Quick Links To Other Armies of Myth Set Reviews: Blood, Diamond, Ruby, Sapphire, Multi-Shard and Shardless.

limitedratinglegend

Limited Rating Scale:

5 This card is broken in limited. Practically unbeatable.
4.5 An incredible bomb that can win you games you have no business winning.
4 An awesome card that dictates which color I play.
3.5 Very good card that makes me want to be in its color.
3 This is a good solid dependable card.
2.5 There aren’t enough good cards in my deck so I’m fine playing this.
2 I’m unhappy playing this but things could be worse.
1.5 The worst fillers – you hate playing these but for some reason you just have to.
1 A card that I’ll only bring in from the sideboard against a specific deck, maybe.
0.5 I’d probably rather play an extra shard than play this.
0 Unplayable period.

Constructed Rating Scale:

5 This card is OP and printing it might have been a mistake.
4.5 A meta defining card that will dictate the standard format.
4 An awesome card that might shape its own T1-T1.5 deck.
3.5 A very good card that will make it inside a T1 deck.
3 An interesting card waiting to be abused.
2.5 Probably will make it into some T2/T3 deck.
2 At best will make it into some reserves.
1.5 Don’t see it being played in any serious constructed games.
1 Bad card, don’t play it.
0.5 Terrible card, you’ll be better off playing a Shard than this.
0 Cyber dust, shouldn’t have been printed.

Ageless Troubadour
Limited Rating: Along with Cressida, Ageless Troubadour provides an explosive fourth turn for players electing to go down the ‘cost 5 and above’ strategy. Usually ramp or resource fixing cards don’t affect the board state but Ageless Troubadour will still get some work done and hence serves as a great way to faciliate the fatty archetype.
3
Constructed Rating: T1 Ashwood Soloist / Howling Brave, T2 Ashwood Maestro, T3 Ageless Troubadour, T4 Cressida power = 10 potential resources (Walking Calamity) which once again demonstrates the ridiculous ramp available with the arrival of Set 3. Ageless Troubadour comes out a bit late for any kind of early fixing and requires you to commit heavily to the board for getting the most value, so it’s only likely to fit into a specific deck rather than be an all around all-star.
3
Balthasar
Limited Rating: It’s unusual to see Wild 6 resource troops with a 1/2 body but Balthasar isn’t your usual guy, he is afterall the most interesting Satyr in Entrath. Most decks won’t really be able to accomodate him, but in your Wild ramp decks he’ll be a welcomed addition with both his card draw and health gain abilities gaining much relevance.
2.5
Constructed Rating: Balthasar is one of the best ways to draw a ton of cards and for this to take place in Wild, a shard not commonly associated with card draw, is a big deal. Dropping one of these on a board with at least 2 big targets gives you insurance against Quick removal and would generate more than enough card advantage that even the most efficient mass removal will not be able to offset. This might actually give Wild a shot at beating those slow control decks. Its reliance on other cards and being abit slow for the rest of the meta will probably relegate it to reserves at best.
2
Caribaur Healer
Limited Rating: Caribaur Healer packs a solid body with a relevant 4 health gain to give Wild decks ways to come back against aggro decks. While not as strong as a card like Bastion of Adamanth was in Set 2, Caribaur Healer is still a 5 drop you’re going to be fine slotting into most of your Wild decks.
2.5
Constructed Rating: I’m not sure what the difference between a Caribaur and a Centaur is but I do know that the Bird Dinosaur, Succulent Cluckodon, is the more evolved creature.
1.5
Carnasaurus
Limited Rating: Carnasaurus is a neat little 2 drop that will often times kill a troop, gain you life, and might even leave you a 2/2 body all for the bargain cost of 2 resources.
3
Constructed Rating: Last set Constantina was hailed as the new low cost troop that would push Wild into constructed relevancy but by the time the set rolled out, those Menacing Gralk Sapphire decks were no longer as prevalent. With Carnasaurus this time the target is Cerulean Mirror Knight, which no Shard has had an early advantageous answer to until now. Carnasaurus will make your opponent’s otherwise dream turn 2 with CMK look puny, and it can also trade favorably with other early threats like The Ancestors’ Chosen, Quash Ridge Tusker, Sight of the Sun, and Storm Cloud.
