About
Alessandro Portaro
23 Years old from Rome, Italy
Top 8 ProTour Philadelphia 2011
Money finish at PT Barcellona, Montreal and San Diego
Top 8 Grand Prix Turin 2012
Pro level: Gold member 2012-2013 season
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Welcome back to the fifth part of the Theros set review. Today
it’s time to talk about Green!
This is my second article of the series, tomorrow Estratti
will analyze Multicolor, Artifact and Lands. You can find
previous articles in the series at the following links:
White
Blue
Black
Red
THE SYSTEM:
5.0: I’m going to play this card ALWAYS even if it costs me
One Thousand Lashes
4.5: If I’m not playing this card , even if it’s off-color,
means that either my deck is already awesome and I prefer
solidity, I’m blind or I’m drunk.
4.0: Sometimes a beer is not enough and you have to offer a
dinner to be the one! This card is strong. This card is so
strong that I want to splash it most of the times.
3.5: Sometimes you need to offer a beer to be considered
acceptable by a girl/guy, I consider this card strong, In a
draft if someone passes it to me I view it like a signal, In
sealed if I have it in my pool it improves the evaluation of
that color.
3.0: This card is really ok, it will fit always if it’s of my
colors and improves the evaluation of its color in sealed.
2.5: Sometimes you need many beers to consider a girl/guy
acceptable, this is not the case. I play this card always if
it’s in my colors.
2.0: work•er (wûrkr) – Not an aristocrat nor a phenomenon, it
works hard and its Force of Will grants it a workplace most of
the times if it’s of my colors.
1.5: filler [ˈfɪlə] A card used to fill in a gap
You will often play fillers, they are not exciting but you
need to get to 40 cards
1.0: If I’m playing this card in my maindeck there are only 3
options:
a) I lost a bet
b) I’m drunk
c) I’m really ,really ,really short of cards
0.5: “Someday, someone will play this maindeck. But it won’t
be today, and it won’t be me.” [Famous Last Word s] Sometimes
you need to sideboard really bad cards like Shatter to deal
with bomb cards like Umezawa’s Jitte
0.0: I prefer to play football in a minefield than play this
card in my deck.
THE CARDS:
Agent of Horizons
Limited: 2.5
A 3/2 for three is a perfectly average body, capable of
putting at least a little pressure on your opponent and
occasionally trading up in combat. Given the large amount of 2
drops, the two in defense does not make it particularly
exciting but if you have acces to blue, it could be a very
nice clock in stalled games.
Anthousa, Setessan Hero
Limited: 3.5
4/5 is plenty respectable, and the ability is definitely
capable of pushing through lots of damage. If it goes
unanswered, unblocked, and unkilled, and you are able to
enchant or pump Anthousa, Setessan Hero, you’re looking at at
least 12 damage in one attack.
Arbor Colossus
Limited: 3.5/4.0
A 6/6 for five that shuts down the skies is pretty good. The
triple green casting cost is not exciting, but if you have a
few devotion cards in your deck this could be a bonus.
Constructed:
Without Trample or some other kind of evasion ability this
isn’t a very effective attacker, but it does a fairly
tremendous job of crashing into other creatures and killing
them. If your green deck can’t fight an Angel, Dragon, Demon,
or Sphinx, Arbor Colossus could be a good sideboard card.
Artisan’s Sorrow
Limited: 2.5
In the words of Estratti analyzing [Catd]Ray of
Dissolution[/Card]:
In sealed this card gets more value since “Bestow” seems like
one of the mechanics that will shake those games; this spell
can handle, at instant speed, those auras and helps taking
down the “no more” enchanted guy too.
For one mana more Artisan’s Sorrow can destory artifacts also,
and scry 2 is generally more rewarding then to gain three
life.
Boon Satyr
Limited: 4.0
This is exactly what i want to have in a limited deck. Many
are the game situations which can generate Boon Satyr, all of
them absolutely great. If enchanted on an evasive creature, it
becomes a fast and devastating clock for your opponent. Using
it as a pump in combat, we will always do at least a 2 for 1.
