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You are: Home -> Articles -> Columns -> State of Play | Email the author Editor: Audrey C Quan. Saturday 12 October 2002.

State of Play - Dan Turner

Onslaught Limited Review - Green

Drawing cards and life gain on a stick, I must have the wrong colour! Interestingly enough green has both of these elements in Onslaught and it is payback time for all those sets of sub par creatures, stupid enchantments and cards that benefit your opponent more than you (well there are a few of those this time around!).

Green's strength has always been in its creatures and Onslaught does not disappoint with Kamahl, Fist of Krosa, Hystrodon and Silvos, Rogue Elemental. Add to this an army of elves and an arsenal of beasts and green will be dominating the red zone in limited.

Next week it is red's turn so until then, keep on playing them cards.

Dan

Animal Magnetism 4G
Sorcery R
Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card into play and the rest into your graveyard.

Unless you have some way of manipulating the cards on top of your library this card is next to useless in limited. Most players would rather have a decent 5 mana creature over this, relegating it to the chaff division.

Barkhide Mauler 4G
Creature - Beast C
Cycling 2 (2, Discard this card from your hand: Draw a card.)
Anywhere else they would be hunted for their skins, but in Wirewood, they are safe
4/4.

Green is basically split into 2 creature types in Onslaught, beasts and elves. The elves comprise most of the 1, 2 and 3 casting cost slots whereas the beasts kick in at 4 and upwards. The key to drafting green in this set is to have a decent curve that consists of plenty of 2 and 3 drops (taking into account morph creatures), a few solid 4 drops and 4 or 5 spells max above this.

Barkhide Mauler is not too bad for 5 mana (compare this to Battlefield Scrounger in Judgement and you will see what I mean) considering it has cycling. Draft this according to the creature curve but bear in mind these sorts of creatures will not go around the table. A mid range pick, 5th to 8th.

Biorhythm 6GG
Sorcery R
Each player's life total becomes the number of creatures he or she controls.
"I have seen life's purpose, and now it is my own. - Kamahl, druid acolyte

If only this card had the words "can not be countered" printed on it, Biorhythm would be so much better. This will definitely see play in constructed but I'm not so sure about limited play. Biorhythm is good with cards like Riptide Replicator, Centaur Glade, etc but it will not win you a game by itself making it chaffworthy in my opinion.

Birchlore Rangers G
Creature - Elf C
Tap two untapped Elves you control: Add one mana of any color to your mana pool. Morph G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
1/1

With 17 elves in Onslaught (10 of which are common!) you should have no problem generating mana with Birchlore Rangers. These sorts of cards facilitate 3 colour decks and are handy if you happen to open bombs then stray out of that colour. Morph makes the rangers even better, but these guys will go around the table so pick them late.

Bloodline Shaman 1G
Creature - Elf Wizard U
T: Choose a creature type. Reveal the top card of your library. If that card is a creature card of the chosen type, put it into your hand. Otherwise, put it into your graveyard.
Every creature of the forest has a name, and she knows them all.
1/1

Green is not meant to have wizards! Bloodline Shaman looks like situational jank and is only good with cards such as Rummaging Wizard, Spy Network, etc. I am not big on combo cards in limited so this is one uncommon that I would definitely pass.

Broodhatch Nantuko 1G
Creature - Insect Druid U
Whenever Broodhatch Nantuko is dealt damage, you may put that many 1/1 green Insect creature tokens into play. Morph 2G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
1/1

Another 1/1 for 2 mana with a sub par ability, Broodhatch Nantuko is not that good. He is completely reliant on your opponent dealing damage and will often take up a lot of your combat tricks to protect as a result. A waste of an uncommon slot and a late draft pick unless you have a penchant for these sorts of cards.

Centaur Glade
Glad is good, ja?
Centaur Glade 3GG
Enchantment U
2GG: Put a 3/3 green Centaur creature token into play.
The Mirari called to the centaurs, and all who heard it were forever changed.

Centaur Glade is a prime example of a solid first pick uncommon. In limited the ability to churn out 3/3 creatures each turn is very good and although Centaur is not one of the major creature types in Onslaught you won't be unhappy if you open this.

Chain of Acid 3G
Sorcery U
Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy.

