As always, before I get into my rating for each card, here’s a brief overview of my 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.
Ikoria Draft guide – Green
Adventurous Impulse – 1.5
Adventurous Impulse is essentially the green version of Anticipate. In a set filled with cycling cards, this card is mediocre at best. Although you could include this in your deck, I’d cut it most of the time for a green cycling card.
Almighty Brushwagg – 2
I don’t think Almighty Brushwagg is that bad of a card. Normally in a regular set, a card like this wouldn’t do particularly well because it requires a heavy mana investment to do anything. However, I think Almighty Brushwagg is going to be a nice, cheap creature to mutate on top of most of the time. I wouldn’t be unhappy including this card in a mutate deck that needs cheap creatures to fill the curve.
Auspicious Starrix – 4
A very strong uncommon creature. Auspicious Starrix already has the benefit of being a 5 mana 6/6 creature, which is a good rate. The ability to put permanents into the battlefield immediately is incredibly strong, and the fact that it increases with each mutation makes this card a threat you opponents have to deal with quickly.
Barrier Breach – 1.5
Even if Barrier Breach has cycling, it’s hard to see situations where I want to include it into my deck. Unless my opponent was running several copies of Pacifism or Capture Sphere, I wouldn’t want to be running Barrier Breach.
Bristling Boar – 2.5
Bristling Boar’s ability is very relevant, as it makes it fairly difficult to deal with in combat sometimes. It’s not going to win you the game, but it’s a good attacker that most green decks won’t hesitate to include.
Charge of the Forever-Beast – 2.5
I like this card, but I think I’d rather have Ram Through. The downsides of this card are that you need a large creature in your hand to make it worth it, and its sorcery speed. This makes Charge of the Forever-Beast fairly situational and a bad top deck. With that said, there’s a lot of high power creatures in green and this card does get the job done.
Colossification – 1.5
This enchantment is a trap, don’t ever pick it. If Colossification gave the creature trample, I think it could be worth including. However, that’s not the case here. Tapping down your own creature and giving you opponents an opportunity to respond is not something you want to be doing in limited.
Essence Symbiote – 3
It’s nice that you get the trigger off no matter what creature you mutate. Essense Symbiote is a nice green common that the average green deck would be happy to have.
Excavation Mole – 3
A 3 mana 3/3 trample is a good rate, and milling the top three cards of your library can be relevant for Golgari decks. In other words, Excavation Mole is a solid green common.
Exuberant Wolfbear – 3.5
A 4-mana 4/4 is a great rate, and there are enough humans in this set to make this card go over the top.
Fertilid – 3
It’s common to draft 3-color decks in this format. As a result, Fertilid is going to be a great pick to help decks fix their mana. However, if your deck is looking to ramp, Fertilid does a great job at that too.
Flycatcher Giraffid – 2
Unfortunately, vigilance and reach are mediocre keywords. With that said, Flycatcher Giraffid can be a decent creature to fill out your deck, and does a good job of beating flying decks.
Fully Grown – 2
Fully grown is an expensive combat trick, even if it permanently gives your creatures trample. But, some decks in the format want trample on their creatures so it isn’t the end of the world to include one copy.
Gemrazer – 4
Unfortunately, there won’t always be key artifacts or enchantments to destroy in this set, except for the aforementioned Pacifism and Capture Sphere. On the other hand, at worst, Gemrazer is a 4-mana 4/4 with reach and trample. In addition, it’s very nice to have the artifact/enchantment hate effect as an option.
Glowstone Recluse – 3
Glowstone Recluse helps mutate creatures grow the more you mutate it, which is awesome. However, I don’t like the risk of stacking all my mutate cards, and makes me think it’s a lot worse than it looks.
Greater Sandwurm – 3
A solid finisher and you cycle it away if you draw it too early.
Honey Mammoth – 2
Not an exciting creature, and I think there are better green creatures to fill up the higher slots. However, gaining 4 life is a lot, and I would include this card if I needed to have some sort of late-game threat.
Hornbash Mentor – 4
A 3-mana 3/3 is a great baseline. Also, there are enough trample creatures in this set that its ability to add counters on all of them is going to be very relevant.
Humble Naturalist – 2.5
I like that Humble Naturalist can help you splash into different colors and ramp, while also being a decent blocker. Unfortunately, I think that green wants to be splashing in removal spells from other colors and Humble Naturalist won’t really help out with that.
Ivy Elemental – 2.5
This card is going to be a good inclusion for mutate decks since the counters will stay on the creature. Also, it’s nice that Ivy Elemental scales throughout the game. However, it’s still a vanilla creature and isn’t something I’m always looking for.
Kogla, the Titan Ape – 5
Kogla has immense value the moment you play it, removing a creature from your opponent’s board almost all the time.
Lead the Stampede – 2
I don’t think many decks will want this card. However, the creature heavy decks that do include this will be more than happy to have a copy.
Migration Path – 2
If you really need to ramp fast, then Migration Path might be a decent pickup. Otherwise, it’s not worth filling up the 4-mana slot in your deck if you don’t have anything to constantly ramp into.
Migratory Greathorn – 3.5
This is a great common that I’ll be happy to pick up early. I really like that Migratory Greathorn helps you splash, ramp, and mutate.
Monstrous Step – 2.5
Monstrous Step can be awkward to cast at times, because it’s expensive and requires you and your opponent to have a creature to maximize its value. However, this is another card that I’m not too sad about picking up because of cycling.
Mosscoat Goriak – 2
An okay filler if you need creatures. On the other hand, Mosscoat Goriak can be very useful in the vigilance archetype.
Mythos of Brokkos – 2
Mythos of Brokkos is definitely weaker than all of the other cards in this cycle. Bringing back cards from the graveyard isn’t a very strong effect in draft, and not something I want to be paying 4-mana for.
Plummet – 1
A sideboard card for fliers.
Ram Through – 3.5
Ram Through is the premium removal spell for green and I’m happy to have it in almost all my green decks. Also, it’s really nice to be able to cast it at instant speed.
Sudden Spinnerets – 1.5
Sudden Spinnerets isn’t going to be very impactful unless I’m playing against a flying-heavy deck.
Survivors’ Bond – 2
If you’re able to get two cards from your graveyard from Survivors’ Bond, then it’s great! However, most of the time I think you’ll only be able to get one creature from it, making it a mediocre pickup.
Thwart the Enemy – 2
It’s nice to see a fog effect that only targets your opponent’s creatures. With that said, there would be more situations where this card will be doing you nothing than something. If Thwart the Enemy was given the cycling treatment, I’d definitely rate it higher.
Titanoth Rex – 2.5
It is expensive, but I think there’s enough upside on this card that makes it a decent pickup.
Vivien, Monsters’ Advocate – 5
Every piece of text on Vivien says “You win the game”. Jokes aside, Vivien is an insane value engine that will take over if left unchecked.
Wilt – 1.5
There aren’t enough impactful artifacts or enchantments in this set to justify playing this card, even if it has cycling.