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Tuesday, October 17, 2017

Set Review: Commander 2013 – Green

August 28, 2014 by  
Filed under Review

Chord of Calling M15

All shall heed the call of nature.

Hi and welcome back as we continue with Commander 2013 set review. Today article we will be looking at the last color for Commander 2013 which are the new Green cards added in this set. As per the previous reviews, we will talk about each card’s political and self value; also not forgetting to look at how each might fare or impact in normal variant. So please join us as we look into each card.

 

Green:

There are 7 mono Green cards in the set as follows:-

 

Bane of Progress

Bane of Progress

  • Starting the list for Green is a board sweeper, which in Green case, is always about non Creature permanents. For the Bane, it is a board sweeper for Artifacts and Enchantments. It may seem small for its body, 6cc for 2/2. Due to its cc, it is most likely a mid to late game play, which is just fine since most people focus on building up in the early games in EDH. Everyone in our play group has a Sol Ring in their deck since it is in every Commander deck. Combine that with other Artifacts which are like staples for every EDH decks, there is no shortage of Artifacts on the battlefield. So it will most of the time grow to huge or humongous size when it enters the battlefield if casted normally without acceleration. Definitely a good add to any deck which is looking for a board sweep for Artifacts and Enchantments.
  • Quite a decent reanimate target since it is just an ETB (Enter the Battlefield) effect. Also due to its low power, it is also within range for reanimation by Reveillark. Although I have yet to see a Legacy deck using Reveillark, but one leaving the battlefield and bringing a Bane of Progress onto the battlefield full of Artifacts and Enchantments does sounds rather scary for an opponents who has lots of it on the battlefield. Not quite the powerhouse but still a rather decent Creature in my opinion as a sideboard choice against Artifact heavy decks.

 

Curse of Predation

Curse of Predation

  • The Green part of the Curse cycle of Commander 2013. This Curse makes even the smallest Creatures seem like a big army. The catch here is that each Creature attacking the cursed player gets a +1/+1 counter. So even a zero power Creature gets to deal some damage. This would usually make short work of the cursed player soon if it is not dealt with. Good political tool to help everyone since the bonus come in the form of +1+/1 counters which will stays on the Creature even when the Curse leaves the battlefield making it benefiting the table as soon as it hits. Good teamwork to finish off the nemesis of the table.
  • This is also one of the more playable Curses of this Curse cycle for normal variant. It will be a good boost to Green Stompy decks or Aggro decks with Green. Since Stompy decks are all about attacking with Creatures, now that is a +1 to all attacking Creature for all your attacks on the cursed player, which is always your opponent here. The Curse also is a combo with the Spike Creatures as they all work on +1/+1 counters. Adding on to them, another famous deck type, Stupid Green, might have a chance to shine in Legacy. Since the +1/+/1 counter is put onto the Creature as soon as they attacks the cursed player, you could protect your army should things get out of hand with Spike Weaver (one of the star player of Stupid Green). There is some potential in this Curse.

 

Naya Soulbeast

Naya Soulbeast

  • Quite a random Creature to be effective. Since you have no control over other players’ library top card, it is very difficult to decide when to cast the Soulbeast. What worse is that its ETB trigger requires it to be cast and it has a huge cc, a total of 8cc, to make it even harder to work out. Although there are cards like Lantern of Insight to help you gain intel of your opponents’ library top card, a lot of time you may just hit Lands or low cc cards to make the Soulbeast not such a good choice.
  • Too high cc to use in Legacy. Plus there are only two players in normal variant to allow the Soulbeast to grow to huge size; and a lot of Legacy decks have tons of very low cc cards.