I had this played against me at the prerelease and didn't realize the chain effect keeps going, losing half of my lands as a result. Chain of Acid is redundant in limited as Naturalize takes cares of the things you need to get rid of and is much cheaper. So if you missed picking up any enchantment/artifact removal, take the Chain of Acid late in the pack.

Crown of Vigor 1G
Enchant Creature C
Enchanted creature gets +1/+1. Sacrifice Crown of Vigor: Enchanted creature and other creatures that share a creature type with it get +1/+1 until end of turn.
"Life, be my shield."

The Crown of Vigour is not as good as its blue or black counterparts but is playable nonetheless. This card has about the same power rating as the Vitality Charm and should be drafted accordingly, a late pick, 10th to 12th.

Elven Riders 3GG
Creature - Elf U
Elven Riders can't be blocked except by creatures with flying and/or Walls.
"Wirewood cannot hide great size. Only with speed and skill can we survive here."
3/3

The Elven Riders are the biggest elves in the forest and one of the hardest to stop. A reprint from Legends, this is a solid draft pick that suits any archetype - combine this with an Elvish Pathcutter and/or an Elvish Courier and you have a monster on your hands!

It is a tough choice between these guys and Centaur Glade as best uncommon but I think the glade wins out because it is an enchantment and harder to get rid of. An early pick, 1st to 4th.

Elvish Guidance 2G
Enchant Land C
Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool for each Elf in play.
"Old home never forgotten, new home ours forever."

I heard from R & D that this was the Priest of Titania of Onslaught. Elvish Guidance is nothing like it, as it costs 1 more mana, is reliant on having elves in play and does not combo well with any of the other cards in the set. Do you get the impression I don't like this card? A late pick, 12th to 15th.

Elvish Pathcutter 3G
Creature - Elf C
2G: Target Elf gains forestwalk until end of turn.
In harsh times, the strongest currency is cooperation.
1/2

With so many good green cards around you would think the pathcutter would be good in the mirror. Nearly all of the elves have powers less than 2 and he is only good in blue decks that can change creature types around, making it a late pick in my opinion (around 11th).

Elvish Pioneer G
Creature - Elf Druid C
When Elvish Pioneer comes into play, you may put a basic land card from your hand into play tapped.
"Destruction is the work of an afternoon. Creation is the work of a lifetime." - Kamahl, druid acolyte
1/1

Let me say I quite like this little elf as he lets you play your morph creatures first if you are drawing and that is a big thing for this set.

There are so many cheap elves out there that are late picks in draft but will always see play and Elvish Pioneer is one of them. It is a tough call between this guy and Wirewood Elves, but the pioneer wins out if you are playing with lots of morph creatures, as the other elves are better mana rampers for the big green fatties like Krosan Tusker.

Elvish Scrapper G
Creature - Elf U
G, T, Sacrifice Elvish Scrapper: Destroy target artifact.
"The stories tell of a distant time when machines overran the forests, destroying everything that lived. That time will not come again."
1/1

With only 6 artifacts in Onslaught the Elvish Scrapper is going to be spending a lot of time on the sidelines. Slate of Ancestry, Riptide Replicator and Doom Cannon are the power artifacts to watch out and it is worth bringing in this guy even if you already have Naturalise in your deck.

This is another situational creature in the uncommon slot for green and a late pick as a result.

Elvish Vanguard 1G
Creature - Elf R
Whenever another Elf comes into play, put a +1/+1 counter on Elvish Vanguard.
"Our lives are woven together like the trees' branches over our heads, forming a canopy that protects us all."
1/1

The Elvish Vanguard and the Voice of the Woods are the 2 rare elves in the set and both are pretty strong. The vanguard is a must deal with creature in the early game as it can get big very quickly, forcing your opponent's better removal spells.

He can be fetched with the Wirewood Herald and combos well with Elvish Courier turning him into a trampling monstrosity. I still don't think he is first pick material as you don't want to commit to an elf deck right from the outset but if opened in the second or third booster you may want to take him if you have a fair amount of elves already. With 10 playable common elves in Onslaught the vanguard is an early pick, 2nd to 4th.

Elvish Warrior GG
Creature - Elf C
"My tales of war are the stories most asked for around the fires at night, but they're the ones I care least to tell."
2/3

Elvish Warrior is the most solid 2 drop for green in Onslaught, if not the whole set (Wretched Anurid is the only bigger 2 drop). As it costs GG it requires a strong commitment to green and is a great foil for any morph creature your opponent plays on the third turn.

