Cardsplain

— At the beginning of combat on your turn, if you control a creature with power 4 or greater, put a on this creature.

Grade B+ Grade from the win rate

Win rate when drawn 59.7% +3.5 vs average 17,848 games

Win rates and picks

57.0% 37,274 games
Average pick ()
4.4

By deck

  • Ferocious Wolves 60.8% 12,958 games
  • Elf Landfall 57.0% 2,809 games

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

Reviews

Back in Theros Beyond Death, Nessian Hornbeetle was a powerhouse of a card, becoming an insurmountable threat in just a few short turns, which was incredible for such a small mana investment. Nasty Little Rabbit might be even better. If you cast it on turn 1, it's possible to trigger it as early as turn 2 thanks to Desolation Prowler, but it's far more likely on turn 3 or 4. Also, unlike the beetle, it sees itself for its own ability, so once it hits 4 power, it just keeps triggering. Honestly, this also feels a lot like Sazh's Chocobo, since you'll run it out early and it'll eventually become impossible for some decks to deal with.

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 .

Nasty Little Rabbit and Nighthowl Pursuer are ludicrously under-costed when is running, which makes cards like Duskwatch Hunter more useful than you'd expect. Those two, The Chief Warg, and Ravening Warg (don't underestimate the value of incidental lifegain in HOB) are the main reasons to care about ferocious.

How to draft it

Roles in each deck

  • Ferocious Wolves Rewards the plan

    Every counter it takes stays, and once its own counters bring it to 4 power it sees itself and grows each turn with no help.

    How to play it

    A turn-1 Rabbit has the most combats to grow in. Don't trade it early for a , because two counters already make it a 3/4.

    Learn the Ferocious Wolves deck
  • Elf Landfall Threat

    checks at the beginning of combat on your turn, and if you control a creature with 4 or more power, this 1-drop gets a +1/+1 counter . Once the Rabbit reaches 4 power itself, it keeps growing on its own. Mirkwood Pathmaker with four lands, Bejeweled Warg after one hit and most creatures carrying Thranduil's Company's counters turn it on, but this deck has fewer of them early than Ferocious Wolves.

    How to play it

    Don't count on it before you have a 4-power creature, and from then on attack with it every turn. Two counters from Thranduil's Company on a Rabbit that already has one make it a 4/5 that feeds itself. With 3 mana on turn 3, Mirkwood Pathmaker comes first.

    Learn the Elf Landfall deck
  • Beasts and Burn Rewards the plan

    Once your first 4-power creature is out, the Rabbit gets a counter every turn, so one that starts growing on turn 4 is a 5/6 by turn 7. Opponents end up spending on a 1-mana card.

    How to play it

    Don't trade it or chump-block with it, even while it is still a 1/2. In paper the counter comes whether or not anything attacks, so say "going to combat" every turn and add it.

    Learn the Beasts and Burn deck
  • Patchwork Midrange Threat

    Every combat on your turn with on, this 1-drop gets a +1/+1 counter , and the counters stay. Your ferocious sources include Mirkwood Pathmaker from four lands, Ordinary Bear, Large Bear, Beorn the Fierce, a 3-power creature carrying Duskwatch Hunter's counter, and Dwarf under An Unexpected Party, so it usually starts growing around turn 4.

    How to play it

    Turn 1 gives it the most combats to grow, and a Rabbit cast later still grows. Keep it out of early trades with , since three counters make it a 4/5.

    Learn the Patchwork Midrange deck