// floating card image

Thursday, July 27, 2017

Set Review: Commander 2014 Part 5 – Green

July 17, 2015 by  
Filed under Review

Hi and welcome back as we continue with Commander 2014 set review. For today article we will be looking at the last color for Commander 2014 which are the new Green cards added for this set. As per the previous reviews, we will look into each card’s political and self value; also not forgetting to look at how each might fare or impact the normal variant. So without further ado, let us begin the review.

 

Green:

There are a total of 9 mono Green cards in the set as follows:-

Creeperhulk

Creeperhulk

  • This Creature reminds of Gigantomancer, another Green Creature from Rise of the Eldrazi set. Both Creatures has activated ability to change the power and toughness of one Creature you control. Creeperhulk although having a higher activation cost than Gigantomancer, has the benefit of a lower cc (Creeperhulk 5cc; Gigantomancer 8CC). Creeperhulk also has a higher power and toughness than Gigantomancer (Creeperhulk 5/5; Gigantomancer 1/1) making it harder to kill. Besides the above mentioned differences, both Creatures are what I would refer to as effective alpha strike Creatures. They can make unblocked Creatures into huge Creatures. In fact their ability can be view as a form of power and toughness enhancer; with Creeperhulk giving Trample in the process as well. If your main winning plan is to beat down on opponents with Creatures, then the Creeperhulk is a good add to your deck.

  • Given its cc versa power and toughness, Creeperhulk is quite a decent Creature to begin with. Considering the amount of mana needed to cast Creeperhulk, you could at least change two Creatures you control to base power and toughness of 5/5. I see some potential of it in Green Stompy decks as a finisher.

Grave Sifter

Grave Sifter

  • Retrievers are always a welcome add to EDH decks given the long duration of each game. Grave Sifter gives the benefit to Tribal decks especially. Also its symmetrical ETB effect gives it political bargain with other players. It may not be an all powerful add to decks but is definitely a political add.

  • Given its high cc, casting it is really out of question for the Legacy format it can be in. Luckily its ETB effect still triggers when it is reanimated onto the battlefield. All in all, I would not recommend using it as the Creatures are only return to the hand. And if you are not playing Tribal, the cc is not worth it for play in the deck.

Lifeblood Hydra

Lifeblood Hydra

  • A very decent Creature with its replacement LTB trigger of card draw and life gain when it dies. The good thing about the Hydra is that since the number of +1/+1 counters on it determines the amount of card draw and life gain you get; and +1/+1 counters can be increase even after the Hydra is on the battlefield. Forced Adaptation, an Aura which is also in the same color as the Hydra, is one of the ways which comes to mind for growing the Hydra every upkeep. The ability Proliferate also comes to mind for that purpose; and Contagion Clasp and Contagion Engine are no strangers serving that purpose while increasing whatever counters you want in the process. If Proliferate is too slow for you, consider adding Blue to the mix and use Gilder Bairn and Vorel of the Hull Clade, both which double number of counters on targeted permanent. All the while with all the increasing of +1/+1 counters, you also get a huge attacker with Trample in the process. Not too bad of Creature to add to your deck; and even better if you include ways to increase the counters on it.

  • Given the intensive amount of mana needed to pump into the Hydra when casting it to achieve its high rewards. Unless the deck can produce a lot of mana, it will be very hard to get the Hydra to huge size. That being said, it is still a decent late game Creature to add to your deck. Perhaps a Green Devotion deck to pump up the Hydra.

Siege Behemoth

Siege Behemoth

  • Another one of the Alpha strike Creatures, the Behemoth has the added protection of Hexproof. The attack trigger is what gives it the Alpha strike captain. Blockers become useless when the Behemoth attacks as it makes all your attackers able to assign their combat damage to the opponent. A must add if your deck depends on Creatures attacking to win.

  • Not much of an impact as I can see for normal variant, given that the Behemoth has to attack along with the gang in order to trigger its assign combat damage as though it werent block. Reanimation will not work on the turn it is reanimated unless you have ways to give it Haste. Not highly recommended add.

