Other LSV Throne of Eldraine Set Reviews
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Retired and inducted into the Limited Hall of Fame: Pack Rat. Umezawa’s Jitte. The Scarab God.
5.0: The best of the best. (Niv-Mizzet, Parun. Skarrgan Hellkite. Ethereal Absolution.)
4.5: Incredible bomb, but not unbeatable. (Thief of Sanity. Judith, the Scourge Diva. Experimental Frenzy.)
4.0: Good rare or top-tier uncommon. (Gate Colossus. Mortify. Biomancer’s Familiar.)
3.5: Top-tier common or solid uncommon. (Blade Juggler. Skewer the Critics. Skyknight Legionnaire.)
3.0: Good playable that basically always makes the cut. (Sauroform Hybrid. Watcher in the Mist. Wojek Bodyguard.)
2.5: Solid playable that rarely gets cut. (Ornery Goblin. Syndicate Messenger. Plague Wight.)
2.0: Good filler, but sometimes gets cut. (Radical Idea. Noxious Groodion. Ghor-Clan Wrecker.)
1.5: Filler. Gets cut about half the time. (Wall of Mist. Axebane Beast.)
1.0: Bad filler. Gets cut most of the time. (Feral Maaka. Knight of Sorrows. Prying Eyes.)
0.5: Very low-end playables and sideboard material. (Expose to Daylight. Persistent Petitioners.)
0.0: Completely unplayable. (Font of Agonies. One with Nothing.)
Some of the adventure cards really feel like two peas in a pod, and this card is certainly one of them. Fertile Footsteps gets you right where you need to be to cast Beanstalk Giant, and the Giant takes things from there. This is a great addition to any deck, and even helps splash in a set that’s not very conducive to such things.
Most decks are going to have some sort of food synergy at the ready, so this pair will make the cut more often than not. If you have zero ways to use Food and aren’t lacking early defense, leave these in the woods and move on.
Limited: 1.0 // 3.0
Given that this is a 1/1 dork, you’ll want to draw two cards off it before calling it a win. That’s not too hard to accomplish, and if you take this early you can usually end up with the 6-7 adventures needed to make it a hit.
Feasting Troll King
Feasting Troll King is a beating. Your opponent has to kill it twice unless they have exile or aura-based removal, and the second time you don’t even have to pay mana to bring it back. Plus, if you assemble enough Food, this comes back for a third helping, as Trolls are wont to do. The combination of vigilance and trample also means that the opponent can’t chump or ignore this, and there aren’t many ways to deal with it to begin with. As far as giant green monsters go, this is at the top of the heap.
Fell the Pheasant
As usual, the “kill a flier” card is sideboard material. It is nice that this gives you a bit of a bonus when it works, making it even that much more appealing to knock their stuff out of the air.
I’m loving the trend of green getting sick midrange beaters at common. We all know that green isn’t going to get the best removal spell or a great flier, so having their wheelhouse be 4-mana 4/4’s with upside sounds good to me. This not only brings Food to the table, it also tramples, making it an awesome 4-mana play.
I’m not loving either side of this card. The 1/2 creature is too anemic to really do much, and seven mana is asking a lot for a trio of bears. The recipe of cheap spell + expensive creature is a lot better of an adventure than cheap creature + expensive spell, since the order you cast them in matters.
This guy hasn’t exactly carved out a niche for himself, as both the combat trick and the creature are the height of mediocrity. Still, getting both those effects in one card is tempting, and this can fill out a deck that’s short playables (or combat tricks), while being a solid card in an adventure-based deck.
Garenbrig Paladin is a decent option for your 5-drop slot, and if you can reliably make it into a 5/5, you’ll be pretty happy with how it performs. The evasion ability helps prevent chump blocks and double blocks, and this is big enough to brawl all the creatures that can block it. Don’t prioritize this, but you’ll play the first copy more often than not.
This is the 2-drop the adventure deck wants, and even in a deck that isn’t fully dedicated, this can hit for three every now and then. That’s enough upside on this Grizzly Bear to make it a decent option, and in some decks it’ll be quite good.
You aren’t going to get too many opportunities to grow an early giant, as two Food tokens isn’t the easiest to assemble, and making 3 Food tokens for three mana is definitely not good enough. That makes this too inconsistent, and only good in the most dedicated Food decks.
The starting point here is great, as 1-mana accelerators are fantastic. This does only tap once before it needs to make some more fuel, but that first mana is the most important, and this has relevant abilities in the lategame. That combination makes this a very good card, even if it doesn’t look like most bomb rares.
The Great Henge
All you need is a 4/4 and this becomes eminently castable, after which you will run away with the game in as little as a turn. All your creatures being bigger and coming with an extra card is incredibly hard to beat, and the 2 life a turn that this provides makes it very difficult for your opponent to kill you before you bury them in cards. That’s a deal I’m in for, and The Great Henge is one of the best cards in the set as a result.
My appetite for combat tricks is extremely satiable, as I’m full after one, or sometimes even zero. If you need something to win combats with, this will do that, but it’s not an engine worth building around.
