Welcome back to day three of our week long look into Dragons of Tarkir here on TCGplayer.com! All week long we will be getting familiar with the new set by breaking it down color by color and card by card. Thus far we have already seen what red, blue, and the lands of the set had to offer and today we will be continuing that push into green territory as well as the artifacts of Tarkir. So far, this set has really delivered for me and I am excited to keep it moving!

As always, we will be looking at cards for both Constructed and Limited purposes and then breaking Limited down even further into both Draft and Sealed. To help us with that, we have the following two scales that will arrive at ratings in all three categories.


Constructed

5: Fives are ever-present cards that heavily warp a format or see heavy play across multiple formats. Jace, the Mind Sculptor, Deathrite Shaman, and Tarmogoyf are good examples of fives.

4: These cards tend to have support roles across multiple formats or be tier one cards in at least one. Spell Pierce is an example of the former while Thragtusk is an example of the latter. I expect to rate a lot of things as fours that are actually fives and vice versa, but in both cases these are going to be highly desired cards.

3: These are the bread and butter cards of a set, usually doing all of the essential things needed for a format, but doing them at a good rate. Cards like Oblivion Ring, Izzet Charm, or Diregraf Ghoul would be found here.

2: These cards are generally much more restrictive in use and application than a three, but they serve a similar purpose. You will see more sideboard or niche cards like Skullcrack, Heartless Summoning, or Gladecover Scout.

1: These are not going to see much play, but they have an outside chance. These tend to be weak or narrow sideboard options or extremely narrow main deck cards. Most ones will not ever make it into a winning list, but they have potential to do so.

0: These are unplayable in Constructed regardless of context. These tend to be the cards designed to balance Limited, like Grizzly Bears or Siege Mastodon or are narrow with a poor output, like Artificer's Hex.

*Any card that gets an X.5 rating just means I can see it falling to either side of the equation given the right metagame or environment.


Limited

The Limited scale used language such as "I draft this over..." but it applies to Sealed in a very similar manner. Essentially, for Sealed you would read it as "I play this over..." instead. So for a 5 in Sealed, you would play that card in your deck 100% of the time.

5: I will take and play this card over everything. Always. Examples: Umezawa's Jitte, Library of Alexandria.

4.: I will take and play this over everything in its same colors and will heavily consider splashing it or switching colors as a result of drafting this or having it in my pool. Incredibly powerful cards that are more difficult to cast will generally get a four or 4.5. Examples: Fireball, Gideon Jura.

3: I will first pick this and take it over most commons/uncommons in its color. These are generally the baseline best commons in a set for each color, like removal, looters, and efficient creatures. Examples: Lightning Strike, Merfolk Looter.

2: I will draft and play these but do not value them highly. These are the typical 5th - 8th picks that generally are the backbone of decks but do not do anything fancy. Inefficient removal and combat tricks tend to hover in the 2.5 area as well. Examples: Hill Giant, Divine Verdict.

1: I generally do not want to pick these highly or play them in my maindeck. These cards are either bad or very niche and only go in specific strategies. In either case, there is a good chance these cards wheel when seen anywhere near the front end of a pack and very little value should be placed on these cards early. Reasonable sideboard cards can be found here, so you should not discount these entirely Examples: Demolish, Merfolk Spy.

0: These are cards that have no value and should not be played in 99.9% of situations. If you take one of these, you had better know what you are getting yourself into. Examples: Progenitus, Sway of the Stars.

With that, on to the cards!


Green

Aerie Bowmasters

Constructed: 0

While this card has me quite excited in Limited, the going rate for what qualifies as a good creature is dramatically different when you get to "open" all rares and mythics for Constructed.

Draft: 3
Sealed: 3

This is a heck of a common. When this was a treefolk and had no megamorph option, it was still a high pick back in Lorwyn. Megamorph just makes this even awesome as now your good card gets to become even better in the late game!

