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Drafting M10 - Green - Luke Collins (9/13/2009)

Green has historically been the power color of limited draft. In the time period where drafts became popular (Invasion Block, by my reckoning, as it was the first to really push the draft archetype, and was also there for the birth of Magic Online), most of the super-powerful cards had been removed from the other colors, and 7th Edition to 10th Edition were known for being very slow draft formats, where big creatures were king. As such, Green, having the biggest creatures and the mana acceleration to get them out, ended up being the ´´best´´ color. It might not have the most bombs or the best cards, but because it could almost always field big men, it could take advantage of the slow game and fight its way out.

Green still has those same powers of big men and access to lots of mana, but the format has shifted. While still much slower than Shards of Alara, M10 is much faster than 10th Edition, and the small creatures are much more relevant than they used to be. As such, green's ´´big dumb guys´´ are not as relevant as they used to be. Also, there aren't as many of them, as the small size of the set has forced Wizards to only put in a few big men in order to leave room for other relevant tricks and spells. As such, Green isn't the ´´best´´ color anymore, but it's certainly very strong. Since its ´´show new players´´ concepts are very strong in limited, it doesn't have a lot of ´´dead´´ cards that are simply in there to bend the rules. I think that Black and White have moved ahead of it when it comes to being main colors, but Green is perfectly capable of being a main color or a support color, and is also essential for fueling splashes.

Please remember that I use a harsh evaluation system to divide cards into letter-grade tiers, and that personal preference is always important in card selection. A cards are bombs or near bombs, B cards are very strong, C cards are your typical ´´mass´´ cards, D cards are barely playable, F cards shouldn't be played, and S cards are intended for the sideboard or special circumstances.

Acidic Slime
Acidic Slime
Acidic SlimeSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Ooze
Rarity:
U
Number:
165
Artist:
Karl Kopinski
Power:
2
Toughness:
2
Text:
Deathtouch (Creatures dealt damage by this creature are destroyed. You can divide this creature's combat damage among any of the creatures blocking or blocked by it.) When Acidic Slime enters the battlefield, destroy target artifact, enchantment, or land.
- This is one of my favorite Green cards for limited. Being Uncommon, odds are you will open one or two in each draft, and their 3GG mana cost means that they tend to get passed by anyone not playing Green as a main color. People look down on it due to its high cost and small body, but it's incredibly powerful. With so little removal available to Green, and so many artifacts and enchantments that NEED to go, this ´´sideboard without a sideboard´´ card is an excellent selection. Since it destroys lands, its second ability is never a dead draw (even if it may not be very important) and its Deathtouch ability means that it can always at least trade with a creature later on, meaning it's usually a 2-for-1, highly unusual for Green. - A

Ant Queen
Ant Queen
Ant QueenSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Insect
Rarity:
R
Number:
166
Artist:
Trevor Claxton
Power:
5
Toughness:
5
Text:
{1}{G}: Put a 1/1 green Insect creature token onto the battlefield.
- The ability to quickly create an army of tokens is always powerful, and the fact that you're getting a 5/5 body for 5 mana to boot is just wonderful. At the very least you can create two Ants the turn after it comes into play, and its fat body means it's very hard to kill if it doesn't get involved in combat. Ant Queen
Ant Queen
Ant QueenSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Insect
Rarity:
R
Number:
166
Artist:
Trevor Claxton
Power:
5
Toughness:
5
Text:
{1}{G}: Put a 1/1 green Insect creature token onto the battlefield.
allows you to quickly amass a huge swarm of chump blockers, leaving your bigger men free to attack. And once the swarm gets big enough, you can swing through with the team for victory. - A

Awakener Druid
Awakener Druid
Awakener DruidSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Human Druid
Rarity:
U
Number:
167
Artist:
Jason Chan
Power:
1
Toughness:
1
Text:
When Awakener Druid enters the battlefield, target Forest becomes a 4/5 green Treefolk creature for as long as Awakener Druid is on the battlefield. It's still a land.
- You're effectively paying three mana for a 4/5 Treefolk with this guy, which is very strong. While he's vulnerable to removal, you don't lose the land of he dies, and you may in fact find yourself killing or sacrificing him in order to ´´save´´ your Treefolk land by turning it back into a plain ol' forest. Remember also that if you play him on your fourth turn and have him target a land that you played on a previous turn, the resulting creature does not have summoning sickness, as the permanent has been in play for more than a turn (the old man-land rule). Four hasty power on turn four is hard to stop, making the Druid one of the stronger creatures in the game early on - A

Birds of Paradise
Birds of Paradise
Birds of ParadiseSet: Revised Edition
Cost:
1
Color:
Green
Type:
Creature
Sub Type:
Mana Birds
Rarity:
R
Artist:
Mark Poole
Power:
0
Toughness:
1
Text:
Flying T: Add one mana of any color to your mana pool. This ability is played as an interrupt.
- It accelerates you no matter what color you have, and it's one of the only things in Green allowed to fly, making it a great target for enchantments and equipment. It's also very much needed in Constructed, making it a high demand card. You've been playing with this guy for years, you must know how good he is by now. - A

