Welcome to the MTG Kaladesh green draft guide! Last time, I went over all the cards for red.
Before I get into my rating for each card, here’s a brief overview of my MTG Kaladesh green 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.
MTG Kaladesh Green Draft Guide
Appetite for the Unnatural – 2
This instant hits enough relevant spells to the main deck. Having said that, this is still a filler card that should only come out when you have no better choices.
Arborback Stomper – 3
A well-statted creature that will always have solid value. It hits for a good chunk of damage and heals you a good amount as well. 5 life is enough to buy you another turn most of the time and makes sure you’ll always get at least one attack in.
Armorcraft Judge – 3 // 3.5
There’s no reason not to include this card in your deck. Several cards produce +1/+1 counters, so picking one up shouldn’t be a problem. Worst case scenario, you’ll be getting a 3/3 artificer.
Attune with Aether – 2.5
Attune with Aether is great playable in every single green deck. It fixes your mana, thins out your deck, and gives you energy counters.
Blossoming Defense – 3
This is a combat spell I can get behind. +2/+2 is enough to win combat, and hexproof allows you to deal with removal spells. For 1 mana, I’m more than happy to find space in my deck for Blossoming Defense.
Bristling Hydra – 4
I love it. A beefy beater can protect itself at instant speed. Plus, if you have a few energy counters lying around, it slowly gets bigger and bigger.
Commencement of Festivities – 1
The only situation where this card is useful is if your opponent is extremely fast.
Creeping Mold – 0
If it was instant speed, I’d consider it more. However, this card is just too slow and expensive to justify playing.
Druid of the Cowl – 3.5
Druid of the Cowl is one of the best common creatures for green. It blocks well and ramps your mana. I love it.
Greenbelt Rampager – 3
Essentially, this is a 3-mana 3/4. You can also combo this card with Attune with Aether, allowing you to play it on turn 2. Overall, Greenbelt Rampager is a nice early beater and I’m always happy to pick one up.
Heroic Intervention – 3
2-mana counterspell effect for green? Sign me up.
Highspire Artisan – 2.5
Highspire Artisan does a great job of slowing down the game. This card has good defensive stats and keeps you alive against flyers.
Highspire Infusion – 2
A good combat trick, but nothing to go crazy about.
Hunt the Weak – 3.5
Hunt the Weak is a great value spell. It helps enable +1/+1 strategies and acts as a removal spell.
Kujar Seedsculptor – 2.5
A solid playable to enable your +1/+1 counters theme.
Lifecraft Cavalry – 3.5
Most of the time, you have to pay 6-mana for a 6/6 trample creature in limited. The fact that Lifecraft Cavalry costs only 5 mana is crazy.
Longtusk Cub – 3.5
I’ve seen people straight up win games using just Longtusk Cub. Unless your opponent has an early blocker to deal with this cat, you’ll have a huge advantage over them. Always pick this card when possible.
Maulfist Revolutionary – 3
A 3-mana 3/3 with trample is already good stats. Add the fact that this card gives you extra counters of any kind and you got yourself some crazy value.
Monstrous Onslaught – 3.5
Monstrous Onslaught is premium removal for green. I really like that this card can clear a wide board of 1/1 servos.
Narnam Renegade – 3
1-mana deathtouch creatures are always good in limited. They give you a way to deal with your opponent’s bigger creatures until you can find your own threat.
Nature’s Way – 4
Nature’s Way is a strictly better Rabid Bite, which is one of the best green removal spells you can have in limited.
Nissa, Vital Force – 5
After 1 turn, you can ultimate with Nissa? Wow, Planeswalkers are getting out of hand.
Essentially, your opponent has a single turn to deal with Nissa the moment she’s played. Otherwise, you’re just going to win the game through card advantage.
Ornamental Courage – 1
I don’t think these stats are enough to win most combats.
Oviya Pashiri, Sage Lifecrafter – 3
Oviya’s abilities are very expensive, but the upside is that she only costs 1 mana. I expect her to be a good late-game mana sink, but definitely not a bomb.
Peema Aether-Seer – 2.5
A solid playable that can force your opponent to trade their best creature.
Peema Outrider – 3.5 // 4
The best green common in the set. It’s a good beater, creates multiple bodies, and comes down early.
Ridgescale Tusker – 4.5
A straight-up bomb. Ridgescale Tusker requires very little set up to work and provides so much value on its own.
Riparian Tiger – 3.5
Like I mentioned previously, being able to get a 6/6 trample creature for 5-mana is great. Of course, Riparian Tiger can only become a 6/6 if it’s attacking, but that’s something you want to be doing anyway.
Man, the power jump from 4 mana to 5 mana creatures is absurd in Kaladesh.
Rishkar, Peema Renegade – 3.5
Rishkar is a flexible creature that provides a good way to ramp your mana. He’s able to target himself with his own ability, making him a 3-mana 3/3 at worst.
Rishkar’s Expertise – 4
Casting a 5-mana creature for free on top of drawing cards is just nuts. I suspect that green may just be the best color to draft in Kaladesh Remastered.
Sage of Shaila’s Claim – 2
The power of Sage of Shaila’s Claim all depends on how much energy payoffs you have. If you don’t have many energy cards, then I would avoid this card all together.
Servant of the Conduit – 3
Servant of the Conduit is great. It fixes your mana and allows you a ton of deckbuilding flexibility. Even if you play her later in the game, the energy counters can be used for something else.
Thriving Rhino – 3.5
Thriving Rhino is a beefy beater that will destroy your opponent if left unchecked.
Unbridled Growth – 2.5
Unbridled Growth is a great enchantment that will help you fix your mana early. Worst case scenario, it’s a 1-mana draw spell.
Verdurous Gearhulk – 5+++
This is a 5-mana 8/8 trample creature. Just let that sink in for a second…
Anyway, Verdurous Gearhulk is an absolutely disgusting bomb due to its flexibility of giving counters to any creature.
Wild Wanderer – 2.5
2 toughness is a little too fragile for what this card does. That said, it still gets you a free land from your deck and trades well.
Wildest Dreams – 3
I try to pay 5-mana when casting Wildest Dreams. That way, I get the 2 best cards from your graveyard. Paying 3-mana is fine too, but not the best rate for this type of effect.