Ainok Artillerist

Constructed: 0

People tend to argue that these four power creatures should get a better rap because they turn on ferocious. That they do, but so does Savage Knuckleblade and Anafenza, the Foremost. Remember that the restrictions we work with in Limited do not all apply in Constructed.

Draft: 2
Sealed: 2

This guy is around mostly for the trades. We all know the kind. It's nice if this picks up a +1/+1 counter, but even then, he is still just going to trade with a ground guy. Take your trade and enjoy it!

Ainok Survivalist

Constructed: 1-2

Generally, I find that having to morph something in order to get the only desired effect it brings can be a bit dicey. That said, even Indrik Stomphowler is quite good and this can be a 3/2 with essentially the same text. Being able to make installments is an advantage, so I suspect this will see at least sideboard play.

Draft: 2.5
Sealed: 3

I would really love to have one of these in my Sealed pool because I always want a Naturalize effect but I never want to spend an entire card on it and this gets around that nicely.

Assault Formation

Constructed: 2

The third line of text on this feels like a bit much to me as the card reads a little clunky. Still, as ugly as it might look, it does make the card more powerful and for only the second time we have seen this text, powerful isn't a bad thing. This brings enough unique elements to the table that I have to imagine it can find a home. If nothing else, Sylvan Caryatid loves this.

Draft: 3
Sealed: 3

The third ability is the most important one in Limited because you will be less able to build around this naturally. Pumping up the toughness of your squad helps to ensure you win all combat while this is in play.

Atarka Beastbreaker

Constructed: 0

A bear with upside you say? A conditional upside that costs five mana and Monstrous Growths said bear? I'm off it...

Draft: 2.5
Sealed: 2.5

One of the better two drops you can have running around in my opinion. This scales pretty well into the late game while still doing normal two-drop things early. Keep in mind that you can activate this more than once, if you are mana rich and all.

Avatar of the Resolute

Constructed: 2.5

This is a very impressive creature on stats alone. Without any triggered ability, a 3/2 Trample, Reach creature for two mana is something that would get me thinking. Once I took a look at some of the things running around with +1/+1 counters on them though, I realized that this can easily be a 5/4 when you draw it in the midgame. Plus this pairs favorably with any mono green devotion shenanigans.

Draft: 3
Sealed: 3

If you can cast this on turn two it is a pretty big beating and if you can hold this until later on when it comes down large and in charge, you also won't be sad. There is this awkward time in between where this is not very impressive so you can't really be falling behind then or this will just be forced to trade like any normal two-drop.

Circle of Elders

Constructed: 1

I find it very hard to completely write off any card that is able to produce three mana like this. Formidable does suggest that you already have had some time to develop and whatnot, but this still does impressive things. Probably fringe, but fun.

Draft: 2
Sealed: 2.5

This gives you mana once you hit the point in the game where you are unmorphing, so the mana is certainly valuable. A 2/4 vigilant creature is not exactly a combat stud, but it will hold off most early rushes, making this a fine mid-pack pick up.


Collected Company

Constructed: 3.5

I could actually see this card eventually rising to the top as best card from Dragons of Tarkir. While its impact on Standard will surely be felt to some degree, I actually think we will be seeing this in Modern and potentially Legacy. As an instant, this just does so much for your board development and I am excited to play with it.

Draft: 1.5
Sealed: 1

This is certainly not my favorite card in Limited as it only looks at a small subsection of cards and it only grabs creatures that, for the most part, are going to be past their prime and won't impact the board much. Of course some cheap bombs or cool utility creatures can change that, but I think most decks will want to avoid this.

Colossodon Yearling

Constructed: 0

There is just absolutely no way anyone would ever play a 2/4 green creature for three mana. That's just not the kind of thing Magic is about. 2/4 Green creature for three...ha! That'll be the day!

Draft: 2
Sealed: 2.5

A really solid three drop if you are going to not be casting a morph. Four toughness is quite a bit, especially considering the toughness matters theme from Fate Reforged and two power means this Threatens morphs just fine.