Borderland Ranger
Borderland Ranger
Borderland RangerSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Human Scout
Rarity:
C
Number:
169
Artist:
Jesper Ejsing
Power:
2
Toughness:
2
Text:
When Borderland Ranger enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.
- A lot of people are complaining about how just changing the creature type on Civic Wayfinder
Civic Wayfinder
Civic WayfinderSet: Ravnica City of Guilds
Cost:
3
Color:
Green
Type:
Creature
Sub Type:
Elf Warrior Druid
Rarity:
C
Number:
157
Artist:
Cyril Van Der Haegen
Power:
2
Toughness:
2
Text:
When Civic Wayfinder comes into play, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.
means that he's suddenly much less powerful, and while that is true in Constructed he's just as good as he always was in Limited. He ensures you get a fourth-turn land drop in a color that you need, and he's big enough to do some actual fighting. - B

Bountiful Harvest
Bountiful Harvest
Bountiful HarvestSet: Magic 2010
Color:
Green
Type:
Sorcery
Rarity:
C
Number:
170
Artist:
Jason Chan
Text:
You gain 1 life for each land you control.
- This is one of those cards which is out there for new players who protect their life total, not yet used to the idea that your life total only matters when it's less than one. Bountiful Harvest
Bountiful Harvest
Bountiful HarvestSet: Magic 2010
Color:
Green
Type:
Sorcery
Rarity:
C
Number:
170
Artist:
Jason Chan
Text:
You gain 1 life for each land you control.
will probably net you 8-9 life, maybe even 10 if you hold out, but usually that only adds a turn or two in terms of giving you options. You could consider it a 23rd card if you need it or are using a deck with limited early defense, but if you genuinely need this card, your deck probably has problems that few cards can solve. - D

Bramble Creeper
Bramble Creeper
Bramble CreeperSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Elemental
Rarity:
C
Number:
171
Artist:
Carl Critchlow
Power:
0
Toughness:
3
Text:
Whenever Bramble Creeper attacks, it gets +5/+0 until end of turn.
- A 5/3 that can't block effectively is nothing to get too excited about. It has five power for five mana, making it not useless, but it trades with a lot of creatures at Common and it dies to Lightning Bolt
Lightning Bolt
Lightning BoltSet: Revised Edition
Cost:
1
Color:
Red
Type:
Instant
Rarity:
C
Artist:
Christopher Rush
Text:
Lightning Bolt does 3 damage to one target.
. Definitely a mass-card. Not bad, but not good either. - C

Centaur Courser
Centaur Courser
Centaur CourserSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Centaur Warrior
Rarity:
C
Number:
172
Artist:
Vance Kovacs
Power:
3
Toughness:
3
- Green is supposed to get cost-effective mid and late range creatures, and this guy certainly is a good mid range creature. In previous Editions, he'd have been very good because he'd be a 3/3 for 3 when most cost 4, but as it is, he's mostly just a general use guy now. - C

Craw Wurm
Craw Wurm
Craw WurmSet: Revised Edition
Cost:
6
Color:
Green
Type:
Creature
Sub Type:
Wurm
Rarity:
C
Artist:
Daniel Gelon
Power:
6
Toughness:
4
- He's been around forever, and he's always been relevant in Limited because he's got six power for six mana. You could certainly do worse for a big dumb guy who's great for attacking, but you could do better too. Still, because he's a big man in a world of small men, and because he pretty much always has to be blocked by multiple creatures, he's marginally better than all the other ´´big dumb guys´´ green has in the common slot. - B

Cudgel Troll
Cudgel Troll
Cudgel TrollSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Troll
Rarity:
U
Number:
174
Artist:
Jesper Ejsing
Power:
4
Toughness:
3
Text:
{G}: Regenerate Cudgel Troll. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
- With four mana for four power and Regenerate
Regenerate
RegenerateSet: Magic 2010
Color:
Green
Type:
Instant
Rarity:
C
Number:
202
Artist:
Rebecca Guay
Text:
Regenerate target creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
, Cudgel Troll
Cudgel Troll
Cudgel TrollSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Troll
Rarity:
U
Number:
174
Artist:
Jesper Ejsing
Power:
4
Toughness:
3
Text:
{G}: Regenerate Cudgel Troll. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
is very strong, although not quite a bomb. His four power means he can kill almost everything at the Common level, and his Regenerate
Regenerate
RegenerateSet: Magic 2010
Color:
Green
Type:
Instant
Rarity:
C
Number:
202
Artist:
Rebecca Guay
Text:
Regenerate target creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
ability means that he can charge in every turn and always come back for more. He's very strong and should only be passed up for a proper bomb. - B

