Welcome back to day two of our week long review of Fate Reforged here on TCGplayer.com. Yesterday we kicked things off by taking a look at black as well as Ugin and they had some interesting cards, but green is looking to one-up them both today before we move on to white tomorrow. We will be taking a look at each and every card and discussing its value across a multitude of formats to help with both Limited and Constructed. Ratings are not everything, but they do help us sort things along with commentary to add to that number.

To get to that number, we will be using the following pair of scales to assign ratings to each card that we discuss:


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 format. 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 while I feel out this new system 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 Bear 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 five 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 four and a half. 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 fifth through eight picks that generally are the backbone of decks but do not do anything fancy. Inefficient removal and combat tricks tend to hover in the two and a half 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

Abzan Beastmaster

Constructed: 1

The fact that this triggers itself should it be the only creature in play is actually quite relevant. I can see this blowing out control mirrors from the side, for example. And if you have a Courser or Caryatid out, the chances that you are drawing cards only goes up.

Draft: 2.5
Sealed: 2.5

This comes with no real downside as your opponent is not drawing a card when you fail to win the toughness contest. A 2/1 for three mana is not exactly the most impressive creature, but if you ever get a single card back from this, it has paid itself off.

Abzan Kin-Guard

Constructed: 0

A Hill Giant with lifelink is certainly a thing, it just isn't a thing in Constructed.

Draft: 2
Sealed: 2.5

Curving this into an unmorphed Abzan Guide is just extremely powerful as your seven power of lifelink is going to be difficult to race. A 3/3 will not be relevant forever, but Abzan has enough tricks and boosts that that shouldn't be too big of an issue.

Ainok Guide

Constructed: 0

These cheap land finders always have a chance at finding a home, although in this case, that probably will not be due to Sylvan Caryatid existing and putting the land on top of your library, which is a major bummer.

Draft: 1.5
Sealed: 1.5-2

Mana fixing is pretty important, but this asks you to take a turn off to get that. On the other hand, a bear is fine, but nothing too exciting. I will play with this in four and five color decks often, but I think that I want to avoid taking this highly in any type of two or three color strategy.

Ambush Krotiq

Constructed: 0

Even if we spun the second line on this into a positive, we are still never paying six mana for a 5/5 trampler with minor upside.

Draft: 1
Sealed: 1.5

A big monster in the late game is fine and theoretically, you are going to abuse an enters the battlefield effect with this, making it a little bit better. There are still so many better options that have morph that my deck would want a lot of synergy before including this.

Arashin War Beast

Constructed: 0

Seven mana for a...ahh what's it matter? I already know you stopped reading.

Draft: 1
Sealed: 1.5

Expensive, but also quite The Brute up top. A 6/6 is going to have to be dealt with by multiple creatures or a removal spell. Once combat becomes a thing, the trigger on this is rather nice too as a sort of chump block deterrent. It is still very slow and most decks will want to look elsewhere for their fat.

Archers of Qarsi

Constructed: 0

You would play a Plummet or one of its Clones if you ever had an issue with fliers out of your green deck. This is like a bad Arbor Colossus at a slightly more manageable cost, but just pay for the dependable one.

Draft: 1-1.5
Sealed: 1.5

This is mostly going to be a good defensive option as it will have a tough time turning sideways in a world of morphs. Bolster can always change that though and if nothing else, this is a solid sideboard option to have floating around.

Battlefront Krushok

Constructed: 0

Combat altering five-drops that aren't even impressive in size should stay in a format where altering combat is good.

Draft: 1.5
Sealed: 2

This guy is never super impressive but he always seems to do just enough to make the team again next time. Keep in mind that its ability limits blocks to one per creature, as I saw many people assume it meant they must be blocked by more than one!

Cached Defenses

Constructed: 0.5

This is that weird card that makes it through in Constructed because it works with Sage of Hours or something like that.

Draft: 1.5
Sealed: 1.5

In an aggressive deck, this can be a total blowout on turn three after you have a creature or two down. The fact that it hits your smallest guy means it is going to be best in a deck where most of your creatures are similar sizes so you have a consistent output.

Destructor Dragon

Constructed: 0

Is nobody else upset that they used such a sweet name on an uncommon green dragon? I would like to mulligan this name please.

Draft: 3
Sealed: 3

Big flying creatures continue to be good in Limited, especially in green who is not used to that sort of thing. This takes out a land in a worst case scenario, which could be potent in this multicolor format.