Conifer Strider

Constructed: 1

I am not one to count anything with hexproof out of Constructed because I find the keyword to be incredibly strong. This particular thing has five power, which can easily be abused with double strike and pump spells for a removal-resistant win con. Great with bolster.

Draft: 2-3
Sealed: 2

What was that thing I said about trades earlier? This thing definitely follows suit. Once again, hexproof is incredibly strong so a Runemark or two on this and you might just have a total juggernaut. Outside of the build-a-beast method though, this is good on defense as it holds off creatures that cost more than it. Once again, combo this with bolster for good times.

Deathmist Raptor

Constructed: 2.5-3

I quite like this card as I view it both as a reasonable upfront body that then comes with megamorph to give me some versatility. Cool. Oh, and then I get to bring this thing back? Unmorphing things is kind of narrow, but I still have a lot of deckbuilding freedom there and then this comes back either face up or face down for further tricks. I love this thing.

Draft: 4
Sealed: 4.5

This thing just keeps coming back over and over again and eating through your defenses or stopping your offense in its tracks. I did not have to play against this at my prerelease, thankfully, but I can imagine that it gets quite frustrating.

Den Protector

Constructed: 2

A great cheap creature with some decent evasion, megamorph for late game scaling, and then the all-important Regrowth that comes with it. Five mana is a bit to spend on Regrowth, but a 3/2 that can't be blocked by Courser or Kruphix or Elspeth tokens does sound like a nice bonus to get out of the deal.

Draft: 3.5
Sealed: 3.5

Regrowth is strong and attaching it to a body is strong. I don't think this is often going to be worth a first pick over some solid removal or something, but definitely a desired card for all green mages.

Display of Dominance

Constructed: 2

This offers a green mage a narrow but yet somehow versatile sideboard option that should even see a little Modern play. Killing a Liliana or Kiora is good, but saving your Goyf or Siege Rhino from a removal spell is also nice.

Draft: 0.5
Sealed: 0.5

When it comes to the hate spells, this is probably the least desired since it can't actually take out a creature. Still, this does counter a removal spell and is an ok sideboard card.

Dragon-Scarred Bear

Constructed: 0

Alright, first of all, how in the hell is a bear surviving a dragon attack. Second of all, we just looked at Atarka Beastbreaker, who is a 2/2 for two mana. Why couldn't these two names and bodies swap? Where is the elegance, WotC???

Draft: 2
Sealed: 2.5

A 3/2 for three mana is going to get by most of the time but it only trades with a face down creature. Regeneration definitely improves this, but three mana is still not a cheap investment, so in general this guy is medium all around.

Dromoka's Gift

Constructed: 0

While a little easier to cast successfully than an aura might be, this has the drawback of not being able to necessarily go where you might want it. Realistically, the five mana price tag is the biggest drawback here though.

Draft: 2
Sealed: 2.5

Bolster is strange in that there are times where you might have this and not want to cast it. In general, +4/+4 is a big enough pump that even your smallest creature is going to get real, but setting up a combat situation to lead to a blowout might be difficult.

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Epic Confrontation

Constructed: 0

We have upgraded to punching dragons now! Prey Upon was probably the most Constructed worthy single target fight card we have seen and this doesn't do a terrible job by comparison, but the extra mana is rough. Still Setessan Tactics is in Standard right now and sees a criminally low amount of play, so I don't expect much from this dragon uppercut.

Draft: 3.5
Sealed: 3.5

Definitely greens best removal spell at common. This gives you enough of a stat boost that you can take down creatures of meaningful size, even if yours don't quite match up. Also a great proactive prowess enabler.

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Explosive Vegetation

Constructed: 1.5

Explosive Vegetation has long been a card that the giant ramp decks have wanted access to but most of the midrange decks won't touch. While Llanowar Elves and Rampant Growth kind of work everywhere, Explosive Veggies are for the person who really wants to go over the top. This makes the card more niche, but still very playable.

