Dominaria Set Review - Green

Dominaria Set Review - Green

Dominaria is going to be incredible. With so much power, so much nostaligia, and so many bizarre yet strangely appealing card designs, this set is going to be one for the record books.  Playing off of old favorites while infusing them with new life, I'm convinced that Dominaria will become one of the classic sets in Magic: The Gathering.  Let's kick off this set review with every single green card in the set.

Image result for dominaria mtg

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 Ixalan and Rivals of Ixalan:

Limited:

10 - First Pick, Monster Bomb - Tetzimoc, Primal Death, Vraska, Relic Seeker
9 - Excellent, Cream of the Crop - Regisaur Alpha, Ravenous Chupacabra
8 - Powerful but Specific Cards - Elenda, the Dusk Rose, Direfleet Poisoner
7 - Great but Not Worth Switching Colors For - Crested Herdcaller, Impale
6 - Strong Cards on Curve for the Backbone of your Deck - Exultant Skymarcher, Martyr of Dusk
- Always Playable Cards to Fill Out - Hunt the Weak, Fathom Fleet Boarder
4 - Decent Cards that Might Serve a Purpose - Hardy Veteran, Frilled Deathspitter
3 - Unexciting Picks You Don't Want to Play - Sun-collared Raptor, River Darter
2 - Bad Cards You Want to Avoid - Jade Bearer, Canal Monitor
1 - Stone Cold Unplayable - Strider Harness, Shatter

Constructed:

10 - Multi-Format Staple, Instant Classic -
9 - Extremely Powerful, Create Standard Archetype - Rekindling Phoenix
8 - Will See Play in Multiple Decks and Archetypes - Jadelight Ranger
7 - Strong Roleplayer in Certain Decks - Ghalta, Primal Hunger
6 - Decent Chance to See Play - Twilight Prophet
- Might See Play, Likely Sideboard - Golden Demise
4 - Probably Not But Just Might Squeak In - Mastermind's Aquisition
3 - Almost Certainly Not Going to Make It - Champion of Dusk
2 - Never - Temple Altisaur
1 - So Bad That People Will Challenge Themselves to Make a Deck Where it Works - Storm the Vault

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

Adventurous Impulse

Adventurous Impulse
A Strategic Planning that can only pull a land or a creature seems like something that might make it. The fact that the extras go to the bottom of your library rather than the graveyard really hurts this card but being only one mana may be enough to push it into constructed, if only by a tiny stretch. For limited, I think this card is decent if unexciting. You may put it in, especially if your splashing colors, but I don't think most decks want this.

Limited: 4.0

Constructed: 3.0




Ancient Animus

Ancient Animus
This is a remarkably strong removal spell for green. Instant speed is a huge upgrade with an added bonus of boosting legendary creatures. Pounce was perfectly playable and this is a strict upgrade. While I doubt this hits constructed play, the fact that it's cheap and fast does give it a chance. Meanwhile, I'll happily play two copies of this in limited and only become wary around the third copy. 

Limited: 6.0

Constructed: 3.0





Arbor Armament

Arbor Armament
A decent combat trick that allows green to pick off flyers. If you have little in the way of interaction, this could be a card you put in your main deck for limited. If you don't have any way to handle a flyer then this gains a lot of utility. Regardless, if you have three or more other removal spells, I'd keep this in the sideboard. Never for constructed.

Limited: 4.0

Constructed: 2.0






Baloth Gorger

Baloth Gorger
A 4/4 for four mana is always going to be played in every limited deck ever and then give it a sizable upside in the late game by letting it become the biggest thing on the battlefield is a recipe for a win. Unless green as a color is pitifully underpowered, I can easily see this as one of the premium commons of the set.

Limited: 6.0

Constructed: 2.0






Broken Bond

Broken Bond
This is a wonderfully flavorful and reasonably powerful card. Clearly, this is meant entirely for sideboards but as a sideboard card, it's pretty good. The added clause of putting a land onto the battlefield ranges from reasonably powerful to utterly atrocious during the late game of limited. With enough powerful artifacts and enchantments running around, this has the tiniest chance of making it into Standard but I think that there are too many better options to choose from.