This is the best common elf for green and should be drafted high in the pack as a result. A 3rd to 5th pick in my opinion.

Enchantress's Presence 2G
Enchantment R
Whenever you play an enchantment spell, draw a card.
"The wise learn from successes as well as mistakes."

Let's take a look at the common enchantments in Onslaught shall we? (they are all creature enchantments) Green has Crown of Vigour. Black has Crown of Suspicion. White has Crown of Awe, Pacifism and Sandskin. Red has Crown of Fury and Lavamancer's Skill. Blue has Crown of Ascension, Mistform Mask and the almighty Sea's Claim. So if you want to play Enchantress's Presence you are looking at R/G (G/W - please no!) or U/G to get any efficiency from this card (granted there are many uncommon/rare enchantments out there in all of the colours but I'm looking at averages here).

I've said before I don't like playing with cards that rely on other cards to make them worthwhile and the presence doesn't let you draw a card even if your opponent plays an enchantment. If you want card drawing in green play Wirewood Savage instead. A late pick, 12th to 15th.

Everglove Courier 2G
Creature - Elf U
You may choose not to untap Everglove Courier during your untap step. 2G, T: As long as Everglove Courier remains tapped, target Elf gets +2/+2 and has trample.
2/1

I played with this at the pre-release and I only used his ability once all day. Nearly all of the elves do not have a power greater than 2 so you will usually be trading with a 4 power (or higher) beast for your elf most of the time. Sure there are some nice combos with Elvish Vanguard, Elven Riders, Elvish Pathcutters etc but if you are playing green you sometimes just want good old fashioned beatdown.

Not a terrible card by any stretch of the imagination, Elvish Courier needs to played in the right sort of deck with the right creatures, making him worthy of a mid range pick, around 6th to 10th.

Explosive Vegetation 3G
Sorcery U
Search your library for up to two basic land cards and put them into play tapped. Then shuffle your library.
Torching Krosa would be pointless. It grows faster than it burns.

There is a fair bit of mana acceleration in Onslaught and Explosive Vegetation is one of the better ones. Draft this card if you already have multiple Krosan Tuskers, Treespring Lorians, etc. On a humorous side note I was sitting next to a kid at the prerelease who cast this as an "Explosive Vegetarian" - I guess you had to be there. A mid to late pick.

Gigapede 3GG
Creature - Insect R
Gigapede can't be the target of spells or abilities. At the beginning of your upkeep, if Gigapede is in your graveyard, you may discard a card from your hand. If you do, return Gigapede to your hand.
6/1

Gigapede is a much better version of Alliances' Deadly Insect as it can recur itself each turn. Never mind the fact this has 1 toughness, as the Gigapede will clear a blocker out of the way each other turn until your opponent has no creatures left (unless they have something janky like Mobilization or Riptide Replicator) and then start on your opponent's life total.

This is an excellent first pick for green and watch out for mana accelerators like Wirewood Elves or Elvish Pioneer so you can drop this as early as possible. A very good card indeed.

Heedless One 3G
Creature - Elf Avatar U
Trample. Heedless One's power and toughness are each equal to the number of Elves in play.
"Channel your vitality through me."
*/*

This is the elf that you want to give forestwalk with your Elvish Pathcutter as the game will be over quite quickly. I think the Heedless one is the second best avatar in the set (the best is Soulless One) as there are always going to be plenty of elves on the table. The fact it has trample makes it better than the red, white and blue avatars and should be drafted within the first 5 cards of the pack as a result.

Hystrodon
Green gets an Ophidian
Hystrodon 4G
Creature - Beast R
Trample. Whenever Hystrodon deals combat damage to a player, you may draw a card. Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
3/4

Could this be the best card for green in Onslaught? Maybe. It is quite cheap and really needs a creature enchantment so it can deal out 4 damage to get rid of opposing beasts. Better yet, slap on a Crown of Ascension and watch the reaction from your opponent! Hystrodon is a beast so combos nicely with Snarling Undorak and any other beast related cards.

There is no reason not to first pick this but make sure you have some way of boosting it's stats or giving it an evasive ability.