Draft: 1.5
Sealed: 2

At uncommon, it is pretty hard to expect to see these in a Draft, making any sort of four or five color shell that uses them a risky one. This does color fix and ramp, but the jump from four to six is often not worth taking your turn four off to not impact the board.

Foe-Razer Regent

Constructed: 0

Seven mana is a lot of mana for a 4/5, even if that 4/5 does get to fight on its way in. The boost trigger on this is also not very impressive in Constructed, meaning that the rate alone would need to be impressive and it just isn't quite there.

Draft: 3.5-4
Sealed: 4

Another expensive card that should win you the game if it successfully resolves as the advantage it brings to the table immediately is huge. Granted, a well-timed removal spell can still cut your fighting short, so this is not invincible, just very strong.

Glade Watcher

Constructed: 0

If this did not have an activation cost associated with it, I would be more excited by it. As is, an undercosted 3/3 that doesn't get to attack for many turns and asks you to pay for it when you do just seems like too many hoops to jump through.

Draft: 1.5
Sealed: 1.5

If your deck needs defense, then this is a nice option to pick up as it actually holds back multiple creatures because it Threatens to eat any that chump attack. Unfortunately, by the time this can start attacking, it is likely to be outclassed on the board., which does hurt its overall power level.

Guardian Shield-Bearer

Constructed: 0

Green has a lot of really sweet Limited cards that just do not have the strength to make it in Constructed. I especially love these megamorphs that flip over on curve, but if that is your curve in Constructed, good luck my friend!

Draft: 2.5
Sealed: 2.5

Again, being able to cast this face down on turn three and then unmorphing on turn four for a lot of value just feels so good. That would mean you needed to play a one or two-drop, but that's not asking too much. Later on, this acts like a mini combat trick and enables +1/+1 counter synergy.

Herdchaser Dragon

Constructed: 0

Alright, I may have lied when I called the red uncommon dragon the worst. Trample? Really?

Draft: 2
Sealed: 2.5

If you are going to spend six mana on a creature, you would hope for better stats than a 3/3 flier, especially at uncommon. While Herdchaser Dragon does give you more, the more you get is Trample, which is a pretty poor bonus that won't even come up most of the time, and an expensive megamorph ability that is only good when you control other dragons. Overall, not very impressed here.

Inspiring Call

Constructed: 1

This has enough going on for it that I think there is a real chance this is a card. Drawing two cards with this is more than enough to make the card playable as an instant speed Divination with upside is beyond what green usually gets. This is bad when you are behind, which will limit it, but the success stories are quite sweet.

Draft: 1-2.5
Sealed: 1-2.5

Drawing two cards or more is once again the dream, but granting indestructible is a big enough bonus in Limited that just drawing a single card will sometimes be fine. Not every deck can wield this as they won't have enough +1/+1 counters running around, but for those that do, like Abzan, this can be a blowout.

Lurking Arynx

Constructed: 0

I hate to keep beating a dead Arynx, but...

Draft: 2
Sealed: 3

I found this to be quite strong in the prerelease Sealed at the very least because it's formidable got online pretty easily and then this was just a Wrecking Ball of removal. In Draft, the format should be a bit faster and make that less possible, but a 3/5 is at least reasonable stats to throw around when this isn't online.

Naturalize

Constructed: 1

It feels like there is always a better Naturalize variant running around these days, but the card is still strong enough to see some play. Gods rotating might help out Naturalize a bit as exiling enchantments won't be such a priority.

Draft: 0.5
Sealed: 1

More maindeckable in Sealed, especially with dragon totems running around. I would still prefer to have this in my sideboard, but even one looter in my deck makes me more inclined to include something like this. In Draft, the risk that this is dead is probably too high to consider it main.

Obscuring Aether

Constructed: 1-?