Limited: 4.0

Constructed: 3.0




Corrosive Ooze

Corrosive Ooze
Don't get me wrong, I'm a fan of grizzly bears with upsides but this one is extremely conditional. If your opponent just happens to be the deck with Blackblade Reforged then, congratulations, you've stonewalled the ground but otherwise, this is a 2/2 for two mana. For EDH, this card might be a reasonable choice due to the prevalence of Lightning Greaves and the like but for any other constructed format, this Ooze is a no-go.

Limited: 4.0

Constructed: 2.0





Elfhame Druid

Elfhame Druid
For limited, I would play this every time. Ramping from two to four mana can be a back-breaking play, especially in green decks. Smashing a Baloth Gorger a turn early is a big play that requires a quick answer. The cute text about kicked spells may be relevant in every tenth game but it still is a decent boost. The fact that this druid has no power is a surprisingly major downside but not enough to ignore the omnipresent power of ramp.

Limited: 6.0

Constructed: 2.0




Fungal Plots

Fungal Plots
It is my greatest hope that there is a Standard saproling deck that can compete with the bigger decks and I'm going to rank this accordingly. The power of recycling old resources for new value is incredibly enticing and the fact that this comes with a way to use your saprolings built in, giving you card advantage is terrific. For limited, I would need to have at least sixteen creatures in order to feel comfortable that I was going to get value since, for two mana, you really need to make three or more saprolings for value.

Limited: 5.0

Constructed: 5.0



Gaea's Blessing

Gaea’s Blessing
I'm convinced that I'm not understanding this card at uncommon because, from what I see, this card seems terrible to me. Shuffling creatures from a graveyard into their owner's library is a reasonable sideboard effect but it is significantly outclassed by numerous other cards. The anti-mill clause is basically worthless in both Standard and beyond.

Limited: 1.0

Constructed: 2.0






Gaea's Protector

Gaea’s Protector
This card is real, real, real bad. You'll commonly trade this for a two-drop and feel disappointed. On defense, it technically blocks and trades up but, if that's the bar we're setting, then we really need to rethink our options.

Limited: 3.0

Constructed: 2.0








Gift of Growth

Gift of Growth
I typically like my combat tricks to have some sort of added protection but Gift of Growth has enough versatility to earn a slot in a limited deck. Untapping your creature allows you to ambush your opponent, while the +4/+4 allows this to occasionally finish games out of nowhere. Too expensive for constructed.

Limited: 5.0

Constructed: 2.0






Grow from the Ashes

Grow from the Ashes
The question that this card poses for Standard is whether or not the ability to cast it on three mana makes it worth while to play over Hour of Promise. Truthfully, I'm fairly confident that that answer is no but it's still an interesting premise and it might squeak in as a fifth copy for the ramp decks. For limited, you really need to be strapped for mana or playing serious and expensive gas to make this worth it.

Limited: 4.0

Constructed: 3.0





Grunn, the Lonely King

Grunn, the Lonely King
What a difficult card to evaluate. A six-mana 5/5 isn't good enough but one that literally doubles it's power and toughness when it attacks in addition to having a kicker that makes it the biggest threat on the battlefield is lot of upside. This does just die to removal but I'm pretty sure that it's going to be worth the risk, especially if you can give it trample somehow. Alright, I'm sold, I'll play this guy as a serious threat in basically every green deck. 

Limited: 6.0

Constructed: 2.0




Kamahl's Druidic Vow

Kamahl’s Druidic Vow
For limited, this is essentially never going to get there unless you draft a sick legend deck with ten or more targets that cost five or less. Even then, you'll need to pay seven mana to get true value most of the time. For constructed, the fact that this can rip planeswalkers makes it far more appealing if a bit janky. Combining this with Llanowar Elves and Chandra, Torch of Defiances and you can pull off some stupid plays. This is a card that begs for innovation and might just be good enough.

