstrous Onslaught


Now, here is the premiere removal spell for green. If you have a 5/5 out when you cast this sorcery, it's a massive blowout, likely killing two or three creatures. Being able to spread around the damage has historically been amazing and this is no exception. On a completely offtrack side note, where is this hydra? The same hydra is featured on at least two separate cards in Aether Revolt but doesn't have a card of its own? Hmmm, the flavor Nazi in me is not happy.

Limited: 8.0

Constructed: 2.0






Narnam Renegade


This card is uncommon for a reason. A one mana deathtouch creature will always be incredible in limited. Nobody wants to trade with it but they have to and that's what makes it so good. Take this highly even if you're going to be aggressive. The Revolt ability is a cute bonus, especially at one mana, but should never be a reason to hold this card in your hand. As we've seen, getting a +1/+1 counter does matter in this format so don't discount that power either. Simply a great card for green.

Limited: 7.0

Constructed: 2.0





Natural Obsolescence


Cheap artifact removal at its best. You'll want at least one copy of this in every main board limited deck because it efficiently removes a threat at instant speed. In fact, it's so efficient that I can absolutely see this gracing the sideboards of constructed decks as a cheap, green answer to Smuggler's Copter.  Either way, you'll certainly want one in limited and while I wouldn't spend early draft picks on it, I would definitely make sure to nab one before they're gone.

Limited: 5.0

Constructed: 5.0






Peema Aether-Seer


There's that hydra again! Why doesn't it have a card of its own? Maybe it's in Kaladesh. One sec. I mean, is this Bristling Hydra? Alright, either way, this card is decent role player in the limited energy decks and can easily garner you 3-5 energy without too much trouble. The ability to make a creature block can be pretty solid but it's by no means overpowered. It's nice that if Peema Aether-Seer enters on her own, she can still power her own ability at least once. Pick this up if you want to be generating energy.

Limited: 5.0

Constructed: 2.0






Prey Upon


Removal is good. You want removal. This particular removal spell is not great in this format thanks vehicles and Servos. Does that mean I won't be taking this removal in draft or sealed? No it doesn't. However, I believe that you should take generally strong creatures over this removal spell.

Limited: 5.0

Constructed: 2.0









Ridgescale Tusker


When I first read this card, I couldn't believe it. By a fair margin, this is one of the best uncommons in the entire set for limited. Only the best of the best removal and the bombiest of bombs should be taken over the Tusker. As a five mana 5/5, it's already powerful. But then you add a +1/+1 counter to every single creature you control? Dear sweet mother of pearl, that's a pushed uncommon. If you pass this in draft, you have created a green play to your left, just count on it. Simply an incredibly powerful card for limited that will never disappoint you when you cast it.

Limited: 8.0

Constructed: 2.0




Rishkar, Peema Renegade


We have arrived at another one of the cheap, legendary creatures in Aether Revolt and Rishkar, Peema Renegade holds his own fairly well. Providing four power when he enters the battlefield is nothing to scoff at and his ability ramps considerably, allowing for a potential six mana on turn four. If you want to get cute, you can actually cast Rishkar's Expertise after you cast Rishkar for all the flavor. In limited, he's a bomb that provides a lot of power for minimal investment. In constructed, he's pushed just enough to become relevant in some decks. I also appreciate the fact that he doesn't specify what type of counters the creatures need to have in order to produce mana, making him a spicy choice for commander.

Limited: 8.0

Constructed: 5.0


Rishkar's Expertise


The bustedness just gets bustier as far as the Expertise cycle goes. While this relies on having at least a semi-large creature in play, it's still unfathomably incredible. It's important to note that you may cast one of the cards that you draw off the first part of the spell. If you draw an Angel of Invention off of the initial part of the spell, you may then cast it, for free, off of the second part. So, it's a first pick, windmill slam ultra-bomb in Limited that will always over-perform and will make your opponents either scoop immediately or sigh, sit back in there chair, and cry a little bit on the inside. For constructed, the power level of this card is so astronomically high, especially if you ramp into it, that it simply must be played by someone at least to find out whether or not it's viable.

Limited: 9.0

Constructed: 6.0

Scrounging Bandar


I love that this guy comes into play with +1/+1 counters already on him, allowing him to trigger any counters-matter cards immediately. Additionally, the graft/modular ability of moving counters around has always been decent, particularly with other cards that support it.  This cat monkey is simply a good two drop for basically any green deck, giving you a versatile grizzly... cat monkey.

Limited: 6.0 (if in a counters-matter deck), Otherwise 5.0

Constructed: 2.0







Silkweaver Elite


Shockingly, here's another great, on-curve card for green. A 2/2 with reach is nothing to write home about but if you triggered Revolt, it becomes much better. Honestly, this is probably the card I want the least on curve but I can't argue with the straight value if I'm able to draw a card. If you're confident your revolt triggers than this is a good pick. If not, then I would go with the leopard in the three mana slot.

Limited: 4.0

Constructed: 2.0







Unbridled Growth


Finally, a bad card! I didn't think I was going to get a bad card in all of green for limited but, thankfully, we've got Unbridled Growth to be just a bad as it looks like it is. The one thing that it has going for it is that when you sacrifice it, you trigger revolt. Regardless, that doesn't make this card good. You'd have to be in three or more colors with multiple revolt cards to make this card even playable. I simply wouldn't mess with this.

Limited: 2.0

Constructed: 2.0







The Best Green Cards for Limited: Aetherwind Basker, Rishkar's Expertise, and Ridgescale Tusker

The Best Green Cards for Constructed: Hidden Herbalists?, Rishkar's Expertise, and Greenbelt Rampager


Click here for other Aether Revolt Reviews: BlackRedWhite, BlueMulticolored, Artifacts

Thanks for reading and I hope you enjoyed!

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