Invigorating Boon 1G
Enchantment U
Whenever a player cycles a card, you may put a +1/+1 counter on target creature.
The Mirari's echoes rang in the scouts' minds long after they had returned from the Krosan Forest.

I really dislike all of the cycling dependant enchantments in Onslaught, as they are often deadweight cards. Sure if you have 10 cycling cards in your deck then play this otherwise, give it a miss and take a better card instead. A late pick, 10th to 15th.

Kamahl, Fist of Krosa 4GG
Creature - Druid Legend R
G: Target land becomes a 1/1 creature until end of turn. It's still a land. 2GGG: Creatures you control get +3/+3 and gain trample until end of turn.
"My mind has changed. My strength has not."
4/3

Kamahl Fist of Krosa
Best Green card in Onslaught

Kamahl is good, very good indeed. In fact he is up there with Hystrodon as the best green card in Onslaught. Kamahl will usually hit the table on the 5th or 6th turn and you can use his ability on the next turn to attack with everything doing on average 20 points of damage! (taking into account you have played a creature each other turn) Not bad considering he doesn't have to attack and you can use his ability each turn. Late in the game (assuming there is one), put the overrun ability on the stack, then the land ability on the stack, so it resolves first (as it won't work the other way around) and alpha for the win.

If you want to get funky you can turn your opponent's lands into creatures and blast them away with Starstorms, Infests, etc, etc. Kamahl fits into any deck archetype making him a first pick, so move over Hystrodon this is the best card in Onslaught.

Kamahl's Summons 3G
Sorcery U
Each player may reveal any number of creature cards from his or her hand. Then each player puts a 2/2 green Bear creature token into play for each card he or she revealed this way.
As Krosa unleashed the peace in Kamahl, he unleashed the fury in Krosa.

Why does green have to share so much? Kamahl's Summons is not the sort of card that I would want to play with as you will often end up with the short end of the stick. A bad card that should see scarce play in limited, Kamahl's Summons should be left in the booster, 13th to 15th pick.

Krosan Colossus 6GGG
Creature - Beast R
Morph 6GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When it walked, it altered geography. When it bellowed, it changed the weather.
9/9

Any creature that has Colossus in its title should at least have trample. A 9/9 for 7 mana is still pretty good and this guy should always be played for its morph cost. As per usual draft those mana accelerators if you are going to play the Colossus and swing in for some king size beats.

An early pick for the green mage, Krosan Colossus should be taken around 3rd to 5th.

Krosan Groundshaker 4GGG
Creature - Beast U
G: Target Beast gains trample until end of turn.
You know it's coming when you hear the distant thunder. You know where it's been when you see the path of broken trees.
6/6

It is a shame the groundshaker doesn't have morph but a 6/6 for 7 mana is still not that bad. Triple green means you won't to be splashing this guy in a hurry but the sheer amount of beasts in Onslaught makes him playable. A mid to late range pick, 7th to 10th.

Krosan Tusker 5GG
Creature - Beast C
Cycling 2G (2G, Discard this card from your hand: Draw a card.) When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.
6/5

Krosan Tusker is a lot better than the Groundshaker and has cycling to boot. The fact you can grab an extra land from your deck whilst drawing a card is amazing and even if you don't cycle it, a 6/5 for 7 mana is still pretty good!

A good fattie that will round out your deck nicely, the Tusker fits into any of the deck archetypes and should be drafted with the curve of your creatures in mind. A solid early to mid range pick as a result, 3th to 7th.

Leery Fogbeast 2G
Creature - Beast C
Whenever Leery Fogbeast becomes blocked, prevent all combat damage that would be dealt this turn.
It emerges from the mists only to feed.
4/2

Leery Fogbeast is the only fog effect in Onslaught and it only works when you are on the offensive. This beast is a handy blocker who can take down some of the larger beasts with ease. Ideally Leery Fogbeast suits a R/G build with a lot of burn, so you can use his high power to it's fullest potential. Try to get at least one of these guys, a mid to late pick, 7th to 12th seems about right.

Mythic Proportions 4GGG
Enchant Creature R
Enchanted creature gets +8/+8 and has trample.
The blood of Krosa turns rational beings into primal forces.

I think this has to be one of the most expensive creature enchantments in the history of magic. Mythic Proportions, more like mythic casting cost.