Keeper of Fables
Keeper of Fables is the real deal–it puts a large body on to the board and provides you with a steady stream of cards. It’s not hard to play this and immediately get a card out of it, at which point you’re playing with house money.
Aha, I’ve figured out how to get me to like a card that turns something into a creature–put “draw a card” on it. Even though the recipient here ends up being large still, this replacing itself makes it worth including in your deck, as downgrading their bombs is a great deal. You can also slap this on one of your small creatures, as it can serve as a pump spell of sorts.
Lovestruck Beast hits hard and comes out early, and even gives you an extra token. Granted, that token probably shouldn’t get into combat, but if you need to, it’s there. Note that this can block just fine without a 1/1, making it a solid defensive body no matter what.
Green has no shortage of mediocre playables, and Maraleaf Rider is one of them. Maraleaf Rider pressures the opponent well enough, and can trade itself plus a Food Token for one of their creatures, but is fragile enough that I’m not excited to play it.
Even if the opponent isn’t playing green, this is a beating. It demands blocking, thanks to the draw trigger, and a 2/3 deathtouch can be really hard to beat in combat. Plus, sometimes they are green, and you get to slam this on turn two and win the game easily.
Once and Future
Once and Future is slow, and without the adamant, largely not worth the mana spent on it. If you are getting two cards back (at the cost of a draw step), it can swing the game enough to make it a playable.
Once Upon a Time
I normally am not a huge fan of this kind of card. Paying a couple mana to smooth out your draws isn’t what I want to be doing, and not many of your creatures are worth spending extra mana finding. However, getting to play this free if it’s in your opening hand is really big, and makes me interested in running Once Upon a Time as a way to make my draws more consistent.
Hunting the weak never felt so good, as this can sometimes ensure that your creature is not losing the fight. It also lets you attack after fighting, which is a nice way to get some extra damage in.
It slices, it dices, it attacks for four. Questing Beast is a ton of keywords and a few good abilities, both for Limited and Standard, all for the bargain price of four mana. Unsurprisingly, packing that much stuff onto a card makes it good, and this is just a beating at any point in the game.
Return of the Wildspeaker
Return of the Wildspeaker being an instant makes it a lot more exciting than most Overrun effects, as your opponent often won’t block with it in mind. It also has the fallback of drawing you a couple cards, making this good when you go wide or go big, if you have some creatures in play.
Return to Nature
This is naturally a sideboard card, and a solid one at that, given how many auras are in the set.
While the adventure part is mostly a throwaway, this is a good 3-drop and a way to fix your colors while ramping you. That’s a good deal in my book.
You get the first taste for free, but subsequent ones will really cost you. That’s enough to make the cut in an aggressive deck, though not quite enough for midrange and definitely not good enough in a control deck.
Defensive green decks will be happy playing 1-2 of these, and aggressive green decks will avoid this like the plague.
Syr Faren, the Hengehammer
Syr Faren knows how to party. This drives a green beatdown deck almost by itself and is especially effective with combat tricks or equipment.
Tall as a Beanstalk
The best use I can think of for this is out of the sideboard against a deck that can’t kill a 5/5 or 6/6 very easily. That’s pretty narrow.
Trail of Crumbs
Limited: 1.0 // 3.0
This is a decent engine if you can generate enough Food, especially since you gain 3 life every time you go through the process. That can overwhelm the opponent in cards, and presumably the Trail of Crumbs leads to more Food cards so you can keep going.
This is yet another mediocre green card, as it provides a weak pump effect plus a clunky creature. It’s certainly playable, but definitely not exciting.
Even without food, this is a 3/3 that eats a 2/2 or smaller when it comes into play. That’s very good, and once you add in some provisions it becomes downright scary. I’d try to get some Food if I had this in my deck, but part of the strength of the card is that it does just fine without any help.
Flash on this is a bit strange, but the card is so good that I can overlook it. All it takes is you playing one creature and this becomes huge, and two or more creatures makes it massive. You get to dump all your mana into it, and it even has reach in case you need to defend against fliers. This doesn’t look a normal bomb, but it really is that good.
In the non-Human beatdown deck, which is getting pushed pretty hard here, this is a good way to curve out. In a deck that isn’t attacking and/or doesn’t have enough non-Humans, this is about as bad as it gets.
The wolf picked poorly, as it’s chasing down one of the least playable cards in the set. This just costs too much mana, and even if you want the Food, you have to wait to get it.
Yorvo, Lord of Garenbrig
Yorvo is a giant beating, and in a mono-green deck, is an easy first pick. Outside of mono-green, he is a bit clunkier, as he really wants to come down before the rest of your squad. I also enjoy the measuring contest he puts on, and it’s pretty unlikely that he ever loses.
Top 5 Green Commons
5. Garenbrig Squire
4. Curious Pair
2. Rosethorn Acolyte
1. Fierce Witchstalker
Green drops off dramatically after the Witchstalker, so it looks like the main reasons to be green are the higher rarity cards. It does have some nice ones, so I recommend you open them.