Worldwake Set Review – Green
Welcome to the Green section of our Worldwake Set Review series. We began with white here, for those just tuning in who’d like to see all the reviews. As usual, I will add my comments, evaluating each card with an eye toward primarily limited play, but with the occasional anecdote on Eternal formats and the beloved EDH format. James will then add his comments evaluating each card for standard, block, and extended play.
Here we go!
Arbor Elf
G
Creature – Elf Druid
1/1
{T}: Untap target Forest.
Rarity: Common
Hmm. Well, I guess he’s essentially a Llanowar elves, which makes him very playable. He’s got a slight edge on the original, though, since you might have a forest that’s a creature, or is enchanted with something like wild growth, or more likely some modern equivalent. Anyway, he’s a great mana ramper, and will let you drop a 3-drop on turn 2, etc. A solid common, especially for monogreen or base-green.
JAMES
Playable. I like this in extended for untapping Murmuring Bosk. This is defintily a good construction worthy card. I say, take out the Llanowar Elf and put in Garruk, Wildspeaker‘s little cousin.
Avenger of Zendikar
5GG
Creature – Elemental
5/5
When Avenger of Zendikar enters the battlefield, put a 0/1 green Plant creature token onto the battlefield for each land you control.
Landfall – Whenever a land enters the battlefield under your control, you may put a +1/+1 counter on each Plant creature you control.
Illus. Zoltan Boros & Gabor Szikszai
Rarity: Mythic Rare
This will be huge for the random monogreen drafter who opens it. Even better is someone who is in Gw or Gr, because they can splash Bold Defense or another global pumper… even something as seemingly innocuous as Goblin Bushwhacker could become quite deadly… the tension in non-mono-green builds, however, will be that the fewer forests you run, the fewer plants you get at the outset. Anyway, this is very solid, giving you a big beater, a ton of tiny guys, and a way to grow them. Alas, as a mythic, you can never really plan for this guy, you just have to get really lucky. Then again, this might be passed by anyone not heavy in green, so maybe you’ll see it more often than the typical mythic… so slightly-less-than-never rather than just “never”.
JAMES
Wow. What a great ability. If you can stick this one turn and then next turn follow up with an Overrun it’s probably good game. It does setup up for boardsweepers like Day of Judgement and the new red sweeper Chain Reaction. But we can look at cards like Cloudthresher which was the same 7cc and know that it’s not completely out of the question for a Green player to plop something like this on the table. If you don’t have an answer it is seriously GG.
Bestial Menace
3GG
Sorcery
Put a 1/1 green Snake creature token, a 2/2 green Wolf creature token, and a 3/3 green Elephant creature token onto the battlefield.
Rarity: Uncommon
Set Number: #97/145
I love the wackiness of this card. How random! Wtf are a snake, a wolf, and an elephant doing together? It almost sounds like some kind of joke… “a snake, a wolf, and an elephant walk into a battlefield…” Anyway, this is a stone cold bomb in limited, and I’m already pumped for monogreen between this crazy uncommon and the Llanowar variant in common. this is not “just” 6 power and 6 toughness for the bargain basement price of 5 mana. It’s THREE bodies! This is very nice. It exponentially increases the relevance of spells like the aforementioned Bold Defense, albeit by an exponent of 3. Still, as Broodmate Dragon should have proved to us all beyond a shadow of a doubt, making several creatures is very very strong, often quite a bit stronger than a comparable creature that rolls solo. This is going to wreck shop, I’m convinced. Just be aware of the sweepers like Marsh Casualties!
JAMES
5 cc for three creatures totaling 6 power/toughness. Interesting. If it was something like “choose one: 6 1/1′s, 3 2/2′s or 2 3/3′s” I might be more inclined to say, “yeah, this is gonna make it” but the lack of options make me think it’s too underwhelming. Compare to the Avenger of Zendikar above and you get a LOT more for your mana.
Canopy Cover
1G
Enchantment – Aura
Enchant creature
Enchanted creature can’t be blocked except by creatures with flying and/or reach.
Enchanted creature can’t be the target of spells or abilities your opponents control.