This is a very interesting card to me as it offers you cost reduction, which is generally powerful, but does so in a very limited way. To make sure the card isn't dead though, it can morph into a Grizzly Bears. If this sees play, it will be because of the cost reduction element of course, but the whole card is just kind of whacky to me and makes me curious as to whether it will find a home.

Draft: 2.5
Sealed: 2.5

Saving mana on your morphs is a pretty big deal in this format, especially when you can land this on turn one and start curving out on turn two with a morph. Still, unmorphing things costs a normal amount, so you don't win that race, but you can get out more creatures quicker, which is nice. Turning this into a bear ensures it can do something for you.

Pinion Feast

Constructed: 0

It was a pretty big deal when Plummet was seeing Standard play as a means to take down Baneslayer Angel but that simply would have been off the table if Plummet cost five mana, almost irrelevant of anything else you might write on the card.

Draft: 1
Sealed: 2

A perfectly maindeckable card in Limited, although you are more likely to find targets in Sealed than in Draft. Five mana is a bit hefty, but the flying bombs you take out with it also tend to be expensive. Bolster two is also a reasonable bit of upside, especially at instant speed.

Press the Advantage

Constructed: 0

Combat tricks have seen a little more play recently due to heroic being a mechanic, but most of these heroic enablers are cheap and a lot of them also draw you a card, allowing for more explosive turns. Four mana just does not allow for that kind of play and combat tricks are not very popular elsewhere.

Draft: 3.5
Sealed: 3.5

This is one of those combat tricks that just turn an entire game around. You might not always get a true two-for-one, but you will sneak in a lot of damage when that isn't the case. Playing around this is going to be tough, but essential as the format matures. Good luck fellow Limited players!

Revealing Wind

Constructed: 0.5-1

This is just as playable as every other Fog is. In the right deck, aka a TurboFog deck, we really only care about the damage prevention on this and in particular, that it saves our planeswalkers. I would never play this card without other Fogs though.

Draft: 0.5
Sealed: 0.5

I generally do not want to be playing a Fog in my deck just because it is so hard to actually do something with it. If your opponent has many combat tricks or Overrun effects, this can be a nice counter, but I would hesitate to run it main. The bonus of looking at face down creatures can be helpful, but doesn't add too much to the card.

Salt Road Ambushers

Constructed: 0

I immediately looked to see if there was some kind of combo using this that but the restriction of things needing to be face down is pretty big. As is, this is a glorified Hill Giant.

Draft: 3
Sealed: 3

This has a pretty decent sized body as is and megamorph allows it a small upgrade as well, which is always nice. While you won't have the "gotcha" moment from this that Pine Walker created, it still leaves your newly unmorphed creatures substantially bigger, which will snowball a game quickly.

Salt Road Quartermasters

Constructed: 0.5

We start off pretty well here as a 3/3 for three with upside, but I worry that three mana is too expensive for the activated ability. Perhaps a deck will emerge that really cares about +1/+1 counters though and this might just be enough.

Draft: 3-3.5
Sealed: 3-3.5

When you start off with a 3/3 for three in Limited, you already have a pretty solid card on your hands. This has the ability to mess with combat, even when it isn't directly involved in it. Great in Abzan, of course.

Sandsteppe Scavenger

Constructed: 0

Alright Green, I totally get that you need to support your Limited players and everything, but can we break up all of these combat tricks and Hill Giants with a sweet mythic or something?

Draft: 1.5
Sealed: 2

A five mana 4/4 is a pretty solid card all around and is probably the Standard for that cost. This cannot guarantee you that it will be that, but more often than not you can at least choose that as an option. Being able to graft onto your face down creatures is pretty nice though.

Scaleguard Sentinels

Constructed: 2

Finally, something sweet! Without any text at all, we are working with an Elvish Warriors here which is arguably playable given a decent creature type. This actually gets quite a bit better coming in as a 3/4 for two mana if you happen to have a dragon in hand or in play. That is enough above rate that I hope this ends up finding an awesome home to be featured in.