This should win you the game on the turn it is played, but watch out for removal spells and/or tricks your opponent may be holding onto. Don't be afraid to bide your time with this, wait for your opponent to tap out then cast it on a flier or another evasive creature. Still it is a creature enchantment and can be destroyed easily (Naturalise, Piety Charm, etc), so not worthy of a first pick, 3rd to 5th.

Naturalize 1G
Instant C
Destroy target artifact or enchantment.
"From here, let the world be reborn."

What can I say about this card? If you are playing green make sure that you draft at least one of these in Onslaught block. There are many annoying enchantments and artifacts out there that warrant playing Naturalise maindeck. A mid range to late pick, 8th to 12th.

Overwhelming Instinct 2G
Enchantment U
Whenever you attack with three or more creatures, draw a card.
The biggest difference between a victory and a massacre is which side you're on.

Everyone likes attacking don't they? This works best with the Gustcloak creatures as they can be removed from combat after they have been blocked and you still get to draw the cards! Green has a surprising amount of card drawing in this set (Wirewood Savage, Hystrodon and Overwhelming Instinct) making it one of the strongest colours in my opinion. An early pick, 5th to 7th seems about right.

Primal Boost 2G
Instant U
Target creature gets +4/+4 until end of turn. Cycling 2G (2G, Discard this card from your hand: Draw a card.) When you cycle Primal Boost, you may have target creature get +1/+1 until end of turn.

Green has always had cards like this and Primal Boost has a handy cycling ability that is pure card advantage. This is right up there with the other boosters in the set, namely Tribal Unity and Wirewood Pride, making it an early draft pick in limited. If you are going green draft this no later than card number 4.

Ravenous Baloth 2GG
Creature - Beast R
Sacrifice a Beast: You gain 4 life.
"All we know about the Krosan Forest we have learned from those few who made it out alive." - Elvish refugee
4/4

This is one of the most efficient beasts in the set and has an ability which will ensure you will always win the beatdown race. The baloth fits nicely into every deck archetype but be on the lookout for beasts when drafting him. A first pick in most situations.

Run Wild G
Instant U
Until end of turn, target creature gains trample and "G: Regenerate this creature."
Wirewood's beasts didn't seem to mind when the elves moved in. In fact, they hardly noticed them underfoot.

The other colours have better combat tricks than this (hell, even Vitality Charm is better!) but if you are really desperate and don't have any other options consider taking it. A late pick that will see occasional draft play,10th to 15th.

Serpentine Basilisk 2GG
Creature - Basilisk U
Whenever Serpentine Basilisk deals combat damage to a creature, destroy that creature at end of combat. Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
2/3

This is about as tricky green gets with its morph creatures. The Serpentine Basilisk deals with anything on the ground unless it has first strike and is best played as a face down creature. The green, red and blue crowns are especially good with the basilisk so try to pick up some of them if you draft it. An early pick and a good uncommon for green, a 3rd to 5th pick.

Silklash Spider 3GG
Creature - Spider R
Silklash Spider may block as though it had flying. XGG: Silklash Spider deals X damage to each creature with flying.
The only thing that flies over the Krosan Forest is the wind.
2/7

This must be one of the best anti fliers green has ever received! It is very defensive but can handle anything that flies - even Visara! 7 toughness makes it an ideal ground blocker and the fact it doesn't tap to use its ability makes it a solid first pick in draft. Being a rare there are not too many uncommons you would take over this, the only exception being Centaur Glade (and even then it is a close call). A quality green creature.

Silvos, Rogue Elemental 3GGG
Creature - Elemental Legend R
Trample. G: Regenerate Silvos, Rogue Elemental.
He was born of the Mirari, thrust out of his homeland before he was even aware. Left without purpose or meaning, he found both in the pits.
8/5

An 8/5 trampling, regenerator for 6 mana? With the mana acceleration in Onslaught, Silvos can be played quickly on the 4th turn and can only really be shut down by a Pacifism (or similar enchantment) and/or a Cruel Revival. All of the pit fighter creatures are strong but this guy (and Rorix) are the beatdown machines.

A first pick in anyone's book, Silvos will be giving your opponents a beating all through the Onslaught draft block.