Deadly Recluse
Deadly Recluse
Deadly RecluseSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Spider
Rarity:
C
Number:
175
Artist:
Warren Mahy
Power:
1
Toughness:
2
Text:
Reach (This creature can block creatures with flying.) Deathtouch (Creatures dealt damage by this creature are destroyed. You can divide this creature's combat damage among any of the creatures blocking or blocked by it.)
- My friends and I call small creatures which are intended to be blockers ´´speedbumps.´´ This is the ultimate speedbump, since it has spikes and landmines embedded in it. While it will pretty much always die when it blocks, its Deathtouch ability means that it will never die alone. A two-mana Spider that can trade with a Dragon, Demon
Demon
DemonSet: Divine vs Demonic
Cost:
0
Color:
Colorless
Type:
Creature
Sub Type:
Demon
Rarity:
C
Power:
*
Toughness:
*
Text:
Flying
or Angel is very relevant, especially since Green has no real air defense. - B

Elvish Archdruid
Elvish Archdruid
Elvish ArchdruidSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Elf Druid
Rarity:
R
Number:
176
Artist:
Karl Kopinski
Power:
2
Toughness:
2
Text:
Other Elf creatures you control get +1/+1. {T}: Add {G} to your mana pool for each Elf you control.
- Like the other ´´lords´´ in this set, the Archdruid suffers from the fact that it doesn't have a lot of people to lord over within the set itself. I see it as one of the stronger ones though, since it can ramp up the mana base to very high levels, and throw out lots of mana for X-spells like Fireball
Fireball
FireballSet: Revised Edition
Cost:
2
Color:
Red
Type:
Sorcery
Rarity:
C
Artist:
Mark Tedin
Text:
Fireball does X damage total, divided evenly (round down) among any number of targets. Pay 1 extra mana for each target beyond the first.
. His ability would be a lot more powerful if he cost less or there were more elves, but it's not weak, and he makes elves able to at least trade in combat. - B

Elvish Piper
Elvish Piper
Elvish PiperSet: Urza's Destiny
Cost:
4
Color:
Green
Type:
Creature
Sub Type:
Elf
Rarity:
R
Number:
104
Artist:
Scott M. Fischer
Power:
1
Toughness:
1
Text:
G, T: Put a creature card from your hand into play.
- The strength of this card really relies on what it can bring out. A lot of people see this as something amazing, since it decreases the cost of any creature to just G. But it's dependent on you getting good creatures, and in general most worthwhile creatures in Limited will come out on their own by turn 5. The real strength of the Piper is that it allows you to cast two creatures per turn, or to cast one while leaving mana open for a trick, or by allowing you to bring a blocker into play during the attack phase. However, this is all dependent on you having something worthwhile in your hand. Still, its ability to bring stuff in at instant speed alone makes it a bomb, it's just not as great as a lot of people seem to think. - A

Elvish Visionary
Elvish Visionary
Elvish VisionarySet: Shards Of Alara
Cost:
2
Color:
Green
Type:
Creature
Sub Type:
Elf Shaman
Rarity:
C
Number:
130
Artist:
D. Alexander Gregory
Power:
1
Toughness:
1
Text:
When Elvish Visionary comes into play, draw a card.
- Another speedbump chump blocker, this guy at least allows you to draw into something. I'm never too excited about these, since while they allow me to draw a card, they give me a body that's too small to do anything without help from the Archdruid. It's not a bad card, but it doesn't do much other than replace itself. - C

Emerald Oryx
Emerald Oryx
Emerald OryxSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Antelope
Rarity:
C
Number:
179
Artist:
Daren Bader
Power:
2
Toughness:
3
Text:
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)
- Green is a popular color, and the G in this guy's casting cost means that he's splashable, but his stats are pathetic. Four mana for two power is terrible, and seeing as he won't do a lot of fighting (he should only be used when unblockable) his three toughness isn't relevant since he can still be easily killed by Lightning Bolt
Lightning Bolt
Lightning BoltSet: Revised Edition
Cost:
1
Color:
Red
Type:
Instant
Rarity:
C
Artist:
Christopher Rush
Text:
Lightning Bolt does 3 damage to one target.
. It's not a bad card if your opponent has a forest, but it's a 23rd card at best if they don't. - S

Enormous Baloth
Enormous Baloth
Enormous BalothSet: Legions
Cost:
7
Color:
Green
Type:
Creature
Sub Type:
Beast
Rarity:
U
Number:
125
Power:
7
Toughness:
7
- I'm really glad they included this guy for the ´´big dumb vanilla creature´´ slot in Uncommon. He's so enormous that he can never really be ignored, and he's very had to kill by blocking. His one green means he's splashable as well, and in a format where size matters, he's just a very good creature. - B

Entangling Vines
Entangling Vines
Entangling VinesSet: Magic 2010
Color:
Green
Type:
Enchantment
Sub Type:
Aura
Rarity:
C
Number:
181
Artist:
Thomas M. Baxa
Text:
Enchant tapped creatureEnchanted creature doesn't untap during its controller's untap step.
- Probably the worst creature removal spell in the set since it doesn't actually kill the creature and requires it to be used first, it's still removal and thus still relevant. It's mediocre, but if you are short on removal you will have to run it anyway. - C

