Cardsplain

Mirkwood Pathmaker's power and toughness are each equal to the number of lands you control.

Grade B+ Grade from the win rate

Win rate when drawn 59.6% +3.4 vs average 19,147 games

Win rates and picks

56.9% 39,794 games
Average pick ()
3.8

By deck

  • Ferocious Wolves 60.5% 10,493 games
  • Elf Landfall 58.7% 5,494 games

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

Reviews

Obviously, this only starts out as an average 3/3 for 3 mana, but drawing it late game and having it be a 6/6 or 7/7 sounds fairly good to me. Just like Gigantic Big Bear, Mirkwood Pathmaker is missing , or any other annoying combat keyword to help you really make use of that large body. But when you invested so little mana into it, that's not enough to stop you playing it.

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

One of the 20 cards to memorize. Costs 3 mana, and its power and toughness equal the number of lands you control, so it is a 4/4 on turn 4 and keeps growing.

Roles in each deck

  • Ferocious Wolves Sets up the plan

    Your land count sets its power and toughness, so from turn 4 this is the surest creature you have and keeps growing after that.

    How to play it

    Any 1/1 can chump-block it, because it has no . Pair it with Wargling or kill the blocker first. As a 3/3 on turn 3 it doesn't count for yet.

    Learn the Ferocious Wolves deck
  • Elf Landfall Threat

    Power and toughness both equal your land count, so this 3-mana Elf is a 3/3 on turn 3 and a 6/6 or bigger later. The extra lands from Wood Elves and Silvan Reveler grow it ahead of the normal , and it is usually your biggest creature by the time Quarrel or Troll Negotiations needs one.

    How to play it

    Turn 3 is its slot, and it stays home until it outgrows their blockers. Once they throw a in front of it every turn, it does more as Quarrel's source, since a 6/6 kills almost anything Quarrel points it at.

    Learn the Elf Landfall deck
  • Beasts and Burn Threat

    Every land you play makes it bigger, so unlike most it is still worth drawing on turn 8. A late Pathmaker also turns Quarrel into a 6- or 7-damage spell.

    How to play it

    Don't block a with it on turn 3, because it is worth far more later. A big Pathmaker without gets chump-blocked, so its best turns come with Beorn the Fierce's on it.

    Learn the Beasts and Burn deck
  • Patchwork Midrange Threat

    Your land count sets its size, so it needs no help from the rest of the deck and grows every turn you hit a land drop. Quarrel and Troll Negotiations deal damage equal to its power, so a five-land Pathmaker kills a 5-toughness creature with either.

    How to play it

    Attack into a blocker only with Quarrel up for the blocker or Stone by Sunlight up for Pathmaker. By turn 7 it outsizes most ground creatures, which makes it the best home for Beorn the Fierce's .

    Learn the Patchwork Midrange deck