My rating scale goes from A+ to F
A: True bombs that can win you the game or extremely good removal
B: Very solid playables, good removal
C: Filler, easily replaced
D: Cards I’d rather not have in my deck
If used in the mid to late game this can be a house especially in green with creatures that already have trample. Throw this on a Colossal Dreadmaw and go to town. I would be careful about using it too early and getting blown out but this can make your opponent sweat.
This is nice paired with combat tricks but trades with creatures that get a lot more value than this. Pumping this creature makes me a lot more interested though.
This will perform fairly well in combat but I’m not too excited about it. This may be a sleeper perfectly costed and sized creature though.
It’s baaaaaaaaaackkkk! Seriously is this card printed in every single set from now on? Either way it’s a welcome sight since it’s still a strong common.
This can give green some much needed card draw with so many of it’s creatures with power 4 or greater and the ability to ramp this out early and get full value.
There are a lot of value creatures in the set and the basilisk is not that but this can stop ground assaults and soak up removal which makes me happy to play one in a green deck.
This can be a gnarly removal spell that can wipe your oppopnents board. Try to avoid casting this into open mana so you don’t get blown out and this can decimate your opponents board with your large green creatures in a board stall.Cast this on a deathtoucher and you are really doing it.
Druid of Horns
Being a 4 mana 2/3 isnt the worst thing in this format and in a deck with a bunch of auras this can be netting you some serious card advantage and will demand an answer. You are really gonna want a decent number of auras before you play this card.
Druid of the Cowl
Solid mana dork that doesn’t die to X/1 hate and is actually quite a blocker. I’m looking to pick up a couple for my green decks.
This is another solid green two drop that will basically draw you a card a little less than 50% of the time. This body lines up nicely against a lot of creatures.
This is really bad for splashing since you have to hope the color your looking for is in the top 5 cards but you have decent chance of doing so. This tries to do a Rampant Growth impression and leave behind a 1/1 in the process which is nice so this might fit best into ramp decks.
This card can pull you back from the brink of death or deal some serious damage to your opponent. The only drawback is being 7 mana but in a green deck you should be able to find plenty of ways to ramp and I think this is something worth ramping to.
The base stat line here is decent and the activated ability is also decently costed with so many of the creatures having a base power of 2 or less. This can help make sure your large green creatures can push through damage.
This is almost always a solid card for green and they are going to need it with quite a few flyers in the set and not a ton of ways to deal with them.
Gift of Paradise
Solid card to help fix and ramp your mana and gives you a little life buffer for taking a turn off to do so. This being an uncommon now makes it a little more difficult to pick up but will allow you to splash some good cards.
Not the worst 2 drop and will be very good with any auras thrown on to pump up the power.
This can block and gain you some life which sometimes you need to do in a ramp deck but otherwise I am very unexcited to put this in my deck.
Sideboard rating here but we shall see if the format has enough targets to make this maindeckable. Being instant speed and flexible is always great.
This is a powerful enchantment than can quickly change the tide of battle by turning your creature into a serious threat. This doesn’t provide any sort of evasion so casting it on something with trample or the like will be most effective.
I am getting to the point where I want to main deck this card in my green decks. Often times greens biggest problems are flyers and this is a 2 mana way to deal with them which there seems to be quite a few in the set. Otherwise always a great sideboard card.
Great green removal spell that is much better than the fight spells we have been dealing with lately and just deals damage. This does require you to have a creature on the field and is susceptible to blow out so not as good as other removal but some of the best green has to work with.
This not a card I want to play in my deck but will if I am short on other playables since the 1 toughness can be a liability and you will not always have a target for this card. Though as the format goes on if it is right to main deck naturalize effects this is going to be much better then the instant.
A little too high costed for this effect for me but this can buyback your big creature that your opponent removed but I would be prioritizing playing one.
This is a nice large body that replaces itself when it ETBs and with 4 power having certain synergy and throwing an aura on this card makes it a real threat.
This is aggressively costed enough that I am interested in trying it out in a ramp strategy but otherwise not too interested in a fog. If you only needed one turn to win it will help you get there but there is a cost to putting a card like this in your deck.
Talons of Wildwood
This card can go great and just about any green deck giving your creature trample and a little boost then being able to buy it back and do it all over again. This will be a key piece to the auras decks as well where every time you cast this you draw a card as well.
Not the biggest creature for green but is decently costed and can match up well against a lot of the format.
Very solid combat trick that can also deliver some devastating damage when unblocked or used with a trampling creature. I’ll look to play one in almos all green decks.
This is going to be a nightmare for many of your opponents and doesn’t die to a lot of the removal in the set. Pair this with a combat trick or aura and the game will be over real quick.
With so many auras in the set the Vine Mare holds them all quite nicely being hexproof and all. Being unable to be blocked by black creatures is a nice upside as well though not a huge deal. This can quickly run away with the game and is better with auras that pump toughness to make sure that it won’t die in combat.
Wall of Vines
A decent blocker and if you don’t have anyways of slowing down flyers I recommend picking one of these up though I’d much rather just play a spider.