Limited: 2.0

Constructed: 5.0



Krosan Druid

Krosan Druid
A 2/3 for three mana looks a bit worse for wear in this format but having a random, late-game upside does add a bit of utility to the druid. If you need a three drop, this seems like a fine addition and will certainly be better in sealed play. Not in constructed, not ever.

Limited: 5.0

Constructed: 2.0







Llanowar Elves

Llanowar Elves
Llanowar Elves is my pick for the most impactful card in the entire set for Standard. The last time this sort of effect was available, it was a four-of in ever deck that could support it and I don't expect it to be any different now. Paradoxically, the format will slow down trying to get a handle on accelerated plays from the green decks. Turn two Jadelight Rangers, Rhonas, the Indomitables, and Steel-Leaf Champions will become commonplace. It is important to note that there are quite a few universal pingers coming out in this set that will pick off these elves but don't expect that to neuter the power of this card. For limited, this card performs nearly as well, allowing you to simply smash unprepared opponents with faster, bigger monsters. Simply back this guy up with removal and you'll be good to go.

Limited: 7.0

Constructed: 9.0

Llanowar Envoy

Llanowar Envoy
Unless you desperately need three drops or expensive mana fixing, I would avoid this card if at all possible. It just doesn't really do anything except be there. Play it when you have to and only then.

Limited: 3.0

Constructed: 2.0








Llanowar Scout

Llanowar Scout
On turn two, Llanowar Scout isn't a terrible play. Putting an additional land on to the battlefield is relevant and helps you power out your stronger cards. However, as it is a 1/3, this is a purely defensive card, lending itself to decks that desperately wanting to reach the late-game as quickly as possible. This is a double edged sword however with Llanowar Scout being as close to useless as possible in the late game. 

Limited: 4.0

Constructed: 2.0





Mammoth Spider

Mammoth Spider
With all of the five-mana 3/3's running around in Dominaria, Mammoth Spider's base stats seem to be in a great place. Add the highly relevant ability of stonewalling most flyers and this arachnid has got the legs to be a key piece of any green deck. I wouldn't take this guy over bomb or removal but it's certainly a step above the dregs of a set.

Limited: 6.0

Constructed: 2.0






Marwyn, the Nurturer

Marwyn, the Nurturer
As a three mana Llanowar Elves to start, Marwyn's got a lot of work to do in order to become relevant. I don't think that there's going to be enough elves that are good enough in their own right in limited to reliably build around this but if you're able to get around five or six without being too underpowered, Marwyn can do some fairly dumb things. In Standard, I think there's a similar problem with not quite enough support yet to justify playing her. Regardless, don't count her out yet because, on the face of it, the ability to cast her on turn two with Llanowar Elves, play two elves on turn three, and then have eight mana available on turn four is a huge swing. 

Limted: 4.0

Constructed: 3.0


The Mending of Dominaria

The Mending of Dominaria
With World Shaper from Rivals of Ixalan, The Mending of Dominaria represents the eighth copy of the effect of putting all lands from your graveyard onto the battlefield in Standard. Combine that with all of the cycling lands and deserts from the Amonkhet block and Fall of the Thran and I cannot stop thinking that there is something going on here. I haven't quite sussed it out yet but I can feel power brewing here and I would not be surprised if The Mending of Dominaria plays a significant role in the future. For limited, this is a five mana enchantment that draws two, guaranteed creatures and then gets some lands. That's not that strong to be honest but if you're a deck with a lot of enter the battlefield triggers or can utilize the land, then this might be worth the expense. Either way, keep your eyes on this one. My spidey senses are tingling.