We could kill a creature of approximately equal value, then
stay with a big threat enchanted, or we will trade a creature
much bigger than ours, and end with a 4/2 in play.
Constructed:
4 power for 3 mana is unusual, even for Green. That alone
makes this card attractive just because it hits as hard as a
Loxodon Smiter. Flash is a nice upside that lets you play Boon
Satyr as either pseudo-removal, ambushing a ground attacker,
or as a way to gain an edge against control decks by sneaking
it in at the end of their turn. It also has Bestow, any green
deck attacking with 5 mana open has a strong bluff that will
really make your opponent hesitate and possibly screw up.
Boon Satyr will be a strong option in green aggro and midrange
decks.
Bow of Nylea
Limited: 4.0/4.5
This card does about a million things, each of which will
perform differently in different situations.
Attacking creatures you control have deathtouch is quite
strong. There are two creature keyword abilities that have
particularly good synergy with deathtouch: First Strike and
Trample. An attacking creature with either of those abilities
is effectively unblockable, since its next to impossible to
set up a profitable block.
Put a +1/+1 counter on target creature is always a useful
effect, and makes the combat phase even more difficult for
your opponent.
Deal 2 damage to target creature with flying is incredibly
specific but very powerful when relevant.
Gain 3 life every turn is an attractive option in a lot of
situations. Persistent life gain effects can seriously
frustrate aggro opponents by pulling you out of alpha strike
range.
Put up to four target cards from your graveyard on the bottom
of your library in any order could be nearly useless, but
combined with life gain every turn represents a real chance to
win by ‘milling’ slowly your opponent.
Centaur Battlemaster
Limited: 2.0/3.0
This is a solid limited card, assuming you get a hold of a few
enchantments, this card can get out of control very quickly.
Commune with the Gods
Limited: 1.5
You can dig into your deck to get more information and choose
the right tool for the current game state. This option is more
powerful when you have bombs to dig to.
Playable, this could be the last slot of your deck if you need
a card to play.
Constructed:
The role here is the same role that Grisly Salvage plays,
digging for creatures while stocking your graveyard. If you
can’t benefit from both halves of that (meaning you need some
graveyard synergy) then this isn’t a very strong card. If you
can benefit from both halves then its potentially very strong,
offering something similar to a 2 mana 2-for-1.
The existence of Scavenging Ooze makes me a little skeptical
about its use in this standard.
Defend the Hearth
Limited: 1.0
The problem with Fog is that you spend both mana and a card to
gain a very temporary effect (some life). In some game states,
this can trick your opponent into making a losing attack, but
in most, it gets you nowhere. Defend the Hearth is still not
exciting but it is at least a little better than Fog. Because
creatures still take damage, you can theoretically cast this
to gain some life while still making any advantageous blocks
you want to.
Fade into Antiquity
Limited: 2.0
This isn;t as good as Artisan’s Sorrow, but it’s pretty close.
Sorcery speed is a real downgrade, as is having no scry.
Feral Invocation
Limited: 3.0/3.5
This is a very solid trick/buff, one of the better ones in the
set at common. It is persistent as well as instant speed, this
lets Green players bluff effectively and intimidate their
opponents any time they have 3 mana open in the combat step.
Hunt the Hunter
Limited: 0.5
This is just a sideboard card. As with the rest of the
same-color hate cycle, this will be very good against other
green creatures.
Karametra’s Acolyte
Limited: 3.0
Great card for slow decks. This wall could be a good blocker
while ramping your bombs or allows you to make the Monstrosity
effect of your creatures.
Leafcrown Dryad
Limited: 2.5
You’ll usually want to cast this for its bestow cost because
doing so is very cheap and because a 2/2 reach isn’t that
impressive. As an aura, it’s fairly respectable, and can
either help pound blockers into the ground or set up a
creature that blocks the sky.
