Mirkwood
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
Learn the Ferocious Wolves deckLead 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.