Draft: 3
Sealed: 3

Quite excellent even at its base power and toughness thanks to 2/2s being so commonplace. As a 3/4 on turn two, you get to put the opponent on the backfoot as that is a lot to be working with so early on.

Segmented Krotiq

Constructed: 0

Hello everyone and welcome to the Krotiqs Roadshow! Unfortunately, now that we have paid advertisers, the show will be segmented...

Draft: 1.5
Sealed: 2.5

On Monday, I labeled a 5/5 that became a 6/6 as the new Woolly Loxodon, but as we can all clearly see now, I was wrong. Segmented Krotiq is the new Woolly Loxodon and I am happy about that. Much better in the slower, grindier Sealed format, but acceptable anywhere due to morph.

Servant of the Scale

Constructed: 1

This card reminds me a lot of Doomed Traveler. The output is a lot more contingent on you having another creature out, but at the same time, this has the neat edge of coming down as a walking +1/+1 counter, which matters quite a bit these days.

Draft: 1
Sealed: 1

In general I do not want to be running 1/1s for one in this format, but this does work really well with bolster and with the Abzan synergies. I still think most decks will want to sideline this, but he is far from an auto-cut as your deck could easily have the setup necessary to make this playable.

Shaman of Forgotten Ways

Constructed: 2

While I think that the Biorhythm aspect of this is mostly a pipe dream and should not be too heavily factored in when considering to play this (unless that is the very reason you are playing him and have a real play to execute it), the rest of the card does stand on its own. A 2/3 for three mana that actually produces two mana of any color is something I know I could have used before. While the mana is limited to creatures, that is a pretty good card type to be limited to.

Draft: 3.5
Sealed: 3.5-4

Once again, a 2/3 body for three is fine. Great at mana fixing and at accelerating you, both of which are quite valuable in Limited. This cannot unmorph your cards, which is a shame, but we can't have it all, can we? The Biorhythm formidable activation can be a way to end a stalled game as well, so all aspects of this apply.

Shape the Sands

Constructed: 0.5

Alright, so I will admit that this probably will never see play. That being said, I really want to combo this with Assault Formation so for my own amusement, a 0.5 it is!

Draft: 1
Sealed: 1

Usually a combat trick needs to give some power to actually turn around a combat situation but this does grant reach, which means you can still surprise an opponent with an unexpected block. Just being able to win morph-on-morph wars gives this a purpose.

Sheltered Aerie

Constructed: 1

Originally I was under the impression that this produced two additional mana, but as it turns out, it changes what your land does to allow it to tap for two total mana, meaning only a net gain of one. Usually Verdant Haven is going to be better than this at that rate, but I would not be completely surprised if this is saw some play.

Draft: 1.5
Sealed: 1.5

If you are looking to mana fix or to ramp, this is basically the next best thing to Explosive Vegetation, although it is quite a bit worse. Costing three can interfere with your morphs, for example, but sometimes you are simply going to need the fixing and this does come in handy then.

Sight of the Scalelords

Constructed: 1

It's good because it scales... This card actually can pack quite a punch when you think about it. The first turn you play it, you basically get an Overrun out of your five mana and then the card lingers on to do it again next turn. This is one of those cards that I love to brew with just because it has a surprising amount of power behind it, even if it is niche.

Draft: 4
Sealed: 4.5

Four toughness is a mark for sure, but this just crushes an opponent once you have gotten that mark with a few creatures. Think back to all of the 1/4s and 2/4s we have covered thus far. When they are +2/+2 and vigilant on offense for the rest of the game, that is an avalanche of power to deal with. I would not be surprised if this were the Homicidal Seclusion of the set.

Stampeding Elk Herd

Constructed: 0

I actually looked at this creature as simply always giving your squad trample because he gets you so far of the way there on his own that it seems easy enough to get three more power in play. Even in that world though, a 5/5 for five that gives your team trample still feels worse than a Whisperwood Elemental or Arbor Colossus.