Rarity: Uncommon
Set Number: #98/145
This is an aura I can get behind. The main reason is that it shields the creature it’s on, protecting you from the ubiquitous 241 associated with auras. It also provides evasion, which is nice… Green has trample and that’s it, typically, but this is a neat combination of the abilities from Troll Ascetic and Elven Riders, all at an affordable cost. If you have something that needs to connect, this is the ticket.
JAMES
Nice. Evasion and shroud. What would you stick this on though? It better be damn worth not playing a more utility card. It’s also fairly narrow. Tough call. Auras just don’t get much loving and with good reason: they suck. lol.
Explore
1G
Sorcery
You may play an additional land this turn.
Draw a card.
Rarity: Common
Okay, this one was contentious on my discussion email thread, but we all ended up with a consensus: this is somewhere between solid and “da bomb.” Okay, break down the scenarios: Ideally you have this in your opener along with 3 or more lands. In that case, it’s a fine turn 2 play, especially if you also happen to have two 1-drops, or say, Arbor Elf and a 2-drop. This card propels you forward in a mana ramp fashion AND replaces itself! Okay, so the mediocre situation: you draw it early, but lack the land drop… you still get to cantrip. If you’re going to miss your 3rd land drop, you might as well play this to cantrip (draw 1). This is still a fine turn 3 play when you’re lacking that crucial early drop. Okay, so least impressive scenario: you draw this on turn 18, in top deck mode. You still get to just “cycle” this for 1G. That’s juuuust fine, folks. Hakuna matatta. No worries. This is solid. I’d probably run as many as 3 in a super fast mana ramp kind of deck, but 2 seems fine, and if you just have the 1, well, just hope to see it extremely early under good circumstances.
JAMES
Playable. Manaramp loves this kinda stuff. It costs the same as Rampant Growth and essentially does a better job at the task: get an extra land in play while also replacing itself. Very nice. Definitely a standard worthy card for Manaramp, Lightsaber and Jund–at least for testing to see how it goes.
Feral Contest
3G
Sorcery
Put a +1/+1 counter on target creature you control. Another target creature must block it this turn if able.
Rarity: Common
Hmm. Not really my style… it’s a pretty telegraphed “trick” and it’s the softest kind of removal, unable to hit tappers, etc. I dislike this.
JAMES
Sort of lame really. why is it so expensive? It’s not a guaranteed removal spell and it only marginally puts the attack phase in your favor…
Gnarlid Pack
1G
Creature – Beast
2/2
Multikicker {1}{G}
Gnarlid Pack enters the battlefield with a +1/+1 counter on it for each time it was kicked.
Rarity: Common
Again with an incrementally better update on a staple limited guy employing multikick. This one’s among the best of the cycle. He’s a grizzly bear! No wait, he’s a hill giant! No wait, now he’s… okay, he’s a 6-drop 4/4… not great but not terrible. Anyway, this is solid all the way around, and will be on par whenever you drop him, or above par really late, where despite being over-costed, you’re getting the flexibility part out of him… remember, this takes up the grizzly bear slot in your deck… you will still, hopefully, have high end guys too, it’s just that this grizzly bear doesn’t envoke the sigh of the original when you draw him late. Good stuff.
JAMES
I really don’t like this cycle. I guess big mana decks like green might see a use…but it’s stupid.
Grappler Spider
1G
Creature – Spider
2/1
Reach
Rarity: Common
Meh. Reach bear. Not bad, not thrilling either. Has its place, which will often be on the bench due to having better options.
JAMES
Wow. Very weak-sauce. I’d almost rather it be a 0/2…but still super lame. 0/2 Deathtouch. lol.
Graypelt Hunter
3G
Creature – Human Warrior Ally?
2/2
Trample
Whenever Graypelt Hunter or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Graypelt Hunter.
Rarity: Common
Trample hill giant on common? This is strictly better than hill giant. This is very playable, even as your only ally. With any other allies, he increases marginally. In a full on allies build, this is going to be one of your premiere beaters thanks to the trample. This is a sick common ally.