Limited: 4.0

Constructed: 5.0

Multani, Yavimaya's Avatar

Multani, Yavimaya’s Avatar
Multani has certainly aged well in the years since we've seen him and I think that this iteration might even find a place in Standard. The same argument that I stated for The Mending of Dominaria holds true here with Multani counting lands on the battlefield and in your graveyard. Add to that the fact that you can get this back from your graveyard whenever you want when necessary and the fact that it has both reach and trample and you've got a true monster in limited and a potential role-player in constructed. I'm impressed with Multani, I must say and I imagine that most limited games where this is cast will end extremely quickly thereafter. 

Limited: 9.0

Constructed: 5.0


Nature's Spiral

Nature’s Spiral
As a fixed version of Regrowth, Nature's Spiral still does an admirable job drawing you exactly the card that you need. I do wish that this was an instant but regardless, rebuying your best creature in limited is a valuable play and can change the outcome of a match. While I wouldn't play more than one and I would love to have some enter the battlefield effects floating around in my deck, I still think that the first copy of Nature's Spiral would be valuable for almost any limited deck. I would be surprised if this card is good enough for Standard but I've learned not to underestimate the power of these types of effects. 

Limited: 5.0

Constructed: 3.0

Pierce the Sky

Pierce the Sky
Purely a sideboard card, Pierce the Sky is a fancy name for Plummet which has always been a reasonable card to bring in against the right match up. Never in constructed.

Limited: 4.0

Constructed: 2.0









Primordial Wurm

Primordial Wurm
While I love the flavor and art on this card, it's nothing more than fodder if you don't have anything better to finish the game off. If your deck is missing a finisher, this is a very mediocre option. But, if you need beef, this wurm is beefy.

Limited: 4.0

Constructed: 2.0








Saproling Migration

Saproling Migration
This card feels like such an old school card. As a sorcery speed Raise the Alarm, Saproling Migration is terrific pick for any deck bent on going wide. The upside on this card significantly improves it so that it isn't dead on arrival during the late game. Call me crazy but I actually think this will make it to Standard as well with some sort of Saproling themed deck.  

Limited: 5.0

Constructed: 4.0






Song of Freyalise

Song of Freyalise
First of all, I really need to mention the stunning art that is featured on this card. Truly beautiful. Beyond the aesthetics, Song of Freyalise turns all of your creatures into Birds of Paradise for two turns before boosting all of them with a +1/+1 counters and various keyword abilities. This card feels like one that you don't cast on turn two despite the mana cost. I think that once you have two or three creatures, you can play this bad boy, drop some Saproling tokens and then go off. I think this is a fine role player if you're trying to go wide in Limited but it's not an auto include in every deck. Also, this is really cute in Standard with a board wipe if you time it right, becoming a one sided wrath that should win you the game and that's powerful enough for at least a moment of consideration.

Limited: 5.0

Constructed: 4.0

Spore Swarm

Spore Swarm
This art reminds me of a fairy tale, where supernatural beings are watching you just beyond your view and I love it. Getting three 1/1 Saprolings, a relevant tribe, at instant speed is a great rate for limited. Ambushing a creature or surprising your opponent with three additional attackers is a powerful play, especially with cards like Song of Freyalise. I'm impressed with this card. Now, for constructed, I'm going to continue down my path that hopes for a Saproling deck and, if there is one, this is certainly going to be a part of it. Plus, getting six 1/1's at instant speed with Anointed Procession is pretty bonkers.

Limited: 6.0

Constructed: 4.0


Sporecrown Thallid

Sporecrown Thallid
Sporecrown Thallid is the real hero here in terms of Saproling Tribal. A two-mana lord is nothing to sneeze at, especially when it comes on a perfectly reasonable grizzly bear body. If you have two or more other cards that gain a bonus off of this card, this should be a clear inclusion in any limited deck. As I previously stated, I'm really, really hoping that the power of Saprolings is powerful enough for Standard at least at the FNM level and this little guy will be one of the big reasons. Combined with Metallic Mimic, Spore Swarm, and Tendershoot Dryad seems powerful to me and I'm going to continue to bet on it.