Draft: 3
Sealed: 3

I love that this thing more than stands on its own as a really solid body for the cost, similar to Pine Walker, but it also brings a global bonus to your squad making it work great on most board states. Giving all of your megamorphed guys trample is quite relevant too as you expect them to be rather big.

Sunbringer's Touch

Constructed: 1-2?

This is a pretty weird card because on the one hand, it can do some absolutely filthy things such as +8/+8 permanently for four mana, but can it do that consistently and is that even worthwhile? I imagine, before all is said and done, that we will see this used somewhere, possibly with 5/1 hexproofs even.

Draft: 4
Sealed: 4

Casting this for four or five seems like a complete blowout on curve. Later on, you are reimbursed for having less cards in hand by potentially giving more things trample, which can be pretty good as we just discussed on Mr. Elk Stampede above.

Surrak, the Hunt Caller

Constructed: 3

Some people seem to not be too happy with Surrak this time around, but I quite like him. First of all, a 5/4 for four mana is where we want to be for Constructed. This gets to grant itself haste in many situations on the turn you cast it, meaning it sneaks in for a ton of damage out of nowhere. From there, the haste threat returns turn after turn until you deal with Surrak. Green just is not used to that kind of finishing power, so I think Surrak will deliver.

Draft: 4
Sealed: 4

This thing is giant and gives all your future creatures haste. In other words, what is not to love? Snap this up with your first pick and beat down, my friend!

Tread Upon

Constructed: 0

For exactly half of the mana, we get half of Press the Advantage! In actuality, Tread Upon is probably more Constructed playable because it is so much cheaper and easier to maximize. But at the end of the day, this is still a poor rate combat trick, unfortunately.

Draft: 2.5
Sealed: 2.5

A really solid combat trick that is nice on both offense and defense (although best on offense). Keeping track of combat math with so many trample granters in this set is something we are all going to have to get a little better at!


Artifacts

Ancestral Statue

Constructed: 0

I am pretty surprised that this does not reference colored permanents to allow for him and morphs to be untouched as we saw in Khans, but alas, no dice.

Draft: 2
Sealed: 2.5

The body on this is fine for the cost if you are able to use its "drawback" in some kind of beneficial way. If you are just losing tempo and board presence to play a four mana 3/4, no one is going to be impressed. Granted, that play is available to you, but keep track of your synergies.

Atarka Monument
Dromoka Monument
Kolaghan Monument
Ojutai Monument
Silumgar Monument

Constructed: 1.5

The colors on these don't matter as much as the archetypes that they can go into. Red/green is unlikely to need a mana rock that turns into a threat because the color pair has nothing but mana and threats. Meanwhile, in blue/black, a typical control color pairing, having a mana source that turns into a win condition later could be desired, sort of like a bad Celestial Colonnade.

Draft: 4
Sealed: 4

These are quite excellent in Limited as they fix your mana, potentially ramp you, and then actually become relevant in the late game. I would still prefer to cast a morph on turn three, but these are a strong secondary option. Later on, a 4/4 is even bigger than our actual uncommon dragon cycle, so it's quite impressive.

Custodian of the Trove

Constructed: 1

Entering play tapped is a huge drawback for Constructed and will hurt the chances this has of seeing play but this does offer a great rate defensive creature for decks and colors that normally don't get that sort of thing. Possible Assault Formation buddy here.

Draft: 1.5
Sealed: 2.5

If defense is what you are looking for, this does a pretty good job. Admittedly, it is an awkward top deck when you need to play defense immediately, but early on it holds back just about everything and then gets eaten by exploit later on.

Dragonloft Idol

Constructed: 0

I actually wish this just were not a creature to begin with and then turned into a 4/4 after. I had dreams of Sarkhan comboing with one for value. As is, you don't want to have to play Hill Giant in your Constructed deck, ever.

Draft: 3
Sealed: 3.5

A colorless Hill Giant is a good thing for just about everyone, so you won't see this floating around in the pack late. Once this turns into a dragon itself, it is an absurd card for only four colorless mana. Should be a pretty high pick I feel.