Mistcutter Hydra
Limited: 3.5/4.0
The ability to fill out your curve on demand is the best part
of all, haste is a very powerfull ability in monster like this
and the anti-blue clauses are certainly relevant a fair amount
of the time as well. This card is a good bomb to have for any
limited deck.
Constructed:
You’ll never beat the efficiency of the also uncounterable
Loxodon Smiter with this, but if you’re not playing GW and
need a threat you can stick through a wall of countermagic
this might be an option. Its not great though. Most
counterspell decks also have plenty of non-blue ways of
cleaning up creatures on the board, but you might be able to
annoy a UW control player with this by slipping past both his
counterspells, Detention Sphere and Azorius Charm
Nemesis of Mortals
Limited: 3.5
The 5/5 body and monstrosity 5 makes this card a huge threat
in this format. If you have it in your starting hand, trying
to trade creature could be a good strategy to evoke this
monster at turn 4-5.
Nessian Asp
Limited: 3.0/3.5
Its a 4/5 for 5 and reach, great value for this format,
Monstrosity 4 makes this a late game threat. Best green
common.
Nessian Courser
Limited: 3.0
The most common power/toughness in Theros is 2/2. There are 10
common creature that are 2/2. The second most common are 2/1
and 3/3, with 5 common creatures for each type.
So a cheap 3/3 is very great in this set.
Nylea, God of the Hunt
Limited: 3.0/3.5
Giving your other creatures trample is only going to be useful
if you have some large creatures that don’t already have
evasion. Nylea doesn’t give herself trample though.
The activated ability is very powerful, making your combat
phases a bit stronger, but it costs 4 which is a lot.
Constructed:
I don’t think most of green decks needs to play Nylea, God of
the Hunt. Getting up to 5 devotion in Green is pretty possible
with stuff like Burning-Tree Emissary and Kalonian Tusker
helping get there, and Green decks just in general favoring
high creature counts, but it’s unclear if a heavily green
creature aggro plan is something that’s worth doing. There’s
nothing about any of her abilities that encourages unusual use
cases, or building around her, so ultimately I think this God
might struggle the most out of all 5 of them to see any real
play in Standard.
Nylea’s Disciple
Limited: 2.5
This is nothing special, a good card against aggro which I
always like to have at least one copy in my limited deck.
Nylea’s Emissary
Limited: 3.0
The bestow is what really makes this a good card, giving one
of your creatures +3/+3 and trample is great, and if they
manage to deal with that threat you are still left with a 3/3.
The Green one of the cycle, probably the most powerfull in
late game.
Nylea’s Presence
Limited: 1.0
It draws a card and is mana fixing which this set is very
short on. It could be not so bad if you are planning to play
more than 2 colors or if you want to splash some goodies.
Ordeal of Nylea
Limited: 1.5
It’s just not as powerful as the rest of the cycle. In a
white-green deck with a lot of Heroic we will probably play
it.
Pheres-Band Centaurs
Limited: 2.0
This is a lot of toughness, it is quite resilient and can
block basically all the creatures in the set. It works well in
a blue-green tempo deck with a lot of flyers.
Polukranos, World Eater
Limited: 4.5/5.0
The 5/5 body for 4 is already very strong in limited, and the
Monstrous ability is a loaded gun, waiting for a victim. If
your opponent has chump blockers that need to be cleared away,
you go Monstrous and eat them and then attack with an enormous
hydra.
Constructed:
Polukranos has a lot of potential to dominate the table, even
if it dies to Doom Blade. For 4 mana you have a big guy in
play and with five mana, generally the turn after you cast it,
you can [Cards]Pyroclasm[/Card] any number of opponet’s
creatures, which means a strong play against some aggro decks.
I will try this monster in the future.
