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By: bdgp009, Ernesto Almeda Jr.
Jul 22 2013 12:55pm
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Going Silver Black: Early analysis of M14 cards (Green)

Hello again to the readers of PureMTGO and the patrons of MTGOTraders. I hope everyone have enjoyed my analysis of the incoming white cards last time especially to my fellow STDSB players. Everyone is probably be joining the incoming Pre- release and release to have fun and get all the cards that they will be needing to make a decent deck from every format. I for one am going to take some of the cards below to complete my Angelic Accord tokens deck.

           

In this edition I will be  tackling Green cards. I love green, Llanowar elves is my second favorite card, and I think I will love them more since there is a Sliver that looks better than Llanowar elves in this coming set. Before I continue with my analysis here is the legend for what I am doing:

Legend of Ratings

After a short analysis Following the picture and the name of the card you will see a probability to see play that is rated from 1 to 5. You will see the meaning of each rating below:

5- The Sure to see play cards: These are cards that is going to have a home in the prevailing meta in STDSB so I am very sure that it is going to see play.

4-The Not so sure cards: These are cards that I think will be able to see play but does not have a deck to call its home yet.

3-The Maybe cards: These are cards that might see play if someone build around them or are used as helpers for other card interaction.

2-The I don’t know cards: These are card’s that will probably be seen once or twice in STDSB but will never find a deck to actually used it all the time. (I really don’t know if they will see play)

1-The Never cards: These are cards that in my opinion will never see the light of Day in STDSB country. I dare anyone to use them so I could change their rating to 2.

(Note that the rating being given is for Silver Black more specifically STDSB and not for other formats)

M14 Green Cards (In alphabetical Order)

                                                                                   

Advocate of the Beast: A 2/3 elf creature that gives +1/+1 counter on a beast creature each end step.

Analysis: This card will be a build around me card meaning there will be a beast deck that will be coming to STDSB country. Whether a beast deck is a deck that can win in STDSB is another question but the good news is they actually included two green beasts in this set for this guy in the form of Kalonian Tusker and Rumbling Baloth and both of them is playable.

Probability to see Play: 5

                                                                                   

Bramblecrush: A sorcery that destroys a non-creature permanent.

Analysis: Bramble Crush has been there a while and I haven’t played against a deck that uses it in STDSB. This is probably because of the high CMC (2GG) plus STDSB right now is dominated by aggro decks. It is still a decent removal and can be used as a sideboard.

Probability to see Play: 3

                                                                                   

Briarpack Alpha: A 3/3 creature that has flash and gets +2/+2 ETB effect.

Analysis: Since it has already seen play in STDSB before, I’ll just give it a rating.

Probability to see Play: 3

                                                                                 

 

Brindle Boar: A 2/2 boar that gives you 4 life when you eat it.

Analysis: It was a good common card before and look, exactly 4 lives. It’s good that I already have a set of this guy for my Angelic Accord deck.

Probability to see Play: 5

                                                                                  

Deadly Recluse: A 1/2 creature that has reach and deathtouch.

Analysis: This is a card that has shown a lot of good use in STDSB. It is a good thing that it’s still in standard.

Probability to see Play: 4

                                                                                  

Elvish Mystic: A 1/1 creature that gives 1 green mana.

Analysis: Llanowar elves again? Ok I’ll use it.

Probability to see play: 5

                                                                                                                                                                 

Enlarge: A sorcery that gives +7/+7 and Trample and makes all opposing creatures block it.

Analysis: Anyone that will be using a mono green deck might try to include this in their deck. I hope it works because I am also gonna try it

Probability to see Play: 2(did not work) 4 ( it works)

                     

Fog: An instant that prevent all combat damage.

Analysis: "Look I have enough power to take your life. I am gonna win this turn. Attack my minions. Ah there is fog they can't see the enemy. Oh no they are attacking I am all alone". I love fog when it works.

Probability to see Play: 4

              

Giant Growth: An instant that gives +3/+3 until end of turn.

Analysis: I and probably everyone that knows this card have used it one time or another. In STDSB Mono green decks will keep on using this especially in stompy decks.

Probability to see Play: 5

                                                                                    

Giant Spider: A 2/4 creature that has reach.

Analysis:  There are better guys with reach out there so this guy will probably be last pick.

Probability to see Play: 2

                                                                                    

Gladecover Scout: A 1/1 creature with hexproof.

Analysis:  Welcome back to standard hexproof girl. We have a home for you in STDSB.

Probability to see Play: 5

                                                                                    

Groundshaker Sliver: A 5/5 sliver that gives trample to all slivers.

Analysis: This is one of the hard to cast slivers coming into play in M14. Only a sliver deck can probably use it and it would need lots of ramp for this guy to have a significant effect on the battlefield. I believe even Sliver decks might be doubtful about this guy.

Probability to see Play: 2

                                                                                     

Howl of the Night Pack: A sorcery that gives you x 2/2 creatures equals to the number of forest you have.

Analysis: I wasn’t playing on MTGO when they first released this card so I really am not sure how good or bad it is. In my opinion this card is definitely a mid-range/late game kind of card and if you are mono green it could win you the game if you are able to cast it. The problem is would you ever really be able to use it?

Probability to see Play: 2

                                                                                     

Hunt the Weak: A sorcery that gives +1/+1 to your creature and lets it fight against an opponents creature.

Analysis: Even if this was instant speed the cost is just too high. If I needed this kind of card I would still recommend Prey Upon or Pit fight.

Probability to see Play: 1

                                                                                      

Kalonian Tusker: A 3/3 creature for 2 green mana.