Feral Krushok

Constructed: 0

I was going to play with Feral Krushok, but then I realize (insert playable green five-drop here) was printed, so I just played that instead.

Possible answers include:
Arbor Colossus
Meandering Towershell
Garruk's Packleader

Draft: 1
Sealed: 1.5

A serviceable big man in both formats, even if this isn't the cream of any crops. If you need a fatty, this does a reasonable job and he should be around late in packs. I would never really want a second copy of this anyway.

Formless Nurturing

Constructed: 0

A Hill Giant by any other name is still a Hill Giant. (And sometimes, you might actually manifest an actual Hill Giant!)

Draft: 2
Sealed: 2.5

I found this card to be pretty solid every time I cast it. The counter means it will interact with your other Abzan lords and if you should ever flip the creature under this, it gets to permanently be bigger too. Fitting into the four mana window is also a plus.

Frontier Mastodon

Constructed: 0

A fine mastodon but not a fine enough one for the rugged frontier of Constructed. Even if this were always kicked, it would be an afterthought for most people.

Draft: 1.5-2
Sealed: 2

A three-drop that is basically just vanilla and is not a morph is a bit disappointing, but I have also seen this come down as a 4/3 on turn four or five and it can be a big pain then. I would not value this too highly, but it's certainly playable.

Frontier Siege

Constructed: 1

The only half of this that is playable is the mana producing half. Now can we please talk about why green gets an enchantment that cares about flying creatures entering play when it has all of seven fliers lifetime? Come on now!

Draft: 1
Sealed: 1.5

I am not a huge fan of this because the mana is something you need to hit exactly on turn four or else you will feel let down and the fight mode is pretty tough to pull off. If you end up with eight to 10 fliers, then this is a solid card for your deck, but you are going to have to pick it up and then hope to get there because this shows up in pack one.

Fruit of the First Tree

Constructed: 0.5

This card seems like it has the potential to be broken as toughness is not something you generally need to spend a lot on. There are 0/6's for two mana in Standard, for example. Also note that you can enchant an opposing creature. What you do from there is the tricky part, but it might be worth it.

Draft: 1
Sealed: 1.5

This card will either sit around and do nothing, or it will probably win you the game. If whoever is casting this has a plan to cash it in and they are not just enchanting and hoping, then it is a solid card. But please, have a plan!

Hunt the Weak

Constructed: 0

This one is still around and still seeing zero play. I like reprinting this for Limited purposes, but nothing changes when it comes to Constructed.

Draft: 2.5
Sealed: 2.5-3

While this may be a bit expensive and sorcery speed, it offers green some much needed removal and some nice synergy with the Abzan clan and all of their counter madness. That means that if you pair this with the deathtouch lord, your 0/5 Walls can now gun down anything, for example.

Map the Wastes

Constructed: 0.5

I won't rule out a Rampant Growth for two or three mana completely, but if you compare this to Cultivate, you can quickly see how the secondary bonus falls off pretty far. Not many decks are going to want to play both this and creatures that cost less than it, for what that's worth.

Draft: 1
Sealed: 1.5

This mana fixes, which is nice, but it is another turn three play that is not a morph. Getting to five mana on turn four isn't even all that great when you don't have a facedown creature in play to bluff with. In Sealed, this can make some bad mana work, so it has merit there.

Return to the Earth

Constructed: 0

Four mana for what is most often going to be a Naturalize is not a very good deal when Naturalize and variants with upside are running around.

Draft: 0.5
Sealed: 1

I would not mind having one of these in my main deck for Sealed, as it is rather versatile, but also comes in quite clunky. Draft is an environment where this is much more likely to be dead, so leave it in your board there.

Ruthless Instincts

Constructed: 0

So this offers you a choice of combat tricks which is nice, but combat tricks are generally not where you want to be in Constructed.

Draft: 1.5
Sealed: 1.5

Neither of these modes are outstanding for three mana, but the versatility is pretty nice to have, which makes this a card I will generally play at least the first copy of

Sandsteppe Mastodon

Constructed: 0

A seven mana 10/10 reach is tempting, but probably not the answer anyone is missing from their deck. To figure out why this isn't good, first ask yourself what deck this is good against and then ask whether you can afford a seven mana creature to shore up that match up.

