Cardsplain

This land enters .

: Add or .

, , this land: Put two on target Bear, Spider, or Wolf you control. Activate only as a .

Grade C+ Grade from the win rate

Win rate when drawn 55.8% −0.4 vs average 23,661 games

Win rates and picks

55.9% 50,300 games
Average pick ()
9

By deck

  • Ferocious Wolves 56.7% 17,002 games
  • Goblin Army 55.0% 2,256 games
  • Elf Landfall 52.7% 1,262 games

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

Reviews

Green's only real selling points are a handful of broken rares (Beorn the Fierce, Dancing from Dark to Dawn), two excellent uncommons in Mirkwood Pathmaker and Nasty Little Rabbit, and its potential for synergy with .

How to draft it

Roles in each deck

  • Ferocious Wolves Gets you the color you need

    The black and green dual land enters and taps for black or green. Late, , and a put two +1/+1 counters on a Bear, Spider or Wolf, enough to make Ravening Warg or Attercop a 4-power creature.

    How to play it

    Lead with it on turn 1, or play it on a turn with mana to spare, and it once you have more lands than you need.

    Learn the Ferocious Wolves deck