Cardsplain

(As this enters and after your draw step, add a . after IV.)

I — This Saga deals 6 damage to target creature an opponent controls.

II — Destroy target an opponent controls.

III, IV — Add .

Grade B+ Grade from the win rate

Win rate when drawn 60.1% +3.9 vs average 25,422 games

Win rates and picks

57.9% 56,903 games
Average pick ()
3

By deck

  • Goblin Army 60.8% 12,946 games
  • Dwarves & Equipment 59.9% 8,401 games
  • Burn and Draw 59.7% 1,103 games

Win rates from , 323,114 games. This card is compared with the set average (56.2%).

Reviews

Four mana for 6 damage is a very reasonable burn spell and the number of equipment cards throughout The Hobbit makes me think this'll probably destroy one of those, too. Even if you can only kill a creature and then get a little mana rebate later, Burn, Burn, Tree and Fern is still a good spell for your red decks.

Red's best commons (Pinecone Strike, Dori, Bearer of Friends, Gundabad Opportunist) and uncommons (Bothersome Noisemaker, Burn, Burn, Tree and Fern, Gandalf, Spark Starter, Misty Mountains Raider) fit into every single deck.

How to draft it

One of the 20 cards to memorize. A 4-mana that deals 6 damage to an opponent's creature as it enters, then destroys one of their , then adds on each of the last two chapters.

Roles in each deck

  • Goblin Army Removal

    Chapter I deals 6 damage to a creature an opponent controls, enough for the 5/5s that Pinecone Strike can't touch. Chapter II destroys one of their , such as an , a or The Arkenstone, and chapters III and IV each add .

    How to play it

    The first chapter triggers as the enters, so cast it when they have a creature worth 6 damage. Chapters III and IV add their in your first main phase, after your draw step, and mana you don't spend empties when that phase ends. Use it at once, on a off 4 lands or on two spells.

    Learn the Goblin Army deck
  • Dwarves & Equipment Removal

    Six damage from chapter I of Burn, Burn, Tree and Fern kills nearly any creature an opponent controls. Chapter II destroys one of their , and chapters III and IV each add . The 4-mana stays a piece for three more turns.

    How to play it

    Aim chapter I at their biggest creature. Chapter II needs a target, an or a if they have one, and does nothing otherwise. The from chapters III and IV arrives in your first main phase and empties when that phase ends, so spend it there on an equip or toward Gandalf, Spark Starter or Stone-Giant of High Pass.

    Learn the Dwarves & Equipment deck
  • Burn and Draw Removal

    Chapter I deals 6 damage to a creature an opponent controls the turn you cast the , enough for almost anything they play. Chapter II destroys one of their (, a , even The Arkenstone). Chapters III and IV each add , which ramps you toward Gandalf, Spark Starter and Smaug, the Great Calamity, and the Saga counts toward Óin's .

    How to play it

    Wait until they have a creature worth 6 damage, because chapter I needs a target. The from chapters III and IV arrives in your first main phase and empties when that phase ends, so spend it before combat. On turn 4 it sets up 7 mana for Smaug, the Great Calamity on turn 6, as long as you keep making land drops.

    Learn the Burn and Draw deck
  • Beasts and Burn Removal

    Chapter I deals 6 damage, enough for nearly any creature in the set, and the keeps working after that. Chapter II destroys an of theirs (, a ), and chapters III and IV each add toward Gandalf, Spark Starter or Smaug, the Great Calamity.

    How to play it

    Because chapter I triggers as the enters, hold it until they have a creature worth 6 damage. The from chapters III and IV arrives in your first main phase and is gone when that phase ends, so plan a spell for it there.

    Learn the Beasts and Burn deck