Gate Smasher

Constructed: 0

So we get two thirds of Loxodon Warhammer plus a big restriction on who can even be equipped with this and yet we get no discount on the mana? Seems a bit narrow and expensive.

Draft: 3
Sealed: 4

So long as you have enough creatures for this to profitably wear this, this card can take over any game of Limited after just a few turns. It can be expensive to manage the equip cost on this though, so be patient, possibly waiting until turn six for this to even come down and go straight on to something.

Keeper of the Lens

Constructed: 0

While it is kind of neat to have a one mana 1/2 for anyone, this ability is most useless in Constructed and even if it were not useless, it isn't worth a card, similar to Telepathy, for example.

Draft: 1
Sealed: 1

This card has a very low impact but it can be a nice early play against aggressive strategies, especially because it can block Kolaghan Aspirant and the like. I wouldn't fall into the trap of wanting to bring this in against morphs unless there are some key rare ones you need to know about, because spending a card on that kind of thing is going to hurt more than help in most cases. If you have enough exploit creatures though, then you can make a small case here.

Spidersilk Net

Constructed: 1.5

A zero mana artifact could be nice right now both because prowess is a thing but also because Ensoul Artifact has gained popularity as of late. I will keep my fingers crossed at least.

Draft: 1
Sealed: 1.5

While this is an acceptable main deck card, just be sure to have a reason for running it other than "it makes my things bigger." Know that your deck has a weakness to fliers or know that you need cheap prowess triggers. Otherwise, just start this in the board and bring it in for match ups that make sense.

Stormrider Rig

Constructed: 1

I'll be honest in saying I have not followed anything on this card as of yet, so if there is some sicko combo with it (I wouldn't be surprised), I am not aware of it yet. This is a very cool piece of equipment with a unique effect. While the stat boost alone is not great, there could be a tricky way to use this.

Draft: 2?
Sealed: 2.5

This gives such a small bonus that I worry it isn't great in Limited, even with a reasonable casting and equip cost. I still want to play with it more and I think your deck will be fine with this in it or out, as it is on the fence for me right now, but I can easily see this being just too low impact or maybe even being outstanding.

Tapestry of the Ages

Constructed: 2

Alright, I will admit that I have a problem with over-loving conditional tomes way too much. Show two cards of the same color? Of course! No cards in hand? Happens all the time! Lie correctly? Got that one on lock! Tapestry of the Ages is one of the easier ones I have ever seen though and with a cheap activation cost, this could be a really nice draw engine.

Draft: 2.5
Sealed: 1.5

If you have less than, say, seven other noncreature spells in your deck, you should not play this, as there are just too many situations where it ends up doing nothing. At higher concentrations, this can be a tome and tomes will win games of Limited.

Vial of Dragonfire

Constructed: 0.5

Unless Kor Firewalker makes an appearance in M15, I think it is safe to say that no one wants to spend four mana on dealing two damage to a creature. However, there is Renowned Weaponsmith running around and it can tutor this thing up, so it actually might be played simply by default.

Draft: 3
Sealed: 3

I think you are usually going to play the first copy of this just because it takes out morphs which are so crucial in the format. From there, I am uncertain because you definitely don't want to draw too many of these as they have a low impact the longer the game drags on.


Wrap Up

Green felt like it had a lot more Limited focus than our previous two colors, but some strong Constructed cards still were able to stand out in the group. Plus we even have some interesting build-arounds like Assault Formation that could easily have what it takes. Going back to Limited though, there is some absolute beef in this set for green, which they likely need to make up for their smaller dragon count, but it looks like it makes for a really consistent Limited color as they just go so deep.

Tomorrow we shall return with our review of the white cards from Dragons of Tarkir and we will also cover all of the multicolored awesomeness that the set has to offer. Until then, thanks for reading!

--Conley Woods--