Fog
Fog
FogSet: Revised Edition
Cost:
1
Color:
Green
Type:
Instant
Rarity:
C
Artist:
Jesper Myrfors
Text:
Creatures attack and block as normal, but none deal any damage or otherwise affect any creature as a result of an attack or block. All attacking creatures are still tapped. Play any time before attack damage is dealt.
- Holy Day
Holy Day
Holy DaySet: Legends
Cost:
1
Color:
White
Type:
Instant
Rarity:
C
Artist:
Justin Hampton
Text:
Creatures attack and block as normal, but none deal any damage. All attacking creatures are still tapped. Play any time before attack damage is assigned.
was always a really mean trick when played right, allowing your opponent's alpha strike to evaporate into nothing. Fog
Fog
FogSet: Revised Edition
Cost:
1
Color:
Green
Type:
Instant
Rarity:
C
Artist:
Jesper Myrfors
Text:
Creatures attack and block as normal, but none deal any damage or otherwise affect any creature as a result of an attack or block. All attacking creatures are still tapped. Play any time before attack damage is dealt.
is the same way, only in Green, it tends to be used more to save creatures when things get hairy. It's very strong, especially when played well, but I wouldn't call it a bomb since it doesn't actually help you to win, it just keeps you from losing. - B

Garruk Wildspeaker
Garruk Wildspeaker
Garruk WildspeakerSet: Lorwyn
Cost:
4
Color:
Green
Type:
Planeswalker
Sub Type:
Garruk
Rarity:
R
Number:
213
Artist:
Aleksi Briclot
Text:
+1: Untap two target lands. -1: Put a 3/3 green Beast creature token into play. -4: Creatures you control get +3/+3 and gain trample until end of turn.
- I honestly think that Garruk is the strongest of the planeswalkers in Limited due to his Overrun
Overrun
OverrunSet: Tempest
Cost:
5
Color:
Green
Type:
Sorcery
Rarity:
U
Artist:
Jeff Miracola
Text:
All creatures you control get +3/+3 and gain trample until end of turn.
ability, which can be activated the turn after he comes out (at the cost of him going to the graveyard, of course). Overrun
Overrun
OverrunSet: Tempest
Cost:
5
Color:
Green
Type:
Sorcery
Rarity:
U
Artist:
Jeff Miracola
Text:
All creatures you control get +3/+3 and gain trample until end of turn.
is probably the best card in Limited since it almost ensures a game win if you have three or more creatures in play, and Garruk will create creature for you to Overrun
Overrun
OverrunSet: Tempest
Cost:
5
Color:
Green
Type:
Sorcery
Rarity:
U
Artist:
Jeff Miracola
Text:
All creatures you control get +3/+3 and gain trample until end of turn.
with, as well as give you two free mana per turn. - A

Giant Growth
Giant Growth
Giant GrowthSet: Revised Edition
Cost:
1
Color:
Green
Type:
Instant
Rarity:
C
Artist:
Sandra Everingham
Text:
Target creature gains +3/+3 until end of turn.
- The grand-daddy of all combat tricks, Giant Growth
Giant Growth
Giant GrowthSet: Revised Edition
Cost:
1
Color:
Green
Type:
Instant
Rarity:
C
Artist:
Sandra Everingham
Text:
Target creature gains +3/+3 until end of turn.
allows you to attack into most situations and come out ahead. It counters Lightning Bolt
Lightning Bolt
Lightning BoltSet: Revised Edition
Cost:
1
Color:
Red
Type:
Instant
Rarity:
C
Artist:
Christopher Rush
Text:
Lightning Bolt does 3 damage to one target.
and turns small men into trades, and allows you to push for more damage in the late game. All in all, Giant Growth
Giant Growth
Giant GrowthSet: Revised Edition
Cost:
1
Color:
Green
Type:
Instant
Rarity:
C
Artist:
Sandra Everingham
Text:
Target creature gains +3/+3 until end of turn.
is one of Green's big strengths. - A

Giant Spider
Giant Spider
Giant SpiderSet: Revised Edition
Cost:
4
Color:
Green
Type:
Creature
Sub Type:
Spider
Rarity:
C
Artist:
Sandra Everingham
Power:
2
Toughness:
4
Text:
Does not fly, but can block flying creatures.
- Able to stop Blue's flyers and most of White's, Giant Spider
Giant Spider
Giant SpiderSet: Revised Edition
Cost:
4
Color:
Green
Type:
Creature
Sub Type:
Spider
Rarity:
C
Artist:
Sandra Everingham
Power:
2
Toughness:
4
Text:
Does not fly, but can block flying creatures.
is a necessary defense against enemy air units. Unfortunately it doesn't actually do anything to help you to win, and with four mana for two power it's not cut out to do a lot of fighting. You'll want these in your deck, but you won't get excited about them. - C