Snarling Undorak 2GG
Creature - Beast C
2G: Target Beast gets +1/+1 until end of turn. Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Most creatures in the Krosan Forest feared the Mirari's power. A few fed upon it.
3/3

Snarling Undorak is efficient and has a useful ability, which can be used on itself or on other beasts. As it is only 4 mana, it will not have to be played for its morph cost that often and is a relatively high pick for a green common.

This is definitely the beast of choice for green and should be drafted as soon as you see him. A 3rd to 5th pick.

Spitting Gourma 3GG
Creature - Beast C
Spitting Gourma may block as though it had flying. Morph 4G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
3/4

Another solid morph creature for green, the Spitting Gourma ranks below the Snarling Undorak as the second best common beast in green. The fact it can block flying creatures is a bonus and makes it an early draft pick for the green mage. A 3rd to 5th pick.

Stag Beetle 3GG
Creature - Insect R
Stag Beetle comes into play with X +1/+1 counters on it, where X is the number of other creatures in play.
Its voice crackles with the hum of a thousand wings beating at once.
0/0

On average the beetle will be a 4/4 when it comes into play. There are better creatures than the Stag Beetle out there but it is still a decent creature nonetheless and should not be overlooked. An early to mid range draft pick, the Stag Beetle should be taken 4th to 6th.

Steely Resolve 1G
Enchantment R
As Steely Resolve comes into play, choose a creature type. Creatures of the chosen type can't be the targets of spells or abilities.
No one in Wirewood understands what is happening. They just know it's unnatural - and coming from Krosa.

Steely Resolve is a double-edged sword as you will often be unable to target your opponent's creatures if they share the same type. It also prevents you from using your own tricks such as Vitality Charm, Crown of Vigour etc, making it a late pick in my opinion,12th to 15th.

Symbiotic Beast 4GG
Creature - Beast U
When Symbiotic Beast is put into a graveyard from play, put four 1/1 green Insect creature tokens into play.
The insects found a meal in the carrion of the beast's prey. The beast found a spiffy new hairstyle.
4/4

Symbiotic Beast is the most efficient of the Symbiotic Creatures as it is not overcosted (like the Symbiotic Wurm) and packs a bit of punch (unlike the Symbiotic Elf). Weighing in at 6 mana you want some mana acceleration to play this guy out faster so make sure you draft Wirewood Elves or a Pioneer or two. Overall a good uncommon and should be drafted early, 4th or 5th.

Symbiotic Elf 3G
Creature - Elf C
When Symbiotic Elf is put into a graveyard from play, put two 1/1 green Insect creature tokens into play.
The elves arriving in Wirewood had no homes, let alone weapons, but they knew that the forest would always provide.
2/2

If you are paying 4 mana for a 2/2 creature you want a damn fine ability (ie. Haunted Cadaver). Don't get me wrong, the elf is not a bad card as the 2 token creatures will come in handy but you don't want too many of these guys in the 4 casting cost slot. A mid to late range pick as a result, 8th to 12th.

Symbiotic Wurm 5GGG
Creature - Wurm R
When Symbiotic Wurm is put into a graveyard from play, put seven 1/1 green Insect creature tokens into play.
The insects keep the wurm's hide free from parasites. In return, the wurm doesn't eat the insects.
7/7

This is the heavyweight of the symbiotic creatures and the most expensive creature in the set that does not have morph. For 8 mana the wurm should have trample because by the time it hits the table there will be plenty of chump blockers for it. It's only consolation is the 7 insect tokens generated when it gets gang blocked into the graveyard. Too clunky, a mid to late range pick, 7th to 10th.

Taunting Elf G
Creature - Elf C
All creatures able to block Taunting Elf do so.
The safety of the village depends on the beast thinking with its stomach.
0/1

The most embarrassing way to lose a match is to this guy, it is a 0/1 for god's sake! (this happened to me at the prerelease). This is another cheap elf which will keep popping up to frustrate players everywhere and one of the main reasons to have removal in your deck.

Taunting Elf is amazing against W/G decks as it spells game over (imagine this with Kamahl!) and there is little blue can do against this either. A versatile creature which every green deck should have one of, the Taunting Elf will be a readily available late pick in any Onslaught draft (I can envision seeing this in the last couple of cards in the booster!).

Tempting Wurm 1G
Creature - Wurm R
When Tempting Wurm comes into play, each opponent may put any number of artifact, creature, enchantment, and/or land cards from his or her hand into play.
5/5

It may be tempting to play this card but unless you want your face bashed in on the next turn by a myriad of morph creatures, beasts and the occasional pit fighter or two I would seriously reconsider taking this. A very late pick, which will only be played by bad players.