JAMES
weak.
Groundswell
G
Instant
Target creature gets +2/+2 until end of turn.
Landfall – If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.
Rarity: Common
No joke! This is the kind of trick you should look for in green. It’s cheap, and usually doesn’t need the land drop to do its job as a simple combat trick type removal spell. For the times when you want to alpha, you should have no problem sandbagging a land for the right turn. This makes me happy. Monogreen was already flush with these kinds of effects, with Vines of Vastwood and Primal Bellow. Now you should be able to draft the exact number of such spells that you want. When I’m in monogreen, I obviously pick Primal Bellow very high, but I might start skimping on the vines, even though they have particular effectiveness against spot removal… but now you can expect to make up for one passed vines in pack 3, at least in terms of tricks / pump.
JAMES
Cool. Green never misses a land drop. “never” lol. Anyway, It’s a decent ability. Not strong enough for constructed necessarily but a neat little pump spell.
Harabaz Druid
1G
Creature – Human Druid Ally
0/1
{T}: Add X mana of any one color to your mana pool, where X is the number of Allies you control.
Rarity: Rare
Well, again we see a theme with the better allies: they’re good enough on their own, and superb in allies. This is no exception. I can definitely see running this without lots of allies, or picking it as my first ally in pack 3. If a constructed allies deck is viable, I’m guessing this is part of it, but it’s too board-committed for constructed I think. We’ll see what James says. All in all, this rare is cool in any green deck, and obviously, even cooler in any strongly allies deck that includes green, as many such decks will.
JAMES
Not bad. It’s no Noble Hierarch but few things in life are. Allies really needed a fixer and this is a cheap, potentially powerful one.
Joraga Warcaller
G
Creature – Elf Warrior
1/1
Multikicker {1}{G}
Joraga Warcaller enters the battlefield with a +1/+1 counter on it for each time it was kicked.
Other Elf creatures you control get +1/+1 for each +1/+1 counter on Joraga Warcaller.
Rarity: Rare
Whoa… a neat rare… also introduces a small elves tribal theme. Anyway, this is a bit slow unless you have several other elves. It’s just that he’s not really big enough to live long unless you pay 6 or more… I dunno. I’m skeptical for limited. I think the times this guy’s killer in limited are few and far between.
JAMES
Nice. Very freaking nice. Elves ala Eldrazi Monument will probably like this one. 3cc for a Glorious Anthem on all your elves? Not bad. Try it out in your Elves! builds.
Leatherback Baloth
GGG
Creature – Beast
4/5
Flavor Text: GEE GEE GEE, BABY BABY BABY
Illus. Chris Rahn
Rarity: Uncommon
Yikes! This is huge for monogreen, obviously. I don’t think any other archetype can even play this, unless you’re maybe base green with a small splash. But holy cow! What a 3-drop! It can stop everything you’ll see on the ground before turn 5 or 6 at the earliest. And it can throw down too! Beats for 4 will have to be contained, and good luck killing this guy with blockers… especially against monogreen! “You have G up? Crap, now what?” I love this… it’s the kind of card that will often be passed to the delight of the monogreen drafter, because others can’t really do with him what’s best. Anyway, monogreen was already a pet favorite archetype of mine in ZZZ. Now I’m even more excited for those packs that I open Gigantiform or something, and go into monogreen.
JAMES
Am I missing something with that flavor text? I’m hoping it’s random, mtg-salvation text that isn’t real. Prety cheap. I like this as Doran #2 but the trip-G may be hard for the builds. Very solid beater in mono-green/Elf builds.
Nature’s Claim
G
Instant
Destroy target artifact or enchantment. Its controller gains 4 life.
Rarity: Common
You know, I liked this a lot early. It’s reminiscent of the speed of Oxidize or Crumble before it. It’s definitely cheap and solid, so I think it will see play. But a pal pointed out to me that this kind of spell ( disenchant variants in general) have fallen out of favor, replaced by creatures with EtB effects doing the same. Krosan Grip will still likely be the de-facto spell for older formats too. But this is an awesome option to have in your sideboard, killing pesky quests or equipment for a low cost, usually putting you ahead on mana. The life gain is negligible compared to the effect of anything you’d spend a removal spell to kill. Anyway, I still like the spell, but I have tempered my impression of it for constructed formats, and I look forward to seeing James’ opinion here.