Great Sable Stag
Great Sable Stag
Great Sable StagSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Elk
Rarity:
R
Number:
186
Artist:
Matt Cavotta
Power:
3
Toughness:
3
Text:
Great Sable Stag can't be countered.Protection from blue and from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything blue or black.)
- In Constructed, the Stag is a powerhouse which can trample Faeries underfoot and brush off counterspells like nobody's business. In Limited, it's a 3/3. While it's nice that it can't be hit by a Doom Blade
Doom Blade
Doom BladeSet: Magic 2010
Color:
Black
Type:
Instant
Rarity:
C
Number:
93
Artist:
Chippy
Text:
Destroy target nonblack creature.
or Unsummon
Unsummon
UnsummonSet: Revised Edition
Cost:
1
Color:
Blue
Type:
Instant
Rarity:
C
Artist:
Douglas Shuler
Text:
Return target creature to owner's hand; enchantments on target creature are discarded.
, 99% of the time it's just a 3/3 for 3. - C

Howl of the Night Pack
Howl of the Night Pack
Howl of the Night PackSet: Shadowmoor
Cost:
7
Color:
Green
Type:
Sorcery
Rarity:
U
Number:
119
Artist:
Lars Grant-West
Text:
Put a 2/2 green Wolf creature token into play for each Forest you control.
- You're guaranteed to get a huge army with this spell, which is handy, even if the tokens are only 2/2. In general you'll get 3-4 guys, since you should have half forests when you play it, and seven mana for eight power is worth it. It's not exceptional, but it is strong, especially when you are trying to swarm for the win. - B

Kalonian Behemoth
Kalonian Behemoth
Kalonian BehemothSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Beast
Rarity:
R
Number:
188
Artist:
Daarken
Power:
9
Toughness:
9
Text:
Shroud (This creature can't be the target of spells or abilities.)
- Nine power for seven mana? With Shroud? When I saw this card spoiled, I couldn't believe they'd printed it. While Shroud is a minor disability since it can't get Trample, the fact that it's a 9/9 that MUST be killed via combat makes it incredibly powerful. It's definitely the best of Green's ´´big dumb guys´´ and I can't think of much I'd take over it if I was playing Green. - A

Llanowar Elves
Llanowar Elves
Llanowar ElvesSet: Revised Edition
Cost:
1
Color:
Green
Type:
Creature
Sub Type:
Elves
Rarity:
C
Artist:
Anson Maddocks
Power:
1
Toughness:
1
Text:
T: Add G to your mana pool. This ability is played as an interrupt.
- A core set staple for many years now, Llanowar Elves
Llanowar Elves
Llanowar ElvesSet: Revised Edition
Cost:
1
Color:
Green
Type:
Creature
Sub Type:
Elves
Rarity:
C
Artist:
Anson Maddocks
Power:
1
Toughness:
1
Text:
T: Add G to your mana pool. This ability is played as an interrupt.
is as good as it always was. It can come out early and accelerate you, and becomes irrelevant after about turn five due to its small size. It's a great card which really helps Green power out its big men, and players intending to go the Big Green Men route really need to get as many of these as they can. - B

Lurking Predators
Lurking Predators
Lurking PredatorsSet: Magic 2010
Color:
Green
Type:
Enchantment
Rarity:
R
Number:
190
Artist:
Mike Bierek
Text:
Whenever an opponent casts a spell, reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, you may put that card on the bottom of your library.
- This means that, every other turn or so, you'll get a free creature with most Green decks. While expensive to cast, this spell ensures that your army will grow and your deck will thin in the late game. It's not a bomb since it's hard to put creatures on top and you can't choose what you will get, but it's not bad, since you don't even have to draw the creature for it to enter play. - B

Master of the Wild Hunt
Master of the Wild Hunt
Master of the Wild HuntSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Human Shaman
Rarity:
M
Number:
191
Artist:
Kev Walker
Power:
3
Toughness:
3
Text:
At the beginning of your upkeep, put a 2/2 green Wolf creature token onto the battlefield.{T}: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.
- He takes a few turns to get online, but he's Green's only real direct damage guy. It's a real problem that he taps all your wolves and you have no choice as to how damage gets split up, but after two or three turns it reaches the point where you have enough wolves to where you can crush your enemy with them. Remember also that you can assign the wolves as blockers then tap the Master to have them team up to kill a guy, although they will not deal combat damage if they die in the fight. - A

Might of Oaks
Might of Oaks
Might of OaksSet: Urza's Legacy
Cost:
4
Color:
Green
Type:
Instant
Rarity:
R
Number:
106
Artist:
Ron Spencer
Text:
Target creature gets +7/+7 until end of turn.
- If Giant Growth
Giant Growth
Giant GrowthSet: Revised Edition
Cost:
1
Color:
Green
Type:
Instant
Rarity:
C
Artist:
Sandra Everingham
Text:
Target creature gains +3/+3 until end of turn.
is a bomb-like spell, then two and a third of them slapped together must be a super bomb, right? Well, not exactly. At four mana, this spell is too expensive to be a cheap trick, forcing you to leave lots of mana open if you intend to use it. Also, it's almost always too big, +7/+7 is usually much more than you need to save a creature. It's not a bad card, but because it's so expensive and so limited in scope, it's really more intended to be used offensively, by hitting an opponent for 7 or by allowing a trampler to take out an entire team. - C