3.5
Crocosaur
Limited Rating: Crocosaur is a special breed of Dinosaur that’s not only big and scary but has the presence of mind to go in for the kill as soon as he hits the board. You’ll easily take away your opponent’s two threats and Crocosaur will likely stick around as along as you target your opponent’s tricky and evasive troops instead of their fatties. An excellent way to swing the game with card and tempo advantage packed into one amazing troop, the heavy triple Wild Threshold requirement is the only thing holding it back from a higher rating.
4
Constructed Rating: Crocosaur will eat just about anything in its way and often times even in constructed it will create 2 for 0 scenarios that will win you games. It can kill both Living Totem and Vampire King,and still survive..that alone provides food for thought. It’s a shame it requires triple Wild threshold which will keep it from seeing much play outside of Mono Wild brews. Also, your opponent must have 2 troops for you to battle as this cannot target just one troop. Still, when Wild gets pretty much a one-sided board wipe stuck on to a finisher’s body for 5, we should take notice.
3.5
Dino Might
Limited Rating: If I’m casting a 7 resource spell, it better win me the game like Citadel of Adamanth. Dino Might offers no such guarantees with a removal or bounce spell turning your turn into a nightmare scenario. It’s not a card that I’ll draft highly and even if I do I’ll probably only bring it off the reserves against a slow deck that I’ve noticed doesn’t have Quick speed bounce or removal. Other less risk averse players will probably pick it higher.
2
Constructed Rating: There’s a lot of fun things going on with this card from the name all the way down to the amazing art but as far as I’m concerned the use of Dino Might is forbidden from constructed tournaments.
1.5
Druidic Exoshaper
Limited Rating: Coming in at a minimum 4/4, Druidic Exoshaper is already just about all you want from a 4 cost Wild troop. He has more upside in case you draw it in the late game and his ability similarly gives one of your top decks a chance to come in at an increased size.
3
Constructed Rating: Can’t say it’s much better than a card like Honeycap. The ability is suppose to facilitate the ‘cost 5 or above’ strategy but if this is the card you’re using to play that archetype, then you’re doing it wrong.
1.5
Earthcaller
Limited Rating: While providing tons of potential later on, Earthcaller is a big letdown on the turn it’s played. Usually you want your fat troops to stabilize the board and start swinging the game in your direction. With Earthcaller you can’t really do either and are left in a state of hoping for a troop top deck in the next few turns. Such inconvenience prevents me from picking it too high, although it’s obvious that if you end up having enough time to play the buffed troop and it has some sort of evasion or Crush, it’s great. It can be hard to say no to a net 7/7 worth of stats for 5.
2.5
Constructed Rating: We actually have a 7/7 worth of stats packed into Wrathwood Master Moss for 4 resources which shows you the expected size of troops in Wild for constructed play.
1
Grove Whisperer
Limited Rating: As is the case with the rest of the minor/major mindgames cycle, Grove Whisperer is a great card you’ll make excellent use of. A 4/5 with Flight, or 4/5 that can only be blocked by Wild and artifact troops is scary indeed.
3.5
Constructed Rating: There’s nothing this card provides that Wild doesn’t have access to in some other better-value troop. Battle Beetle for example is significantly better despite costing 1 more resource.
1.5
Gossamer Tears
Limited Rating: I know the temptation is there to play these type of life gain cards, especially when you’re playing ramp and big fat troops, but it’s often just better playing a good blocker that’s not only going to ‘gain’ you life (through damage prevention) but also provide constant board presence to be able to do other things.
0.5
Constructed Rating: Soothing Breeze gave us 7 health for only 2 cost. With Gossamer Tears we don’t even get that until the turn after playing this 5 cost constant. The benefit is if you decide to combine it with cards like Righteous Paladin or Incantation of Righteousness but that’s as casual as constructed decks get.
