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Few drafters play this deck. It wins 54.6% over 2,822 games, a little below the four most-played decks: Goblin Army (57.6% over 85,459 games), Draw Two (56.4% over 58,594 games), Ferocious Wolves (56.9% over 57,277 games) and Dwarves & Equipment (56.5% over 52,797 games). Ferocious Wolves (black-green) is the green deck most drafters choose instead.

The set's and its five common dual lands are made for Goblin Army, Ferocious Wolves, Dwarves & Equipment, Draw Two and Elf Landfall, and no card asks for both red and green. Red's best cards are built for Goblin Army () and Dwarves & Equipment, and green's for Ferocious Wolves, where black adds more creatures (Ravening Warg, Nighthowl Pursuer). A few hybrid cards still work here. Their cost has a symbol like that either of two colors can pay. Large Bear, Duskwatch Hunter, Mirkwood Nurturer and Thranduil, Sindarin Liege can be cast with green mana, and Goblin Plate Mail and Dwalin, Weaponmaster with red.

Only five cards have enough games in this deck to measure. Two of them are basic lands, and the other three all do worse here than in their home deck: Pinecone Strike 57.0% here against 60.5% in Goblin Army, Quarrel 56.1% against 58.4% in Ferocious Wolves, Attercop 55.4% against 57.1%.

You end up here when both red and green keep coming to you and black and white are clearly taken. Then 4-power green creatures and red make a fair deck.

Deck win rate 54.6% −1.6 vs average 2,822 games

Compared with the set average (56.2%). Win rates from 17Lands.

How a game goes

Ordinary Bear's 4 power turns on for Nasty Little Rabbit, and Pinecone Strike burns the blocker in the Rabbit's way.

  1. Early turns

    Turns 1–3: Nasty Little Rabbit on turn 1, a like Attercop or Bothersome Noisemaker, then Mirkwood Pathmaker or Dori, Bearer of Friends on turn 3. Use Pinecone Strike on their best early creature.

  2. Middle turns

    Turns 4–6: get a creature with 4 power down to turn on, and cast it before combat so the Rabbit grows the same turn. Quarrel and the Burn, Burn, Tree and Fern clear the one blocker that stops your attacks.

  3. Late game

    Turn 7+: Gandalf, Spark Starter and Smaug, the Great Calamity (cast after its Spew Flame) are with a body attached.

Ferocious

is a bonus that is on while you control a creature with power 4 or more. The 4-power creature only has to be on your side of the battlefield, or untapped. It does not have to attack. Each card checks at its own moment. Wargling and Wilderland Scrounger check when they attack, and Nasty Little Rabbit checks at the beginning of combat on your turn.

Example: you control Ordinary Bear (a 4/5) and Nasty Little Rabbit (a 1/2). At the beginning of combat on your turn the Rabbit gets a +1/+1 counter , whether or not anything attacks. After three counters the Rabbit is a 4/5 and counts itself, so it keeps growing even if the Bear .

This deck's three ferocious cards are all green (Rabbit, Wargling, Wilderland Scrounger), and red supplies many of the 4-power bodies: Gundabad Opportunist, Glóin the Mighty, Misty Mountains Raider, and Bombur, Gentle Dreamer (5 power for 3 mana).

Step 1 of 4. Nighthowl Pursuer (1/1 menace): “Ferocious — Whenever this creature attacks while you control a creature with power 4 or greater, this creature gets +2/+2 until end of turn.” You also have Desolation Prowler (2/2). Right now nothing you control has 4 power, so ferocious is off. You have priority.

Your turn, first main phase.
Opponent 20 life
  • 4/5
You 20 life has
  • 1/1
  • 2/2

Key cards

How to tell it's open

Look for red and green's best uncommons coming later than they should. Burn, Burn, Tree and Fern (average pick 3.0), Pinecone Strike (3.7) and Mirkwood Pathmaker (3.8) are normally gone in the first few picks, so seeing them at pick 6 or later means those colors are open. Nasty Little Rabbit (4.4) arriving late says green is open. Quarrel (6.0) and Attercop (7.6) coming mid-pack is normal and tells you little. Watch black too. If Crude Bent Blade and Ravening Warg also come late, go Goblin Army or Ferocious Wolves instead, because those decks win more with the same red and green cards.

Common mistakes

  • Forcing Beasts and Burn. No or dual land is made for red and green, so you never draft toward this deck on purpose. Take strong red and green cards, and settle here only if both colors keep flowing in pack 2.

  • Too few creatures with 4 power. does nothing without one. Nasty Little Rabbit stays a 1/2 and Wargling stays a 2-power . Aim for about six creatures that have 4+ power or it quickly: Mirkwood Pathmaker, Duskwatch Hunter, Gundabad Opportunist, Glóin the Mighty, Misty Mountains Raider, Ordinary Bear, Large Bear, Bombur, Gentle Dreamer.

  • Too little . Green's only common and uncommon removal spells are Quarrel and Troll Negotiations (Warg Tactics kills only ), and both need a creature of yours. Take Pinecone Strike, Spew Flame (Smaug, the Great Calamity) or the Burn, Burn, Tree and Fern over another midsize creature.

  • Betting on one huge creature. Gigantic Big Bear, Beorn, Reluctant Host and Wilderland Scrounger all win below the set average, partly because a lone big creature is easy to answer. Black's Crude Bent Blade makes you a creature of your choice, and white's Stone by Sunlight destroys any creature with at least 4 power. Keep cheap creatures next to your big one.

  • Casting Quarrel or Troll Negotiations while the opponent has mana open. Both need your creature alive when they . If the opponent kills it in response, nothing happens and you have lost two cards. Cast them when the opponent is out.

  • Adding a third color. With no dual lands your mana is already plain basics, and three-color black-red-green decks win 50.3% over 2,066 games, so stay with two colors.

Better or worse in this deck