Mist Leopard
Mist Leopard
Mist LeopardSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Cat
Rarity:
C
Number:
193
Artist:
John Matson
Power:
3
Toughness:
2
Text:
Shroud (This creature can't be the target of spells or abilities.)
- Three power for four mana is okay in Limited, and its Shroud ability means that it can't be pumped, but it can't be killed by spells either. The thing is that it is too small and lacking in other abilities to be very relevant, and as such it usually just ends up trading with a 2/2. - C

Mold Adder
Mold Adder
Mold AdderSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Fungus Snake
Rarity:
U
Number:
194
Artist:
Matt Cavotta
Power:
1
Toughness:
1
Text:
Whenever an opponent casts a blue or black spell, you may put a +1/+1 counter on Mold Adder.
- Able to come down on turn 1 and grow massive against the right opponent, this guy is very powerful coming in the sideboard, but too unpredictable for the main deck. It's also possible that your opponent will hold off on playing Blue or Black spells in order to prevent the Adder from growing, or simply bounce/destroy it once it becomes unmanageable. It's still strong, of course. - S

Naturalize
Naturalize
NaturalizeSet: Onslaught
Cost:
2
Color:
Green
Type:
Instant
Rarity:
C
Number:
275
Artist:
Ron Spears
Text:
Destroy target artifact or enchantment.
- Another sideboard card, Naturalize
Naturalize
NaturalizeSet: Onslaught
Cost:
2
Color:
Green
Type:
Instant
Rarity:
C
Number:
275
Artist:
Ron Spears
Text:
Destroy target artifact or enchantment.
is very strong against a lot of what's in some decks, but in general there's no room for it before sideboarding. Unless you see a lot of very good enchantments and artifacts going around, leave it off to the side for game one, but make sure if you are running green to pick up one or two once they begin to lap. - S

Nature's Spiral
Nature's Spiral
Nature's SpiralSet: Magic 2010
Color:
Green
Type:
Sorcery
Rarity:
U
Number:
196
Artist:
Terese Nielsen
Text:
Return target permanent card from your graveyard to your hand. (A permanent card is an artifact, creature, enchantment, land, or planeswalker card.)
- Yes, it can't bring back your removal spells, but it's still good as it allows you to bring back your best creature, artifact or enchantment. It's not super-powerful and it's very dependent on what you can bring back, but it's a very good card anyway. It should be picked highly, especially if you have something you would want to bring back. - B

Oakenform
Oakenform
OakenformSet: Magic 2010
Color:
Green
Type:
Enchantment
Sub Type:
Aura
Rarity:
C
Number:
197
Artist:
Wayne Reynolds
Text:
Enchant creatureEnchanted creature gets +3/+3.
- This card is on the border of what is acceptable for the risk of enchanting a creature. By making it bigger, it makes the creature harder to kill, and you're getting three power for three mana. But it's still rather risky, and unless you're pairing up with White or Blue, all you'll be doing is making big dumb guys even bigger and dumber. It's iffy, but it has a place in some decks. - D

Overrun
Overrun
OverrunSet: Tempest
Cost:
5
Color:
Green
Type:
Sorcery
Rarity:
U
Artist:
Jeff Miracola
Text:
All creatures you control get +3/+3 and gain trample until end of turn.
- This is quite possibly the best Limited card in M10. I've only seen a game loss after an Overrun
Overrun
OverrunSet: Tempest
Cost:
5
Color:
Green
Type:
Sorcery
Rarity:
U
Artist:
Jeff Miracola
Text:
All creatures you control get +3/+3 and gain trample until end of turn.
if the guy who played it had only one or two creatures or if he was hit by a Fog
Fog
FogSet: Revised Edition
Cost:
1
Color:
Green
Type:
Instant
Rarity:
C
Artist:
Jesper Myrfors
Text:
Creatures attack and block as normal, but none deal any damage or otherwise affect any creature as a result of an attack or block. All attacking creatures are still tapped. Play any time before attack damage is dealt.
/Safe Passage
Safe Passage
Safe PassageSet: Magic 2010
Color:
White
Type:
Instant
Rarity:
C
Number:
28
Artist:
Christopher Moeller
Text:
Prevent all damage that would be dealt to you and creatures you control this turn.
/Cancel
Cancel
CancelSet: Time Spiral
Cost:
3
Color:
Blue
Type:
Instant
Rarity:
C
Number:
51
Artist:
Mark Poole
Text:
Counter target spell.
. Chump blockers and utility men suddenly become massive monsters, and even if they don't bring about a win that turn, they usually wipe the enemy board and allow an easy strike next turn. This is definitely the strongest Limited card at the Uncommon level. - A