1
Guru of the Wounded Petal
Limited Rating: Even if you don’t manage to play this too early on, a 4/3 can get a lot of work done in limited regardless of when it is played. There’s a ton of solid 1 cost troops in this set so you shouldn’t have much problems drafting accordingly. Less good in decks with a lot of fatties but even there you will find a way to get this out.
3
Constructed Rating: Hex Entertainment are really pushing the limits of 1 resource troops with requirements or drawbacks. Guru of the Wounded Petal is probably even easier to bring online than Electroid in constructed and should be at the core of any fresh attempts to bring the Shin’hare archetype to elite levels. I imagine something like T1 Ritualist of the Spring Litter T2 Emperor’s Lackey T3 Monika’shin creating two Battle Hopper and allowing you to cast the Guru of the Wounded Petal is an aggressive start that will pique some players’ interest.
3
Heart of the Wrathwood
Limited Rating: Sometimes when you play your curve topping troop hoping to stabilize the board and start taking control, your opponent ends up playing a removal or perhaps playing a trick to kill your supposed ‘savior’ and you’re left in a really difficult spot. Heart of the Wrathwood at least gives you an army of chunk blockers and possibly more when he dies giving you another chance at a comeback. He gets better the later in the game you get to play him and he has a potential game winning ability with the Seed Pods should the board look like its stuck in a deadlock.
3.5
Constructed Rating: You will be punished for ramping into Heart of the Wrathwood but there’s other ways to abuse it. Combining this with Hideous Conversion, Harvest of Sorrow, and perhaps Sudden Awakening can lead to a ton of resources and card draw and be a powerful engine that your opponent will be unprepared for. You can go infinite if you add Boltpaw Wizard and Gront’s Gift into the mix. Not a Tier 1 worthy deck by any stretch of the imagination but something fun that can be improved upon perhaps in future sets.
3
Hempseed Dryad
Limited Rating: Hempseed Dryad falls noticeably under the curve as a 2/3 for 4. A lot of the proactive uses of his 1-Shot power would require combining with other colors like Ruby where Shift abilities lie so it’s a card that only few decks will consider running.
2
Constructed Rating: For niche abilities like this to ever receive consideration you would need to attach it to a cheap troop that costed 1 or 2 resources max. At 4 resources, you really want much more bang for your buck.
1
Lithe Lyricist
Limited Rating: Lithe Lyricist ends up working pretty similarly to Howling Brave and despite that extra point of defense and Elf trait not being worth an extra resource, it’s still a card you’ll most definitely want in your ramp decks since it also helps you trade with some aggro troops in dire cases.
2.5
Constructed Rating: There’s a lot of different ways to go about ramping whether it be with temporary resource generating Elf troops, Action ramps like Chlorophyllia, or exhaust abilities like on Howling Brave and Puck, Dream Bringer. Normally you want your resource gain to be permanent and not tied to a troop that can get easily killed, but it’s Ageless Troubadour’s ramp explosion that makes you consider a card like Lithe Lyricist. You’ll probably be better running Lithe Lyricist than Ashwood Maestro in that deck though.
2.5
Lullaby
Limited Rating: A lot of the Shards have received flexible Quick Action spells and Wild’s version could be the most interesting of them all. There’s quite a lot that can be done with Lullaby and that includes reverting your own troops, your opponent’s troops, cancelling out an opponent’s mid-combat trick, or probably easiest is buying yourself a turn in a tight race.
2.5
Constructed Rating: Usually buying a turn isn’t all that desired if you’re wasting a card doing so and not establishing any board presence. A card like Lullaby can be used in combo decks that try to buy a few turns until they put the pieces of their combo together. I don’t know of any Wild decks that really fit this mold so for now I don’t see Lullaby fitting in.
2
Merry Minstrels
Limited Rating: This is your typical deck-filler in the Wild ramp archetype. It won’t really help you get out of resource or color screw but it’s presence is there to help you hit those later shards for casting the big troops in your deck.