 

Primal Vigor

Primal Vigor

  • Dubbed the lesser Doubling Season in our play group, this Enchantment is more specific with what counters it is doubling. Instead of doubling all counters put on permanents, Primal Vigor only doubles +1/+1 counters placed on Creatures. Due to that, all the insane combos with Doubling Season will not be available here with Primal Vigor. Even so it is still a very powerful Enchantment to add to decks already using Doubling Season as who would mind having one more Doubling Season. Combine this with Parallel Lives; each token you produce is quadruple due to the three Enchantments (Doubling Season; Parallel Lives; Primal Vigor).
  • Not much of an impact for normal variant. Doubling Season was played mostly due to the fact that it doubles all counters leading to some insane combos with Planeswalkers and such. Primal Vigor is a bit short on this to be good for play. If tokens are the win con here, then Parallel Lives might be a better as it has a lesser cc.

 

Restore

Restore

  • This is one of the top rated cards in our play group. As long as there is Green in the deck then this card will most likely be used. Graveyard retrievals are good way to recycle resources. The best part of this Sorcery is that it extends that resource to your opponents’ graveyard too. Now you could pull any Land from any graveyard to your side. Really saves you a lot $$$ to get those expensive Lands. As my good friend Manferd always says, “Why go buy all those cards when you can use your opponents’ ones?”

    IMG_0003

    “Why you bother to buy that huh?”

  • Restore is very similar to Regrowth for both have the same cc and are graveyard retrieval cards. Restore differs here for it only retrieves only Land card but from any graveyard. This may seems like a bit of problem here in Legacy as many would think that unless you are playing Land-D decks, it might not have a lot of targets to use on. Still there is some potential in this card as there is another group of Lands in Legacy which are used rather extensively and are always in the Graveyard. Those Lands in question are the Fetchlands which usually will be used once they hit the battlefield. Thus in a way, Restore is like a Fetchland in a body of a 1G Sorcery.

 

Spawning Grounds

Spawning Grounds

  • This card reminds me of my favorite token producing card, Squirrel Nest. Both Auras do the same thing; Enchant Lands and give them a tap ability to produce tokens. The differences here are that Spawning Grounds has a higher cc and produces bigger tokens. But due to the similarities, Spawning Grounds can still be used in the same combo as Squirrel Nest with Earthcraft. Either way, this Aura is a good add and an upgrade to your deck if you already have the Squirrel Next + Earthcraft combo in your deck. There may be only one such card like Earhcraft but now with Spawning Grounds the combo can be achieved easier by one more card. Also the tokens are bigger and not so easily killed off; a problem which I usually faced when trying to finish off everyone only to have someone casted an instant which deals one damage or gives all Creatures -1/-1 totally wiping out my whole army of Squirrels.
  • The cc is a bit too high to use in normal variant. If the deck is bent on using the Squirrel Nest + Earthcraft combo, then it is still better and easier to stick to the original.

 

Tempt with Discovery

Tempt with Discovery

  • The Green part of the Tempting Offer cycle and the most powerful one at that. This Sorcery may seem high at 4cc for a Land searcher if no one takes up the offer. But the benefit will start snowballing if someone takes up the offer. Most ramp spells normally search for only basic Lands and put them onto the battlefield tapped. Tempt with Discovery totally tops that by allowing players to search for a Land and putting it onto the battlefield untapped. This is what makes it the most powerful part of the Tempting Offer cycle. There is clearly no disadvantage playing this spell at all, regardless you are playing it for self gain or political gains.
  • This spell plays differently in normal variant. Due to the fact that there is only one opponent, it is very similar to Reap and Sow except you do not get to destroy Lands with it or Entwine it. It would be a 4cc Land tutor thus with the possibility for searching for two Lands. It might be better if the cc is a bit lower but tutor cards are always potentially powerful cards. Especially one which search and put the searched cards onto the battlefield. All good points being said, it is still a bit tight to be very good in normal variant in my opinion.

 

And with that we are done for the Green cards. We hope you have enjoyed reading our humble reviews on each cards. Do leave a comment of what you think of any card otherwise; or as usual if I had missed out some interesting ways which you had found to use them, do share it with us. Do stay tune for last few cards of the set which shall follow up soon. Thus till then…..

 

This is yours truly, Edward “Reaper King” Leong, signing off.

:D~

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