Welcome back to another Core Set 2021 Draft guide for Magic: The Gathering! Last time, I went over all the cards for red. Today, we will be looking at all the green cards.
Before I get into my rating for each card, here’s a brief overview of my Core Set 2021 Draft Guide rating system.
- 1 – Bad card or only useful in the sideboard
- 2 – Passable, but not something I would pick early or often
- 3 – A solid card I’m happy to pick most of the time
- 4 – Powerful cards that provide a lot of value on their own
- 5 – Cards that will almost always win the game if your opponents can’t deal with them
Now that we know how I’ll be rating each card, let’s get straight into the ratings.
Core Set 2021 Draft guide – Green
Azusa, Lost but Seeking – 1
Although Azusa is amazing in Commander, she’s really bad in limited. Most of the time she’s just going to be a 3-mana 1/2, and that just won’t help you win the game.
Burlfist Oak – 3
Burlfist Oak is a strong beater that should be included in any green deck. The downside to Burlfist Oak is that it’s a pretty bad defensive creature. However, there are enough draw spells in the set to make this card worthwhile.
Canopy Stalker – 1.5
It’s nice that Canopy Stalker synergizes with 4+ power strategies. However, it can easily be killed in combat by 2 power creatures, making the first line of text irrelevant in most cases. Plus, I don’t see anyone benefitting from the life gain, making this card a mediocre filler card at best.
Colossal Dreadmaw – 2.5
Colossal Dreadmaw has always been a decent top end in green decks and that still hasn’t changed.
Cultivate – 3
This is a ramp spell I can get behind. It’s easy to cast and can help you splash another color into your deck.
Drowsing Tyrannodon – 2.5
Drowsing Tyrannadon is a great pick for any green deck, even if you don’t have a strong 4+ power strategy going on. Plus, Drowsing Tyranodon is a really good defender for 2-mana and trades well into any early creature.
Elder Gargaroth – 5
Elder Gargaroth is giving me Questing Beast vibes. Maybe it’s the crazy amount of keywords. Anyways, Elder Gargaroth is an incredibly powerful 5 drop that offers a lot of flexibility. It acts as a threat but also does a great job blocking several strong fliers in the set.
Feline Sovereign – 2.5
There are a good amount of solid common cats in the set such as Pridemalkin and Basri’s Acolyte to support Feline Sovereign. However, I don’t think that cat tribal is going to be that strong. Feline Sovereign is great at buffing up a few of your creatures here and there, but you shouldn’t be trying to force a tribal deck.
Fierce Empath – 3
I really like Fierce Empath. This card will grab the best creature in your deck and leave you with a 1/1 creature. This ability will be useful in Simic ramp decks, and any deck that has a 6+ power threat in their deck will benefit from Fierce Empath.
Fungal Rebirth – 2.5
I actually like Fungal Rebirth. Creatures die naturally throughout a game, making it pretty easy to get the Saproling tokens. Also, remember that you meet the requirements as long as any creature dies.
Garruk, Unleashed – 5
Garruk is best if you already have a board to utilize his +1 loyalty ability. However, even if you are behind, Garruk is great at building back up your board. I wouldn’t’ necessarily say he protects himself, but it’s nice that he makes himself more resilient if you are behind on creatures.
Garruk’s Gorehorn – 1.5
Garruk’s Gorehorn is a filler card that might help with your 4+ power synergies. However, a vanilla 5 mana 7/3 isn’t something you want to include in your deck most of the time.
Garruk’s Harbinger – 4
Since black has some of the strongest removal in the set, Hexproof from black becomes very relevant. Plus, Garruk’s Harbinger has efficient stats for its mana cost and grabs you more creatures. A solid, first-pickable rare.
Garruk’s Uprising – 3.5
Garruk’s Uprising is probably the best reason to be in a 4+ power strategy since it prevents your big creatures from being chump-blocked. Also, I’m a big fan of drawing a card just for playing Garruk’s Uprising. It makes the card playable during all stages of the game.
Gnarled Sage – 2
I can see Gnarled Sage being cut for other cards, but it’s still a playable creature that is great against fliers.
Heroic Intervention – 2
Heroic Intervention is a fine inclusion since it will always find value somehow during a game. With that said, I wouldn’t make it a priority to have one of these early on in the draft.