2.5
Constructed Rating: There’s a lot of resource related troops in Armies of Myth but I presume these decks can’t just be stacked with rampers but also eventually need to make space for the big troops and other utility spells. For 3 resources Ageless Troubadour or even Puck, Dream Bringer seems to fit in better in these ramp decks. Merry Minstrels doesn’t work outside the Elf decks due to its ability tied to Allegiance so I believe he could be the odd man out at the Elf party.
2
Nature’s Resolve
Limited Rating: The only interrupt card in this set is Suffocate so Nature’s Resolve is not something you will EVER want to play in 3-3-3 limited (even if they happen to be running Suffocate).
0
Constructed Rating: This is going to be a dead card against any opponent that isn’t running counters so straight off the bat that removes Nature’s Resolve from any main deck consideration. As a reserve card it’s questionable whether you’ll want it taking up valuable slots because there’s only Countermagic that’s currently played with the only other hard troop counter that might see play is Suffocate. This is a card you’ll probably only consider in the distant future when control decks are packing way more counters than today.
2
Nelebrin Treeguard
Limited Rating: Despite lacking any flash, Nelebrin Treeguard is a Wild troop you’ll include in a lot of your decks. Only requiring one Wild threshold will allow you to include it into your multi-shard decks without worry and that’s probably the best part about it.
2.5
Constructed Rating: The only other two troops with at least 4 attack and 3 defense that costs 4 and doesn’t have more than one threshold requirement (or deck building/playing requirement) is Lord Adam, the Powerful and Mystic SpiritWalker. That doesn’t really mean much but it’s surprising that Diamond has been getting better splashable mid-range troops.
1.5
Nibblin Skirmisher
Limited Rating: Nibblin Skirmisher continues the trend of interesting one resource troops in this set. Early on he’ll keep your opponent’s 2/1 and 3/1s away and in the mid to late game he can get as big as resources you can dump his way. Usually you should be wary of playing 1 drops that end up being dead cards in the late game but in this case you can reasonably expect this guy to serve as a 5/5.
2.5
Constructed Rating: The resource investment is slightly too high to make this the dynamic 1 drop powerhouse that would allow it to see constructed play.
1.5
Nightsky Stargazer
Limited Rating: Nightsky Stargazer does everything well: it’s cost and stats align, it doesn’t require multiple threshold, and its Prophecy ability will be relevant and useful just about every time. This card is the definition of ‘solid’ and why we give it a 3 rating.
3
Constructed Rating: Solid limited cards don’t really have much place in constructed. Wrathwood Master Moss kinda ruined the party for all future Wild 4 resource troops due to how statistically busted he is.
1.5
Predatory Prey
Limited Rating: Yea I much preferred this kind of removal when it was on a cheap Quick Action like Survival of the Fittest. The +2/+2 upgrade shouldn’t even matter too much by the time you can play this since you’ll hopefully already have a bigger troop in play. Wild didn’t even receive any common removal in the last set so I think we should stay quiet and take what’s given to us.
2.5
Constructed Rating: WTE…this card’s no good.
1
Pupil of Creation
Limited Rating: Sadly enough, this card’s probably not going to be much better than a Nibblin Skirmisher in most decks. In those dedicated ramp decks you’ll be happy to drop this early and see it grow over the course of the game but even then don’t expect to ever make use of its ability.
2.5
Constructed Rating: When we see a 1 cost legendary troop, we should take notice. However the Pupil of Creation fails to create much excitement with the steep requirements necessary to elevate it past mediocre. Sure your 1 cost troops can grow to big levels over the course of the game but it will spend the early game or the late game if you draw it late as a 1/1. Then 1-Shot ability is at Basic speed so your opponent can easily remove it when they start feeling that’s a threat, if such a time ever presents itself.
1.5
Redfur Ranger
Limited Rating: Pretty much every draft there’s a 2/2 for 2 of some sort in my deck, they’re pretty much a necessity if you want to build any kind of well rounded deck. With Redfur Ranger we get a slight upside with the Crush Prophecy as well as his Coyotle trait which might be relevant in certain decks. While not as good as the cycle of keyword granting Shift cards in other colors, Redfur Ranger is still perfectly playable.
2.5
Constructed Rating: It’d be nice being able to give a troop like Wrathwood Master Moss Crush but the Prophecy ability still remains too random at the moment to build any sort of dependable strategy around.