Analysis: It would be good in Limited and Standard Pauper, and in STDSB any deck that uses green can add it to their deck combining forces with the Advocate.

Probability to see Play: 5

                                                                                      

Lay of the Land: A sorcery that lets you search for a land and put it in your hand.

Analysis: STDSB is known for decks that use at least 2 or more colors and a card that can give you an edge to fix your mana base is always welcome.

Probability to see Play: 5

                                                                                      

Manaweft sliver: A 1/1 sliver that gives every sliver you control the ability to give you mana of any color.

Analysis: If you are going to make a sliver deck this is all you need to fix your mana base. Forget what I said about lay of the land any multi-colored decks that will use green use this instead.

Probability to see Play:5

                                       

Naturalize: An instant spell that destroys artifact and enchantment.

Analysis: Another card that has already proven it’s worth whether main deck or sideboard.  

Probability to see Play: 5

                                                                                      

Plummet: An instant that destroys target flying creature.

Analysis: When I am using green in any color combination except black I always add this card in the sideboard.

Probability to see Play: 4

                                                                                      

Predatory Sliver: Basically a 2/2 creature that gives slivers you control +1/+1.

Analysis: Another strong sliver. I can’t wait to play with them.

Probability to see Play: 5

                                                                                      

Ranger’s guile: An instant that gives your creature hexproof and +1/+1 until end of turn.

Analysis: I have used this in other formats but I don’t remember using it in STDSB. It’s been used by lots of STDSB players though so I guess that’s it. Very flexible.

Probability to see play: 5

                                                                                       

Rootwalla: a 2/2 creature that can be pumped with +2/+2 for 1G.

Analysis: There is a simic beetle that can also do this guys ability with an added flying ability. He did not make it in STDSB. The same would happen with this returning lizard.

Probability to see play: 2

                                                                                        

Rumbling Baloth: A 4/4 creature for 4 CMC.

Analysis: If you are going to use the Advocate you are going to use this guy. If not you are going to look for another guy. Then again you might still come back for this guy.

Probability to see play: 5

                                                                                         

Sporemound: A 3/3 creature that creates 1/1 creatures whenever a land comes into play under your control.

Analysis: In my winning deck in STDSB, The Blood Aristocrat, I have taken out Maw of the Obzedat because it is just too slow but in green where you can ramp up your mana this guy might have a chance of coming out early. So maybe I’ll give this guy a try

Probability to see play: 3

                                                                                         

Trollhide: An aura that gives your creature +2/+2 and regeneration ability for 1G.

Analysis: After M13 rotates out for M14 everyone is going to miss Rancor and look for the next best thing, that card is Unflinching Courage but this card might also be a useful card for Hexproof decks. Regeneration is just too sweet an ability.

Probability to see play: 4

                                                                                                                                                                             

Verdant Haven: An enchant land that gives your land an extra one mana of any color plus 2 life for you.

Analysis:  It was already used in a lot of decks in STDSB and now that there is more reason to gain life in a green affiliated deck, this guy will see more play.

Probability to see play: 4

                                                                                       

Voracious Wurm: A 2/2 creature that gets x +1/+1 for each life you have gain the turn you cast him.

Analysis: Best case scenario, this guy will become a huge creature for 2 CMC. Worst case scenario this guy is just a plain 2/2 creature. What is to lose?

Probability to see play: 5

                                                                                      

Windstorm: An instant that deals x damage to each flying creature.

Analysis: Ok if you are not using flying creatures yourself this is a good card. Against those pesky flying tokens this is a great card. If you are using those pesky flying creatures yourself why the heck would you use this card? In the end this will be an overused green sideboard card.

Probability to see play: 5

                                                                                       

Woodborn Behemoth: A 4/4 creature that becomes an 8/8 creature with trample if you have eight or more lands.

Analysis: Another build around me card and the main reason that those ramp cards might be seeing a lot of play this coming STDSB season 2.

Probability to see play: 4

 That is all the common/uncommon cards in green. Next week I'll be tackling blue cards and if I can hasten the analysis If time and real life permits I might also add red in the next article and some new deck ideas using the incoming M14 cards. Let me leave you guys with some deck ideas I have using.  Angelic Accord is the core of the deck.

Mono White Accord
 

Creatures
4 Ajani's Sunstriker
4 Boros Mastiff
8 cards

Other Spells
4 Soulmender
4 Seraph of Dawn
4 Banisher Priest
4 Angelic Accord
4 Solemn Offering
4 Celestial Flare
4 Congregate
4 Angel's Mercy
1 Intangible virtue
2 Gather the Townsfolk
35 cards
Lands
17 plains
17 cards

2 Gift of Orzhova
15 cards

 

Selesnya Accord
 
Creatures
2 Ajani's Sunstriker
2 Vitu-Ghazi Guildmage
2 Avacyn's Pilgrim
6 cards

Other Spells
3 Soulmender
3 Brindle Boar
2 Elvish Mystic
4 Angelic Accord
2 Solemn Offering
4 Celestial Flare
2 Congregate
4 (Heroes Reunion)
3 Call of the Conclave
3 Selesnya Charm
4 Unflinching Courage
2 Intangible virtue
36 cards
Lands
2 Evolving Wilds
8 Forest
8 plains
18 cards

Sideboard
4 Voracious Wurm
2 Manaweft Sliver
2 Predatory Sliver
2 Windstorm 
2 Verdant Haven
3 Riot control
7 cards

 

Ok that's it for this edition. Until next time. Peace Out People of MTGO!