Towering Baloth 6GG
Creature - Beast U
Morph 6G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
The Mirari twisted all that lived in the Krosan Forest into gross mockeries of their former selves.
7/6

This is similar to the Krosan Groundshaker in terms of efficiency but the baloth is devoid of a useful ability. Green has plenty of big creatures in the uncommon slot but there are often better common beasts, which are cheaper, Krosan Tusker for example.

The green creatures I want to see in the uncommon slot are Elven Riders or the Venomspout Brackus rather than a massive fattie that costs 7 or 8 mana. You are much better picking a decent removal spell from the booster, as there is so much fat in Onslaught green it is not funny. A mid range pick, 5th to 8th.

Treespring Lorian 5G
Creature - Beast C
Morph 5G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
No matter your strength, the Krosan Forest is stronger. No matter your speed, the Wirewood Forest is faster.
5/4

Being a common card you can play with as many of these as you can draft just because they morph. Once you reach the late game they can be revealed to take down a bigger creature or deal 5 straight to the dome.

The common beasts in green are all quite good. Snarling Andorak and the Spitting Gourma are the pick of the bunch, but Treespring Lorian, Krosan Tusker and Barkhide Mauler are all solid creatures that will make the cut of any draft deck. A mid range pick like all of the other beastly brethren, 5th to 8th.

Tribal Unity X2G
Instant U
Creatures of the type of your choice get +X/+X until end of turn.
Kamahl left the violence of his former life behind him, but he still believes in the power of muscle.

I prefer Primal Boost to this for a number of reasons but Tribal Unity has the ability to wipe your opponent out in one turn. Ideally suited to a B/G deck as both colours have a lot of beasts and black has a plethora of zombies (most of them common), Tribal Unity is an early draft pick, 2nd to 4th.

Venomspout Brackus 6G
Creature - Beast U
1G, T: Venomspout Brackus deals 5 damage to target attacking or blocking creature with flying. Morph 3GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
5/5

Green receives another potent anti flyer in the form of Venomspout Brackus. Spitting Gorma's big brother is the best uncommon beast for green packing quite a punch for it's morph cost.

It can handle anything in the air and when you are fed up of dominating the skies go on the offensive and send the brackus into the red zone. Ideally suited to any deck archetype, Venomous Brackus is an early pick, 3rd to 5th.

Vitality Charm G
Instant C
Choose one - Put a 1/1 green Insect creature token into play; or target creature gets +1/+1 and gains trample until end of turn; or regenerate target Beast.

This is the most versatile of the charms; with the +1/+1 gain trample being the most useful. It is ideal for tempo advantage when both players have face down creatures in play and will often sneak in a point of damage to your opponent also. None of the charms are early picks, but this is the most deserving of the bunch, a 7th to 12th pick.

Voice of the Woods 3GG
Creature - Elf Lord R
Tap five untapped Elves you control: Put a 7/7 green Elemental creature token with trample into play.
The ritual of making draws upon the elves' memories and pasts. And elves have long memories and ancient pasts.
2/2

The last time I blocked a Wirewood Herald my opponent searched for this and then proceeded to play 7/7 elementals with reckless abandon. Like all of the tribal lords, you need to be playing with at least 7 of the particular creature type in question and have some way of changing creatures if possible, ie. Image crafter.

If Voice of the Woods hits the table active you had better be holding on to some removal otherwise things will go downhill fast. Good players will be aware of this and have a contingency plan, Mage's Guile, Aphetto Dredging and Wirewood Pride are all good candidates. As for when to draft him, it depends on a couple of factors, the major one being the amount of elves you have already drafted. An early pick, 2nd to 5th.

Wall of Mulch 1G
Creature - Wall U
(Walls can't attack.) G, Sacrifice a Wall: Draw a card.
Mulch is the fabric of life in the forest. Plants live in it, they die in it, and then they become part of it, feeding countless generations to come.
0/4

Green's lone wall is not too bad considering you get a card out of it. Better yet, play with multiple Mistform Walls to generate massive card advantage that your opponent could surely not recover from.