Prized Unicorn
Prized Unicorn
Prized UnicornSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Unicorn
Rarity:
U
Number:
199
Artist:
Sam Wood
Power:
2
Toughness:
2
Text:
All creatures able to block Prized Unicorn do so.
- I always hated how Lure
Lure
LureSet: Revised Edition
Cost:
3
Color:
Green
Type:
Enchant Creature
Rarity:
U
Artist:
Anson Maddocks
Text:
All creatures able to block enchanted creature do so.
meant you had to sacrifice a creature for your team to get through. The Unicorn is a little pricey at four mana, and has lousy stats, but its sole purpose is to allow you to alpha-strike unmolested. Play it the turn before you strike, and then let all of your men slip by while it is ripped to shreds. It's not a great card because it won't make you win, but it will definitely break a creature stalemate. - B

Protean Hydra
Protean Hydra
Protean HydraSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Hydra
Rarity:
M
Number:
200
Artist:
Jim Murray
Power:
0
Toughness:
0
Text:
Protean Hydra enters the battlefield with X +1/+1 counters on it.If damage would be dealt to Protean Hydra, prevent that damage and remove that many +1/+1 counters from it.Whenever a +1/+1 counter is removed from Protean Hydra, put two +1/+1 counters on it at the beginning of the next end step.
- This card has lots of potential. If they can't kill it in one swoop, it almost doubles in size, making it very hard to kill. If you play it late, it's usually too big to kill all at once, and will prevent them from attacking if you have it sitting around. The only problem is that it needs so much babying in order to get huge, first in terms of initial mana investment and then in terms of getting it hurt but not killed. As such, it ends up being strong but not a total bomb, especially as it is still vulnerable to spot removal like Doom Blade
Doom Blade
Doom BladeSet: Magic 2010
Color:
Black
Type:
Instant
Rarity:
C
Number:
93
Artist:
Chippy
Text:
Destroy target nonblack creature.
. - B

Rampant Growth
Rampant Growth
Rampant GrowthSet: Classic Sixth Edition
Cost:
2
Color:
Green
Type:
Sorcery
Rarity:
C
Number:
246
Artist:
Tom Kyffin
Text:
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
- A Green staple for years now, Rampant Growth
Rampant Growth
Rampant GrowthSet: Classic Sixth Edition
Cost:
2
Color:
Green
Type:
Sorcery
Rarity:
C
Number:
246
Artist:
Tom Kyffin
Text:
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
is essential for decks that need to ramp up for big creatures or which are splashing various other colors. It also allows you to run big guys even if you have only 16 lands, and helps smooth out the mana curve. You need to get one or two for any green deck. - B

Regenerate
Regenerate
RegenerateSet: Magic 2010
Color:
Green
Type:
Instant
Rarity:
C
Number:
202
Artist:
Rebecca Guay
Text:
Regenerate target creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
- A cute combat trick that lets you save one guy one time, which in general isn't worth a card. If your deck is highly dependent on combat men and has almost no evasion you might consider running it, but really it doesn't offer much. Death Ward
Death Ward
Death WardSet: Revised Edition
Cost:
1
Color:
White
Type:
Instant
Rarity:
C
Artist:
Mark Poole
Text:
Regenerates target creature.
cost W and did the same thing, yet never saw play, and at two mana Regenerate
Regenerate
RegenerateSet: Magic 2010
Color:
Green
Type:
Instant
Rarity:
C
Number:
202
Artist:
Rebecca Guay
Text:
Regenerate target creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
doesn't look like it will be much more popular. - D

Runeclaw Bear
Runeclaw Bear
Runeclaw BearSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Bear
Rarity:
C
Number:
203
Artist:
Jesper Ejsing
Power:
2
Toughness:
2
- The ´´let's get rid of plurals and real animals´´ grizzly bear, Runeclaw Bear
Runeclaw Bear
Runeclaw BearSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Bear
Rarity:
C
Number:
203
Artist:
Jesper Ejsing
Power:
2
Toughness:
2
isn't bad, but he's rather small for a green creature and he can't kill much. But he's cheap and comes out early and trades with a lot of relevant creatures, so he's not useless. - C

Stampeding Rhino
Stampeding Rhino
Stampeding RhinoSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Rhino
Rarity:
C
Number:
204
Artist:
Steven Belledin
Power:
4
Toughness:
4
Text:
Trample (If this creature would deal enough damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player or planeswalker.)
- Because he's one of the few guys with trample I want to rate him higher, but with only four power his trample ability rarely matters much, since it's easy for your opponent to get four toughness together when using a dedicated blocker, a wall, or a pair of smaller creatures. It's good, but not worth getting excited over - C