JAMES
This is a really cheap way of dealing with a Umezawas Jitte. Also great against Edrazi Monument. This is a great looking common. I dunno. I guess as a green mage (whether jund or whatever), I’m not particuarly worried about someone gaining 4 life. Lifegain doesn’t typically worry me when it’s not attached to a creature like Baneslayer Angel or Rhox War Monk.
Omnath, Locus of Mana
2G
Legendary Creature – Elemental
1/1
Green mana doesn’t empty from your mana pool as phases and steps end.
Omnath, Locus of Mana gets +1/+1 for each green mana in your mana pool.
Rarity: Mythic Rare
EDH General? Perhaps… he’s cheap and big, and lends himself to all the various green infinite mana engines. Also, even absent those combos coming together, he’s a fine general for giving him a sword (or jitte) or even a cloak, and letting him win the general damage race. He’s definitely unshielded though, and EDH has lots of answers to creatures… so I’m guessing he ends up marginal as a general. In limited… well, I think he’s still awesome in monogreen and playable in green with splash. He’s going to get bigger and bigger. He’s a must answer threat. These are attributes that translate into “playable” or even “strong.”
JAMES
weird. Very weird. It’s pretty cool if you think about it. Add three green to your pool, attack for 4, have mana ready for Vines of Vastwood or just ready for 2nd main phase. Very cool. Worth experimenting with at least!
Quest for Renewal
1G
Enchantment
Whenever a creature under your control taps, you may put a quest counter on Quest for Renewal.
As long as Quest for Renewal has four or more quest counters on it, untap all creatures you control during each other player’s untap step.
Rarity: Uncommon
An interesting take on Seedborn Muse. I like this spell in a deck with mana elves, and it’s even okay in a straight-forward aggro deck. It lets all your guys essentially have vigilance, except it’s even better for your tappers. Looks fine to me.
JAMES
Kinda neat. Pretty easy to get going too. I like this as a varriant to test for Elves (in standard). Quest cards are sooo hard to guage. They always seem borderline hot-sauce but end up being mild and borning.
Slingbow Trap
3G
Instant – Trap
If a black creature with flying is attacking, you may pay {G} rather than pay Slingbow Trap’s mana cost.
Destroy target attacking creature with flying.
Rarity: Uncommon
Yeah, this will be good. I’m not sure whether it’s maindeck or side though… green is traditionally weak against fliers, despite all the reach creatures… I think it goes in the side, but in about half of the game 2s you play, it will save your neck from some brutal flier or other.
JAMES
I like this for dealing with Vampire Nighthawk. What a big B of a card. I hate that card. lol. Certainly an interesitng SB option but probably a bit too narrow. Worth the Jund/Elves/Lightsaber Zoo players experimenting with though.
Snapping Creeper
2G
Creature – Plant
2/3
Landfall – Whenever a land enters the battlefield under your control, Snapping Creeper gains vigilance until end of turn.
Its vastly spread roots alert it of distant dangers.
Rarity: Common
Lame ability, but this is still a decent ground clogger if you don’t already have enough. He stops bears, that’s his best attribute. He’s like the bear killa.
JAMES
Lol. I think of Little Shop of Horrors.
Strength of the Tajuru
XGG
Instant
Multikicker {1}(You may pay an additional {1} any number of times as you cast this spell.)
Choose target creature, then choose another target creature for each time Strength of the Tajuru was kicked. Put X +1/+1 counters on each of them.
Illus. Christopher Moeller
Rarity: Rare
Set Number: #113/145
Pretty dang good… this will end some games in a hurry because it’s an instant. EOT? Strength for 6 on my trampler! Have any removal? No? GG. Very strong.
JAMES
Sicko instant. Probably worth 5cc to put 2 plus Counters on two creatures. It’s a colorless multikick too making me think that this isn’t really restricted to mono color builds. What would this go in though? I’m not sure. It’s pretty steep on the curve but is the ability worth it?