Draft: 2.5
Sealed: 3.5

Expensive and slow, but also game ending when it hits play. I had my perfect prerelease ruined by this bad boy on two occasions. The first involved a smaller guy getting huge and the second involved this being a 10/10 and stopping my offense in its tracks. If you can afford to go slow, take this and enjoy.

Shamanic Revelation

Constructed: 1.5

I like this over Nylea's Disciple in a lot of decks considering it will draw you plenty of cards in the process of gaining you four to eight life. Not every deck can produce that number of four power creatures, but this is a nice one to talk about for those that can.

Draft: 3
Sealed: 3.5

This will occasionally just be the most powerful thing you have ever seen, but more often than not you are going to get between two and four cards and a handful of life off of this, which is strong, but not necessarily game-ending.

Sudden Reclamation

Constructed: 0.5

This is actually an interesting one to think about for graveyard-based decks as it offers a little card advantage and mill action at instant speed. Four mana is probably a bit too much, but you never know!

Draft: 1-1.5
Sealed: 1.5-2

Depending on your level of Sultai, this will go up or down in value. If those cards being milled actually contribute to your deck, then this is going to usually be worth the first copy.

Temur Runemark

Constructed: 0

And then Sally pulled out her four copies of Armadillo Cloak and all of the kids got to see what three mana auras really look like!

Draft: 1
Sealed: 1

Trample is a rather lame ability to get and auras are still quite weak. This can get you to ferocious, which is nice, but green generally does not have a difficult time with that as is.

Temur Sabertooth

Constructed: 0

I love a card with the word indestructible on it, but I think there are just a few too many hoops to jump through to get it here.

Draft: 2.5-3
Sealed: 3-3.5

I love this guy in this environment. He triggers ferocious. He fits into the four mana pocket that comes after morphs but before unmorphing. He has a relevant and strong way of protecting himself. And he picks up creatures to reuse, such as manifested cards or 187 creatures. A jack of all trades!

Temur War Shaman

Constructed: 0

This is actually a reasonable body for six mana but the issue comes in the fact that its secondary payoff is quite unreliable and essential to the strength of the card.

Draft: 3.5-4
Sealed: 4-4.5

Big and bulky just like the Wrecking Ball that it actually is. Six power and seven toughness is quite the deal for six mana, especially when it can get better from there. The passive ability is something that really takes over limited though as there are all sorts of creatures unmorphing and now acting as removal

Warden of the First Tree

Constructed: 2-2.5

This seems like a solid addition to the aggressive Abzan decks or even just green/white, but do not mistake the resemblance as this is nowhere near the strength of Figure of Destiny. The lack of the second ability growing this in size is the big letdown, although lifelink is certainly a strong replacement. I like the back end scaling indefinitely though!

Draft: 4
Sealed: 4

This is bad at basically no point in the game and scales appropriately. You will win any game where this does not get dealt with eventually. This is a great recipient for counters from bolster early on as well!

Whisperer of the Wilds

Constructed: 0.5

If people are in need of more two-drop mana accelerants, this one is perfectly fine. I think Voyaging Satyr is next in line, but that doesn't make this any less playable as a fringe option. Note that the bonus on this really isn't that powerful though.

Draft: 3
Sealed: 3

I love this card and think it is probably one of the more valuable two-drops you can have. Rattleclaw Mystic was extremely powerful as a rare and mana acceleration was mostly absent from Khans. This is a two-drop that allows you to feed into your morph plus an untapped land or something and will later allow for turns in which you both unmorph and have a trick, for example.

Whisperwood Elemental

Constructed: 2

This card feels pretty strong to me as far as a midrange green creature can, at least. Wolfir Silverheart was once the talk of the town, for example, and I think this is generally better than that as a way to protect against sweepers and produce an army on his own. I doubt it making it over to Modern, but Standard should keep him company.

Draft: 4.5
Sealed: 4.5

If this is left unchecked for even a turn, you have produced eight power and toughness across three bodies which is insane. You won't often want to use the activated ability on this, unless it is going to die anyway of course, but the army creation element is enough on its own.

Wildcall

Constructed: 1

I think this has a little hope of seeing play due to how well it scales throughout the game. Most likely, someone playing this is trying to abuse the manifest mechanic to cheat a negative enters the battlefield effect (like Phyrexian Dreadnaught), but even in a fair way, it might be strong enough.

Draft: 3.5
Sealed: 3.5

It might just be a big guy, but it is a big guy with counters that can "unmorph" into something better. Again, the scaling is key to this being a high pick.