Hunter’s Edge – 3
A premium removal spell for green that leaves a counter on one of your creatures.
Invigorating Surge – 2.5
This is one of the better combat tricks out there since you’re permanently increasing your creature’s stats by +2/+2.
Jolrael, Mwonvuli Recluse – 4
You’re going to need to build around Jolrael to maximize her value, however, the power is there. Just make sure to include a decent amount of card draw spells in your deck.
Life Goes On – 1
Cards that just gain you life never do well in limited.
Llanowar Visionary – 3
Llanowar Visionary is the best ramp card in the set. Not only does it replace itself with a card, but ramps you into your bigger creatures.
Ornery Dilophosaur – 1.5
This card is just too expensive for what it does, even if you’re able to consistently have a 4+ power creature on board. Plus, if you aren’t able to have a 4+ power creature on board, Ornery Dilophosaur is just bad.
Portcullis Vine – 1.5
Portcullis Vine doesn’t really protect you from anything. It does replace itself later on in the game, but you’re better off just cutting the card completely for something else.
Pridemalkin – 2.5
A solid green creature that helps enable your +1/+1 strategy.
Primal Might – 4
Primal Might is amazing because it will almost always kill your opponent’s best creature while leaving you with a huge attacker. Plus, if your creature has Trample, this card can just win you the game outright.
Quirion Dryad – 2.5
If your deck is primarily green, then this card isn’t going to become very big. However, just getting 1-2 counters on this card is enough to start enabling your +1/+1 counter synergies.
Ranger’s Guile – 2
A cheap combat trick that protects your creatures from removal spells. I wouldn’t mind having a copy of this card if my deck has a lot of important creatures I want to keep alive.
Return to Nature – 1
A sideboard card for artifacts and enchantments.
Run Afoul – 1
Another sideboard card that’s good against fliers.
Sabertooth Mauler – 3
Like I mentioned earlier, it’s not hard for creatures to die. Sabertooth Mauler a solid creature to include in most green decks and will usually come down as a 4/4 creature.
Sanctum of Fruitful Harvest – 2.5
This is definitely one of the better Sanctums in the set. Although it can be used as a form of ramp, I like Sanctum of Fruitful Harvest as a way for me to splash another color.
Scavenging Ooze – 4.5
There’s always going to be cards for Scavenging Ooze to exile, making it a great play during all stages of a game.
Setessan Training – 2
Setessan Training is a fine enchantment that replaces itself. With that said, I would highly prioritize this card if I already had big creatures in my deck.
Skyway Sniper – 1.5
Skyway Sniper is a very weak main deck card since you don’t know if your opponent will have fliers in their deck. However, if you sideboard this card against fliers, it will completely annihilate your opponent’s board.
Snarespinner – 2
Snarespinner is another card that’s great sideboard against fliers, but weak as a filler card.
Sporeweb Weaver – 3.5
Sporeweb Weaver is a very strong defender that will always leave behind a few Saprolings before it dies. If you’re in a slower green deck, this card will do a great job of making combat difficult for your opponent.
Thrashing Brontodon – 3
The stats alone on Thrashing Brontodon makes it worth including in any green deck. The fact that it destroys an artifact or enchantment just pushes this card over the top.
Titanic Growth – 2
Titanic Growth is a fine inclusion since it guarantees that your creature will win combat.
Track Down – 2.5
Scry 3 is a very powerful effect, and I actually think this card is a lot better than most people think. You’ll want a lot of creatures in your deck to make this card worthwhile, but I think the power is there.
Trufflesnout – 3
Getting a 3/3 for 3 mana is always good, making Trufflesnout a great filler for any green deck. Also, the flexibility of gaining 4 life instead makes Trufflesnout great against aggro decks.
Warden of the Woods – 4
I don’t see many scenarios where your opponent is going to have a creature that can effectively block Warden of the Woods. I also don’t see your opponent having an easy time attacking through Warden of the Woods. This card is just an incredible creature that will usually give you 2-for-1 or 3-for-1.
Wildwood Scourge – 3.5
This card is a strictly better version of Ivy Elemental. Plus, there are enough +1/+1 synergy cards to enable Wildwood Scourge throughout the game.