Summit Apes
3G
Creature – Ape
5/2
As long as you control a Mountain Summit Apes can’t be blocked except by two or more creatures.
Rarity: Uncommon
Yeah, this is solid on color, and still takes either a removal spell or a big blocker / attacker with it. I’d play him.
JAMES
4cc for a somewhat evasive 5/2. Does lend itself well to taking out multiple creatures but it’s weaksauce butt makes it damn vulnerable. I guess it’s not strong enough for constructed…
Terastodon
6GG
Creature – Elephant
9/9
When Terastodon enters the battlefield, destroy up to three target noncreature permanents. For each permanent put into a graveyard this way, it’s controller puts a 3/3 green Elephant creature token onto the battlefield.
Illus. Lars Grant-West
Rarity: Rare
Very cool rare. Again, thinking about monogreen… often you’ll kill your own lands with this guy, believe it or not. In fact, I might wager that this is the usual way to play Terastodon. In that case, for 8 mana (and three lands which are mostly superfluous at that point anyway), you get 18 points of power and toughness on 4 creatures! Every once in a while, you’ll nuke an opponent’s ___________ (whatever) and take a mere 15 points of power instead. Either way, this is a mega-bomb, in my opinion, and should win you the game as often as not. This also happens to be a neat LD type spell for EDH decks, as well as a great reanimator target for some such decks. Recurring this thing seems naughty indeed, maybe with Moat in play?
JAMES
Might be okay but not as good as Avenger (above).
Vastwood Animist
2G
Creature – Elf Shaman Ally
1/1
{T}: Target land becomes a X/X Elemental creature until end of turn, where X is the number of Allies you control. It’s still a land.
Rarity: Uncommon
Well, this is an ally I’d only play in solid allies, and even then, I think there are better options. Still, in allies, critical mass is important, so the Type Line of this card may end up being its best feature.
JAMES
Too weak. the mass of Allies required to make this work is too high to justify playing.
Vastwood Zendikon
4G
Enchantment – Aura
Enchant land
Enchanted land is a 6/4 green Elemental creature. It’s still a land.
When enchanted land is put into a graveyard, return that card to its owner’s hand.
Illus. Rob Alexander
Rarity: Common
Set Number: #117/145
My least favorite Zendikon in some regards, but still decent. I think as a later drop, this has the advantage of being less of a tempo speed bump, since you’ll still probably have plays you can make, and being set back from 5 to 4 is a lot easier than from 2 to 1 mana, for example. So playing this “on curve” is easier on your tempo. I dunno… these are hard to evaluate. I’m usually going to hope for better actual creatures, but these are in the middle of my pick orders at present, especially the flying zendikon. Playable, I’d say, but uniquely weird.
JAMES
I’m not too hot on this. It’s definitly beefy enough on the attack and butt side that the stats don’t completely stink but it’s really not impressive.
Wolfbriar Elemental
2GG
Creature – Elemental
4/4
Multikicker {G}
When Wolfbriar Elemental enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield for each time it was kicked.
Rarity: Rare
Bomb. Absolute bomb. Nearly a bomb without being kicked, but not quite. Kick it twice and it’s out of control. Even once is great. When you top deck this on turn 14 or whatever with 8+ mana in play, you’re going to win, absent a counterspell. Very strong
JAMES
Balanced on the cost side but it’s not as good as Master of the Wild Hunt because you can’t use the wolves for spot removal. Hmmm, it’s tough to say. It’s certainly big enough but I worry that if I pay 5cc for this and get a 2/2 I’m going to be a little behind on board position. It’s also not an “on curve” play like the Master of the Wild Hunt because I have to drop this on turn 5 or 6 to really get my mana’s worth… Maybe I’m being too conservative?
That does it for Green. Stay tuned: our multicolor, colorless, and lands batch will finish our review series up, and should be published in the next 24 hours or so. Thanks for reading, and as always, let us know where we screwed the pooch in the comments!
Tags: Set Review, worldwake
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