Winds of the Qal Sisma

Constructed: 0.5

This has potential to see play as a Fog, although I doubt many people will come looking at it for its ferocious upgrade.

Draft: 1-1.5
Sealed: 1-1.5

If you can reliably get this off while you have Ferocity then it is a really swingy effect, akin to Safe Passage and the blowouts it could cause. This one comes in at two mana though and in a format where people are spending five mana to unmorph things, you can create quite the tempo swing off that alone.

Yasova Dragonclaw

Constructed: 2

This is a very reasonable size for three mana and even comes with trample just in case those mana dorks feel like chumping. The ability to steal blockers like Courser of Kruphix and then abuse for the turn is also big upside. Legendary, of course, but I expect to see some of these alongside Savage Knuckleblade in the near future!

Draft: 3.5
Sealed: 3.5

A three-drop that triggers ferocious and is not awful is already a great thing to say. The ability to swing combat around while not even having to get involved in it is a big bonus though. Against some boards, this will not do much, but most of the time, this is going to be a must-answer threat.


Artifacts

Goblin Boom Keg

Constructed: 0.5

This might see play in some weird combo decks, like with Krark Clan Ironworks, or maybe Sharuum, the Hedgemon, but outside of that, don't expect much out of this.

Draft: 1
Sealed: 1.5

This is a four mana Rift Bolt that you can only ever suspend, so if you are in the need for that kind of thing, then by all means! Some decks will have no other removal and might use this, but you should not actively be seeking it.

Hero's Blade

Constructed: 0.5

I can certainly see a deck that plays enough legends to where this is worth the two mana investment, but that deck definitely does not exist now and might not at all until the format widens up some more.

Draft: 3
Sealed: 3.5

I am going to be playing this the vast majority of the time I have it, even with such a steep equip cost. +3/+2 is a meaningful upgrade to your high defense creatures and morphs and this format often sees a small edge like that decide an entire phase of the game. This is a late game card for the most part, but it can take over.

Hewed Stone Retainers

Constructed: 0

I think that some aggressive deck might think that they want this, but in reality, a slightly undercosted 4/4 is not really worth working hard for these days. Illusory Angel is perhaps the most glaring example of an excellent card just not able to find play.

Draft: 2
Sealed: 2

This is a very big body, so if your deck is aggressive enough, or you have enough random small spells (like in Jeskai) then this should be a good turn four or five play.

Pilgrim of the Fires

Constructed: 0

As cool of a pairing as first strike and trample are, I think we probably should work on the mana cost a bit first.

Draft: 1
Sealed: 1

Seven mana is a big step toward a direction that only a few decks want to go. Usually, they will be seeking a bigger reward than this, but this guy does command the ground once he is in play.

Scroll of the Masters

Constructed: 1.5

This seems like a very powerful, albeit slightly clunky card. Most decks will not want to build around this per se, but imagine it out of the sideboard of UW Heroic, for example. They can save large investments of auras on a guy and instead just use this to buff new hero after new hero.

Draft: 4
Sealed: 4.5

The only real thing holding you back from playing this would be an abnormally low noncreature spell count, which is pretty tough to do in this format. If this gets even just a counter or two, it is going to Wreak Havoc on combat for the rest of the game and artifact removal is not abundant in people's decks.

Ugin's Construct

Constructed: 0

Basically, if I cast this on to an empty board of mine, I get the upside of a four mana 4/5? That is a pretty lame upside in Constructed where people are playing Siege Rhino.

Draft: 3
Sealed: 3

I really like this guy, but that is not to say that he is the easiest card to play with. On curve, this is generally excellent as it comes down either empty on turn four, or immediately following a morph/manifest, which are colorless. The issue is when you top deck this later in the game and either need to hold it or pay the penalty. It is usually still good, but has real downside.


Wrap Up

Green actually got quite a few early game cards that look strong, such as Yasova Dragonclaw and Warden of the Wilds. These are not the splashiest of cards necessarily, but they tend to do a lot of the heavy lifting while your Siege Rhino and Savage Knuckleblades wait for your mana to come together.

In general, I would say we are seeing a lot of complimentary cards, some of which are quite good, but not necessarily the level of build-arounds that Khans offered up. Still, the value in many of these fringe cards will go up with time, so don't count anything out.

Tomorrow we will be back with white and the muticolored cards from Fate Reforged. Until then, thanks for reading!

--Conley Woods--