Windstorm
Windstorm
WindstormSet: Magic 2010
Color:
Green
Type:
Instant
Rarity:
U
Number:
205
Artist:
Rob Alexander
Text:
Windstorm deals X damage to each creature with flying.
- This is really a sideboard card in disguise. With easy availability of Spiders, which can go on the offensive if things get desperate, Green doesn't usually end up needing Windstorm
Windstorm
WindstormSet: Magic 2010
Color:
Green
Type:
Instant
Rarity:
U
Number:
205
Artist:
Rob Alexander
Text:
Windstorm deals X damage to each creature with flying.
as it can't win the game. It can certainly ruin a Blue or White player's day, but so can a well placed Giant Spider
Giant Spider
Giant SpiderSet: Revised Edition
Cost:
4
Color:
Green
Type:
Creature
Sub Type:
Spider
Rarity:
C
Artist:
Sandra Everingham
Power:
2
Toughness:
4
Text:
Does not fly, but can block flying creatures.
. Still, if a player is bringing in lots of flyers or has a number of large flying guys (Angels, Djinns and Demon
Demon
DemonSet: Divine vs Demonic
Cost:
0
Color:
Colorless
Type:
Creature
Sub Type:
Demon
Rarity:
C
Power:
*
Toughness:
*
Text:
Flying
s) then it's good to bring in. - S

Green has the strongest creatures of all five colors, which makes sense considering it's the creature color. It also has very few cards which are unplayable in Limited. The problem is that it has no evasion, excepting Protection from Black/Blue and Forest
Forest
ForestSet: Oversize Cards
Color:
Land
Type:
Land
Rarity:
X
Artist:
Tony Roberts
Text:
T: Add G to your mana pool.
walk. As such, even though it has a very strong creature base and some of the best creatures in the set, it often has trouble getting out of a creature stalemate without Overrun
Overrun
OverrunSet: Tempest
Cost:
5
Color:
Green
Type:
Sorcery
Rarity:
U
Artist:
Jeff Miracola
Text:
All creatures you control get +3/+3 and gain trample until end of turn.
or a lucky Fog
Fog
FogSet: Revised Edition
Cost:
1
Color:
Green
Type:
Instant
Rarity:
C
Artist:
Jesper Myrfors
Text:
Creatures attack and block as normal, but none deal any damage or otherwise affect any creature as a result of an attack or block. All attacking creatures are still tapped. Play any time before attack damage is dealt.
for an alpha strike. Heavy green decks find that they are in a war of attrition, with their big men slowly dying to hordes of smaller men on the other side. This is why Green usually ends up being a secondary color, as it doesn't have the oomph to get in those last few points of damage. This wouldn't be an issue if it had more creatures with Trample, or more ways to grant Trample, but as it stands Green often ends up in a standoff late in the game.

Still, Green is strong enough to be a main color with the right cards, and its big vanilla (or near vanilla) creatures can be very hard to deal with. It's odd, but I think Green has the strongest CARDS in Limited, but it isn't the strongest COLOR, as it is very effectively hobbled by high mana costs and a lack of evasion or removal. In a vacuum, its massive creatures will quickly win the game uncontested, but no opponent is simply going to sit there and let a Craw Wurm
Craw Wurm
Craw WurmSet: Revised Edition
Cost:
6
Color:
Green
Type:
Creature
Sub Type:
Wurm
Rarity:
C
Artist:
Daniel Gelon
Power:
6
Toughness:
4
crush them to death. Also, although the format is slow compared to Shards of Alara Draft, it's still fast enough that Green's lack of good mid-range creatures (note that almost all its mid-range men are vanilla or designed to defend) can be a real problem, especially against a player with strong White or Black rushing creatures. Flying can also be fatal if a Green player doesn't draw a spider and keep it out. I've found that a Doom Blade
Doom Blade
Doom BladeSet: Magic 2010
Color:
Black
Type:
Instant
Rarity:
C
Number:
93
Artist:
Chippy
Text:
Destroy target nonblack creature.
to a Giant Spider
Giant Spider
Giant SpiderSet: Revised Edition
Cost:
4
Color:
Green
Type:
Creature
Sub Type:
Spider
Rarity:
C
Artist:
Sandra Everingham
Power:
2
Toughness:
4
Text:
Does not fly, but can block flying creatures.
when it comes out will often let me win even if they ultimately draw a Green bomb such as Kalonian Behemoth
Kalonian Behemoth
Kalonian BehemothSet: Magic 2010
Color:
Green
Type:
Creature
Sub Type:
Beast
Rarity:
R
Number:
188
Artist:
Daarken
Power:
9
Toughness:
9
Text:
Shroud (This creature can't be the target of spells or abilities.)
.

These powers, matched with these hobbles, make Green one of the most interesting colors in M10 despite the fact that it has so many Vanilla or near-Vanilla creatures. It also makes it the best ´´other´´ color, since it can provide mana and big fat men to decks which otherwise lack them. I think that M10's Green really reflects how Wizards is heavily testing and sculpting the core set to maximize its draftability and fairness, making it powerful enough to play but not so powerful as to be the only color worth playing.


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