Seriously, Wall of Mulch is a mid to late range pick and a good foil for all those Wretched Anurids out there. Around 7th to 10th seems about right.

Weird Harvest XGG
Sorcery R
Each player may search his or her library for up to X creature cards, reveal those cards, and put them into his or her hand. Then each player who searched his or her library this way shuffles it.
Krosa's distorted groves bear strange fruit.

The fact this is a sorcery amazes me, since your opponent is nearly always going to be casting these creatures before you do. There are also many bomb creatures in Onslaught, making Weird Harvest an open invitation for your opponent to play their Visara, Rorix, Exalted Angel, etc, etc.

This card makes Tempting Wurm look good (I never thought I would say that!) and should not be drafted ever. A very, very late pick.

Wellwisher
There is only one thing your
opponent is wishing for
Wellwisher 1G
Creature - Elf C
T: You gain 1 life for each Elf in play.
"Close your ears to the voice of greed, and you can turn a gift for one into a gift for many."
1/1

Ah, Wellwisher. Lets give green life gain on a stick and make it a common. Another good reason for drafting red and/or black the Wellwisher is a "must get rid of" card, which will be the bane of W/G, decks everywhere.

With 10 common elves in Onslaught you will be gaining quite a few life with this guy, even if your opponent is not playing green. Is life gain that good? Well it ultimately depends on the board situation, but if you play Wellwisher on the second turn and can gum up the ground by the fifth, then you should be able to nullify any evasive assaults with this little elf. Still he is only a 1/1 and is worthy of a mid range pick, around 7th to 10th.

Wirewood Elf 1G
Creature - Elf C
T: Add G to your mana pool.
"The land belongs to nature as far as our eyes can see. The higher we climb, the more we can see."
1/2

Less fragile than the Birchlore Ranger, Wirewood Elf is a good 2 drop if your deck starts to kick in at the 5 mana mark. There are plenty of expensive creatures in Onslaught that make these guys worthwhile and are best suited to an aggressive R/G and/or G/B deck. A late pick, around 10th to 13th.

Wirewood Herald 1G
Creature - Elf C
When Wirewood Herald is put into a graveyard from play, you may search your library for an Elf card. If you do, reveal that card and put it into your hand. Then shuffle your library.
The goblins laughed as the elf ran away, until more came back.
1/1

Initially I thought this guy was pretty bad but after having the Voice of the Wood trick pulled on me, I have come to respect this guy. There are plenty of other utility elves that can be fetched with the Herald like Taunting elf, Wirewood Savage and Elven Riders making them quite useful.

Wirewood Herald is a late pick as sometimes he will be of no use and at the end of the day he is a 1/1 for 2 mana. You should always be able to pick up one of these, 12th to 15th.

Wirewood Pride G
Instant C
Target creature gets +X/+X until end of turn, where X is the number of Elves in play.
"Though you may leave this haven we have found, may our strength never leave you."

This is the Giant Growth of the set and should usually be able to give a creature +2/+2, if not more. Cheap instants are always good and this is great in the early game to pick off opposing face down creatures and can be used later to foil your opponent's burn spells or pump an unblocked creature for the win.

Wirewood Pride is the kind of card that will catch on pretty quickly and is a mid range pick as a result, 5th to 7th.

Wirewood Savage 2G
Creature - Elf C
Whenever a Beast comes into play, you may draw a card.
"She is truly Wirewood's child now." - Elvish refugee
2/2

This card is saaavage! With a total of 27 beasts in Onslaught (11 of them are common) chances are you will be drawing 1 or 2 cards from this elf.

Best suited to a R/G build where the beast count can be maximized, Wirewood Savage is a solid mid range pick, 4th to 7th.

Words of Wilding 2G
Enchantment R
1: The next time you would draw a card this turn, put a 2/2 green Bear creature token into play instead.
"Instinct is undaunted by terror, unchained by logic. It is the path from which all other paths diverge." - Volume V, The Book of Life

Is sacrificing a draw worth a 2/2 creature in limited? Well, it really depends on the situation and how many cycling cards you are playing with. I don't think I would run this if I had no cycling cards as you would have to give up at least 2 draw phases for this to be effective.

On the other hand, if I had say, at least 4 or 5 cycling cards then I would try this out and see how it goes. Definitely not for everyone, Words of Wilding is a mid to late range pick, 7th to 12th.

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