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Thursday, July 27, 2017

Set Review: Commander 2015 Part 5 – Green

May 19, 2016 by  
Filed under Review

Nylea, God of the Hunt

“Join the Green Hunt.”

Hi and welcome back fellow EDH-ers as we continue with today article of the new Green cards added for the Commander 2015 set reviewing the last color for the set. As per the previous reviews, we will look into each card’s political and self-value; also touching on how each might fare or impact the normal variant. Thus without further ado, let us begin the review.

 

Green:

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

 

Arachnogenesis

Arachnogenesis

  • On first glance at this Instant it feels a lot like Moonmist, another Instant from Innistrad which also prevents all combat damage that would be dealt in the turn by Creatures not of the specific race. Moonmist case were theme as Werewolves and Wolves. That Instant was powerful as beside the bonus effect as a Fog spell also benefits a Werewolf deck by transforming all Humans. Back to today card Arachnogenesis, it is actually a slight upgrade from Moonmist. Moonmist only transform existing Humans, which in many of the Werewolves cases are a huge boost in power and toughness allowing them to block and kill most attackers they block; since no combat damage will be deal by non-Werewolf and non-Wolf Creatures. Arachnogenesis although do not create big Creatures like Moonmist is a bit more powerful in my opinion for creating Spider tokens out of thin air. The spell can work as a political tool to build an army of Spider tokens; which can be done by having an ally opponent attacking you with his army and casting Arachnogenesis to get the Spider tokens. Since the spell will prevent all combat damage dealt by non-Spider Creatures, there will be no need to block any of his or her attackers. After that you have an army of Spider tokens to help you defense against another opponent. On a last note to the spell, the Spider tokens also conveniently come with Reach making them excellent blockers able to block most attackers. A very tricky defensive card.
  • The card is a very good sideboard card against Aggro Beatdown decks. When the Aggro Beatdown goes in for the alpha strike going all out attacking you that will be the time to cast Arachnogenesis. The spell creates blockers for you and those Spider tokens come with Reach to block almost any attackers and living the combat too. This alone might Turn the Tables on the opponents as your turn comes by and you can attack him or her with the Spider tokens.

 

Bloodspore Thrinax

Bloodspore Thrinax

  • Relatively cheap army builder. I like how clean this Creature’s design is and how much value it generates as it stays on the battlefield. While having a over cost and low starting stats (4cc for only 2/2), it has the resource recycling ability of Devour 1 allowing it to “eat” other Creatures for a +1/+1 counter for each Creature it “eats” when it enters the battlefield. From then on, all Creatures entering your battlefield will be a bonus as long as the Thrinax stays on the battlefield. The best part to the Thrinax ability is that it doesn’t care how the +1/+1 counters get on it, it would just go ahead and give out +1/+1 counters to other Creatures as they enter the battlefield. There are many ways to put or move +1/+1 counters around in MtG thus you do not even have to depend on the Devour 1 it has to get +1/+1 counters. Below are some ways which you may consider to grow the Thrinax for it to grow your army.

 

Doubling Season / Primal Vigor Double number of tokens whenever they are produce.

Double amount of counters whenever they are put on.

Dragon Blood Put +1/+1 counter on target Creature.
Graft Creatures Creatures with the ability Graft which allows them to move +1/+1 counter on them onto another Creature entering the battlefield.
Gilder Bairn / Vorel of the Hull Clade Creatures who can double counters on a target permanent.
Power Conduit Move counters around.
Proliferate Add one counter every time this ability is use.
Spikes A group of Creatures with the ability to move +1/+1 counters on them to other Creatures.

 

All in all, the Thrinax is pretty value for money for most Aggro decks or decks which depends on beatdown to win for as long as it stays on the battlefield, pumping your army as they enter the battlefield.

 

  • Creatures are quite easily dealt with in Legacy thus the Thrinax does not really seems to fare well in normal variant. The ability is still no doubt powerful but requires much time to build up. Not really a great impact on normal variant where beatdown decks can be much faster than EDH.

 

Caller of the Pack

Caller of the Pack

  • The Green part of the Myriad Creature of the set. A very basic attacker for its ability and stats. The casting cost is on the high end though. Not a recommended choice unless you are looking for an extra attacker. Otherwise there are many better choices to choose from.
  • As per previous Creatures of the Myriad set, the Caller’s Myriad also does not make a great impact in normal variant. More ever with its high 7cc for just a Trample 8/6 makes it a very over cost Creature to use.

 

Centaur Vinecrasher

Centaur Vinecrasher

  • The Vinecrasher has Land-D written all over it. The best and fastest way to get Lands into the graveyard is by destroying them. As Lands get fill up in graveyards, that will supports Vinecrasher’s ETB ability of adding a +/+1 counter for each Land in all graveyards. If you are playing a Big Land-D which destroy all Lands every time, the graveyards will be fill with Lands in no time. Vinecrasher will be a very good finisher at that moment. It even has Trample to help ensure damage goes through. Further supporting itself as the Creature fitted for Land-D is its secondary trigger ability of retrieving itself whenever a Land goes to the graveyard from anywhere with a payment of GG. Land-D will help to ensure that can happen. Highly recommended if you are playing Land-D decks with Green in it.
  • What makes the Vinecrasher good in EDH also applies in normal variant too. It serves well in a Land-D deck in normal variant as a highly recommended finisher for Green based Land-D decks. Another reason the Vinecrasher can work in normal variant is due to the highly used Fetchlands in Legacy. Those Lands will contribute to the +1/+1 counters it gets and help trigger its self-retrieving ability.