Reverent Hunter
Limited: 2.5/3.5
You’ll need to have 2 devotion to green on the table before
you cast Reverent Hunter before this is more efficient than
other 3 mana creatures you could choose to play instead. This
is also just seriously degraded by opponent’s removal spells
and is terrible after your board has been swept. But sometimes
you’ll also cast this as about a 6/6 for three.
Satyr Hedonist
Limited: 1.5
Not a terrible card to have if you’re playing Gruul, could
help ramp you in the early game.
Constructed:
It gives you the option of landing a 5 mana spell on turn 3
with no additional help. Thats a big burst of tempo that can
overwhelm some opponents. Makes for some interesting
deckbuilding options and might be an option in RG ramp decks.
There’s also, of course, the potential of doing something
degenerate with a recursion engine. Infinite mana loops may
eventually be possible. Not in the current card pool, and
possibly not ever in Standard, but maybe out there somewhere.
Satyr Piper
Limited: 2.0
There are a couple uses for this… making them block your best
creature to chump block it if they don’t have an answer,
making them block your worst creature so you can get through
more damage, and a few other permutations of this theme. Since
your opponent retains so much control over his decisions, none
of these modes is ever going to be crippling, and they all
require specific board states to even be effective.
Savage Surge
Limited: 2.5
These kind of trick are always good, even more with the Heroic
theme.
Sedge Scorpion
Limited: 1.5/2.0
It’s a one mana card that blocks and kills everything. But it
has a lot of bad qualities: it suffers from evasive creatures,
tramplers, and first strikers, it’s not good at racing, and
dies to conditional removal like Spark Jolt. It has the role
of 23rd card.
Shredding Winds
Limited: 1.0
This kills all the flyers in the set. Definetely a good
sideboard card which any time you could play main deck for
known reasons.
Staunch-Hearted Warrior
Limited: 1.5/2.5
Casting this as a four-mana 2/2 is a big liability unless you
can follow it up with a targeted spell. Green has a few
options and other colors obviously have some contributions
too, but you have to be pretty dedicated to heroic before you
are happy to run this. a WG deck could be its home.
Sylvan Caryatid
Limited: 3.5
This awesome mana ramp and mana fixing spell will also be able
to block all manner of 2/2s thanks to its 3 toughness.
Constructed:
The perfect replacement for Farseek. It is not just a mana
dork, not just a good blocker, but its invulnerability to any
kind of spot removal makes him possibly one of the best 2
mana-ramp spell ever for a non-Scapeshift deck. Probably too
much competition for him to see many Modern games, but it will
surely be a staple for the next green-based Standard midrange
decks.
Time to Feed
Limited: 3.0
This may seem a little overcosted but this is the set for
heroic, and using this on the right target could be very
powerfull. There are very few removal in Theros, and it is
pretty good removal for green, whose creatures are plenty big
enough to take advantage.
Voyaging Satyr
Limited: 3.0
Ramp should be great in this set, as accelerating into some of
the top-end plays in the format and into your monstrosity
costs should be able to give you some big edges.
Vulpine Goliath
Limited: 2.0
There are better cards in the set to be picked over this,
however it’s not the worst. It’s still just a dorky six-drop,
so you can’t get that excited about it.
Warriors’ Lesson
Limited: 2.0/2.5
Most of the double-target spells are pretty good, it could
give us card advantage and activate double Heroic. This card
is at its best when paired with blue or white fliers, and will
probably be less impressive with red’s midrangey beaters and
downright bad in black decks.
Green seems pretty solid in this set. Having access to the
biggest bodies in the format, it is able to assist aggressive
decks with midrange bodies and control decks with big
finishers. Green also has mana accellerator and mana fixer,
which help tempo and control strategies.
Green should pair well with all the colors. Probably the best
way to go green are:
G/U tempo with monsters and bounce, on the theme of
Monstrosity
G/W aggro with a lot of enchants creature and trick, on the
theme of Heroic
I hope you liked this review, tomorrow don’t miss the last one
of the series.
See you soon!!
Alessandro Portaro