Limited: 6.0

Constructed: 5.0


Steel Leaf Champion

Steel Leaf Champion
Probably the most pushed card in all of green especially with Llanowar Elves, Steel Leaf Champion demands an answer if he is played on turn two. He can't be chump blocked, he's got massive stats, and he's in a relevant tribe. I'm thinking that he will be a key role player in Standard for the months to come. For limited, he's terrific if you can cast him. If you're running 10 or more Forests then this should be one of the best cards in your deck and even playable if you're running less. Unanswered, this card will win games on his own and he brutally punishes any early game stumbles from your opponent.

Limited: 8.0

Constructed: 8.0


Sylvan Awakening

Sylvan Awakening
Plainly this is a late-game card that is going to requires some significant build around. For limited, I'm not sure that this is going to be good enough but on turn seven or eight, it is a way to surprise your opponent with six or eight power that cannot be killed. It's a tough sell since this cards does basically nothing in the early game but the power level is there and it becomes even better alongside mana producing creatures. It's also relevant to note that these remain 2/2 creatures until your next turn, basically neutering any attack that your opponent is considering since they have reach and indestructible. In constructed, I'm betting that this may have a place. It's such a unique effect that combines well with cards that are already strong such as Fall of the Thran, World Shaper, and The Mending of Dominaria that I could see this card making a name for itself. 

Limited: 6.0

Constructed: 5.0

Territorial Allosaurus

Territorial Allosaurus
A 5/5 for four mana is an absolute beating in limited and will dominate any board that it lands on. Giving this two-for-one potential in the late game only pushes this into the realm of excellent. As a creature in a relevant tribe for Standard, I'm not convinced with Ripjaw Raptor out there. I personally don't think that this will break into high-level play but he's fat and he's cheap so you never know.

Limited: 8.0

Constructed: 3.0





Thorn Elemental

Thorn Elemental
For seven mana, this is a terrific finisher. A giant creature that inevitably deals seven damage to an opponent is an incredible discount for an uncommon. The opponent has to put seven power worth of creatures in front of this and then you get the choice of either doming them for seven or murdering most of those creatures. It's a great choice to have and, if you can support the high mana cost, well worth the price of admission. Never in constructed. 

Limited: 6.0

Constructed: 2.0





Untamed Kavu

Untamed Kavu
Wow, this card is amazing. Don't look at it as a 2/2 with upside, look at it as a 5/5 vigilance, trample for five mana with the upside of being able to be played on turn two if necessary. The body on this card is huge and should be played in any limited deck that can use him. I don't think it's good enough for Standard but it will become a limited all-star.

Limited: 7.0

Constructed: 2.0







Verdant Force

Verdant Force
A classic returns with Verdant Force. At eight mana, he's a bit expensive but being able to pop out Saprolings on each player's upkeep is powerful, essentially guaranteeing you 9 power. While this card is a must-kill in limited or you will simply die in a couple of turns, it's also really expensive so you need to make sure that your deck doesn't die before you cast this behemoth. As for constructed, there's a tiny chance but, honestly, there's better things to be doing as sad as it is to say goodbye to a former format staple.

Limited: 6.0

Constructed: 3.0




Wild Onslaught

Wild Onslaught
If you're trying to go wide with your limited deck, this is certainly a card that can win you the game in the long-run, especially at instant speed. However, you're going to need at least 3 creatures to really get value out of this making it a bit situational. The versatility of kicker here does elevate it slightly but one copy is more than enough for any limited deck. 

Limited: 5.0

Constructed: 2.0






Yavimaya Sapherd

Yavimaya Sapherd
This card is actually just great value. You're getting three power spread across two bodies for three mana and that has always been historically great in limited and I don't expect that to be any different here. If you managed to play a turn two Sporecrown Thallid, then you're really doing it here. I'm going to continue to put my money where my mouth is as I expect that if Saproling tribal is a thing, this will be an important card for that archetype at the three drop slot.

Limited: 6.0

Constructed: 4.0



Thanks for reading!

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