 

Ezuri’s Predation

Ezuri's Predation

  • This feels to me like a Green board sweep for Creatures with toughness 4 or less but benefits its caster drastically instead. Normally a board sweep will wipe out the board leaving no Creatures behind; the Predation on the other hand not only spares its caster’s army but also give its caster an army to match with his or her opponents’ army. And as if to put salt to injury, the Beast tokens the Predation provides also fights your opponents’ Creatures. This is the part of the spell which makes me felt that the Predation is like a Green board sweep for Creatures with toughness 4 or less. The spell becomes very deadly if your opponents’ Creatures are all smaller than 4/4; that would means that the board will be clear of Creatures except for you. If there is any down side to Predation, it will be its high cc and heavy on Green mana making it hard to splash into other decks.
  • As powerful as it may be, the Predation is very difficult to use in normal variant largely due to its high cc. By the time you are able to cast this spell, you will most likely been overwhelm by opponent’s Creatures.

 

Great Oak Guardian

Great Oak Guardian

  • Great surprise blocker. The Guardian is a quite decent blocker with Reach to block most attacker and not too small too at 4/5. Flash provides it as a nasty surprise for your opponents. What I like about it is its ETB ability is a very defensive ability where it not only pumps Creatures by +2/+2 but also untaps them at the same time. This allow them to be available to block the turn the Guardian enters the battlefield. The ETB ability is also its political tool as it targets a player instead of just doing it on your side. This way you can cast it to help your ally if he or she is being attack after he or she had attacked with his or her army. This ability when used in reverse is also a mini overrun which also leave you Creatures to block after your attack. All in all, the Guardian is a combat trick on the defensive side. It is not so much so as a must add for Green decks due to its high cc. But if you are one who likes to give out boons then the Guardian is actually a very good Group Hug card.
  • Nothing too impressive for the Guardian in normal variant. Creatures with such high cc like the Guardian mostly falls into the reanimation target group and its abilities are quite underwhelming to reanimate.

 

Pathbreaker Ibex

Pathbreaker Ibex

  • This Creature is very similar to Craterhoof Behemoth in that both give your Creatures Trample and a pump till end of turn. The difference lies in that the Behemoth pumps your Creatures by number of Creatures you control; the Ibex pumps by the greatest power among Creatures you control. Also both have a different way to trigger their bonus giving ability; Behemoth is by entering the battlefield and the Ibex is attack trigger. Behemoth trigger is dependable on the fact that whether you control a huge army when it enters the battlefield. Ibex on the other hand is dependable on the highest power Creature you have when it attacks. In fact Ibex trigger ability is actually the Sorcery Overwhelming Stampede. Ibex does has the advantage over Behemoth in that you do not need a huge army to get a sizeable big hit. A pump on one Creature follow by an attack with the Ibex can sometimes end the game there. The Ibex is also value over the Behemoth as its pump ability is trigger every time it attacks unlike the Behemoth where it is ETB trigger. This is good for EDH as normally it is quite rare to be able kill all opponents with an alpha strike. The Ibex can make that alpha strike happen again when your turn comes by. A good add for Aggro beatdown decks.
  • The Ibex may actually be usable in normal variant as it has a decent cc and attack trigger ability. I can see it be of some use in Stompy decks. Who would not like a free Overwhelming Stampede every attack?

 

Skullwinder

Skullwinder

  • Retrievers are highly regard by EDH-ers as games tend to go on very long in multiplayer games. Having the ability to retrieve resources from the graveyard becomes a valuable ability. The Skullwinder brings this to a whole new level. Besides being another Eternal Witness in your deck, it is also your political tool where you can help your ally too. If you do not feel that helpful, you can always choose the opponent with no graveyard to target. A good add to any deck which can use it.
  • Not that useful in normal variant as compare to Eternal Witness. Even with Deathtouch, it is still a very bad call to allow your opponent to return cards from his or her graveyard to the hand in normal variant.

 

Verdant Confluence

Verdant Confluence

  • The Green part of the Confluence cycle. Like the others in the cycle, this Green counterpart is also very useful in its own right. I particularly likes the retrieving card part of it. Although only able to return permanent cards, being able to return three cards for just 6cc is still powerful in the mid or late game which is usually the case with its high cc. The other effect of tutoring for basic Land onto battlefield tapped is also good as ramp and color fixing. High cc bomb spells in EDH is not a rare sight, having that three more Lands is nothing bad at all. For multi-color decks, the Confluence can also serve as the color fixer to get the right color basic Land onto the battlefield. Putting +1/+1 counters would had been a good effect if the spell is an Instant. All in all, I still like the Green Confluence as a 6cc either retrieve three permanent cards to hand or tutor for three basic Land to the battlefield.
  • The Green Confluence high cc is quite questionable for its effectiveness in normal variant even for its effects. The spell might be better as an Instant though. Not too big of an impact for normal variant.

 

And with that we are all done for the Green cards. Hope you have gained some insights after reading our reviews on each card. If you have any comments of any card or any interesting ways of playing the cards please leave a comment or share with us your innovative ways below. Do stay tune for last few cards of the set which shall follow up soon. Till then…..

 

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

:D~

 

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