Song of the Dryads

Song of the Dryads

  • Neat way to neutralize opposing permanents for Green. Like Darksteel Mutation, the Song neutralizes permanent by turning it into a harmless Forest. This Aura is especially useful now since Indestructible has become a common evergreen ability. With the Song, now mono Green decks have an extra way to deal with Indestructible permanents. Another added bonus to this is that putting a Forest on your opponents side allows your Creatures with Forestwalking to attack him or her. More ever the Song can also be use to color screw opponent by turning a crucial color Land into a Forest; especially good against non-Green players. A good add to your deck if your play group has a lot of multicolor players

  • All above mentioned points for the Song in EDH applied for it in normal variant too. In my opinion its a pretty versatile card with some potential.

Sylvan Offering

Sylvan Offering

  • The Green part of the Offering cycle and the most political one of them all. It offers players who are behind a chance to catch up when they are lacking in Creatures. This is especially important when trying to take down a public enemy at the table. It may not be an all out assault, unless your Creatures have Haste, but the Creature given to your opponents are all ready to attack when your opponents turn come by. As with the other Offerings in the cycle, you can also choose different opponents for the effect, one can gain multiple allies along the way.

  • The spell political value becomes an Achilles’ heels for the spell in normal variant. Unless your deck purpose of winning is to give your opponent Creatures, this spell is actually very bad in normal variant. All may look ok as both sides has the same amount of Creatures to block each other, but things can turn ugly if your opponent is able to give all those new Creatures you had given him or her evasion and you will lose the game there.

Thunderfoot Baloth

Thunderfoot Baloth

  • Green Lieutenant Creature. An overall rather normal midrange Creature when your Commander is not on the battlefield. Different from the other Lieutenants, the Behemoth also pumps your Creatures at the same time and giving them all of all abilities, Trample. This effectively means that its Lieutenant ability is a mini Overrun. Overrun used to be a game winner when it was first printed. Although it is much downsize with the Behemoth, it is also what makes the Behemoth the best among the Lieutenants. Definitely a must add for beatdown strategy decks.

  • As its value is mainly in its Lieutenant ability, the Behemoth just becomes a fairly normal midrange Creautre. Not very value in normal variant.

Wave of Vitriol

Wave of Vitriol

  • A very powerful reset board sweep. Given that the spell effect is force sacrifice, it also deals with Indestructible permanents. As with all board sweep spells, there are ways to play around it and once you break the symmetry of the spell it becomes a one sided board sweep, often the case as you are the one who know the spell is coming. Not a must play but good add if you need an extra board sweep for your deck.

  • Quite a high cc spell even for what it does. Does not seems to be fit into the curve for normal variant.

Wolfcaller’s Howl

Wolfcaller's Howl

  • A rather situational token producer. I had a discussion with someone who had used it in the playgroup and it seems to be rather mild with its effect. Although it looks promising of producing many tokens, in reality unless you cast the Enchantment out early or have ways to tutor for it, the benefits are very little. The best case scenario will to be for example in a 4 men game and every upkeep you are able to get three Wolf tokens. But if your playgroup consists mainly of aggressive deck types, the Enchantment becomes useless and could outright producing no tokens at all. The Enchantment is more of a countermeasure and punishment against Control players and is not that effective if your playgroup are mainly Aggro decks or decks which can off load their hand quickly. The Enchantment can be added for fun but would usually be the first to be considered for replace once you have find better cards. Not a recommended add.

  • Free Creatures in normal variant is always good. The Enchantment may actually has some potential in normal variant Land-D decks or mana denial decks. Since an opponent who cannot cast spells will usually have a large hand size that will confirm the one Wolf token every upkeep.

 

And with that we are all done for the Green cards. Hope you have enjoyed reading our reviews on each cards. If you have any comments of any card otherwise please leave a comment below; 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~

Speak Your Mind

Tell us what you're thinking...
and oh, if you want a pic to show with your comment, go get a gravatar!