1.5
Return To The Soil
Limited Rating: As I’ve said before there’s really not much artifact or constants in this set that you could possibly target with this.
0.5
Constructed Rating: Return To The Soil is Nature Reigns with a card draw attached for 2 extra resources. You’ll probably prefer having this effect as a flexible cheap spell and generate your card advantage in other ways.
2
Rythmic Spiritualist
Limited Rating: I used to love playing Vine Trap in mono Wild Decks in Set 1 because a 2/4 for 3 is really something. Rythmic Spiritualist raises the bar as a 3/4 and it’s good enough that I’ll happily play it in any W/X decks. The ability is completely random and I’ll never expect to get any value out of it in all but the occasional game where it might give a surprise boost.
3
Constructed Rating: Rhythmic Spiritualist gives good early board presence but when you can play Wild Root Dancer and get much more value over the course of the game you really have to think whether it’s worth playing. As I mentioned in a previous article, deck buffing cards are not as good as they seem.
2.5
Rites of the Tranquil Dream
Limited Rating: Rites of the Tranquil Dream at first sight looks like Evolve, but it’s really not. Obviously you rather buff the troops on the board rather than in your deck so this already makes me cautious. Also since your deck has at least 50% non troop cards you will only buff at max 3 troops and all those cards will be revealed to your opponent, and except for one they will be shuffled back into your deck. The redeeming factor is it also serves as part Oakhenge Ceremony and that makes it very good to dig for your bombs. Draft higher if you’ve got at least 2 such troops in your pool.
2
Constructed Rating: Buffing your troops by+1/+1 isn’t going to matter a whole lot in constructed. So this is simply an overcosted Oakhenge Ceremony.
1
Rotroot Enchanter
Limited Rating: Rotroot Enchanter isn’t anything too fancy but it’ll get more work done for you than you probably imagine. It’ll stop all but the most threatening fliers and allow you to attack on the ground while being able to block on defense. You probably want at least one of these in your Wild decks.
2.5
Constructed Rating: If you elected to play Wild in constructed this is probably not the troop you did it for.
1.5
Rune Ear Elite
Limited Rating: You’re going to have to play a troop pretty much every turn for this to not be below average. Even when you do play a troop this becomes a 4/4 Crush which is not enough upside over something pedestrian like Nelebrin Treeguard for my liking. If you’re running this in an otherwise aggressive Wild deck with lots of small troops, then please carry on.
2.5
Constructed Rating: Shin’hare tend to multiply pretty rapidly and I can imagine this getting big pretty quickly. It’s not good enough in Constructed when we have cards like Vampire King in the same cost but it’s another sign that the Shin’hare are evolving and getting more threatening with every new Set.
1.5
Scorn of Oberon
Limited Rating: I don’t care how many different ways they package it, I don’t want any artifact or constant removal. Reverting a troop MIGHT prove beneficial but even that is no guarantee.
1
Constructed Rating: Scorn of Oberon will be slightly better choice for committed Wild decks against the Robot/Dwarf T1 deck that has been popular towards the end of Set 2. You not only destroy one of their artifact but get to revert one of their Plans or Construct Foreman transformations which is worth it for one extra resource.
2
Skydancer
Limited Rating: Skydancer is a good early drop for ramp decks that can nullify any early aggro troop and hold back a few more including fliers. Getting free resources him off the top is just icing on the cake and it’ll really up your chances of winning when you manage to drop this troop early on.
3
Constructed Rating: Skydancer is probably the most defensive of the resource granting elfs and that’s probably a huge plus considering how the early game is Wild’s biggest weakness. He can prevent cards like Vampire Princess and Vampire King from wrecking your hand and allow you to cast board stabilizing spells earlier than your opponent would like. I think this card makes the cut in the Elf ramp deck.
2.5
Smash to the Ground
Limited Rating: Is it a coincidence that this card is similar to last Set’s Boulder Toss in terms of art and its effect on a limited game. At least Smash to the Ground is an uncommon card so not something you will see as often but you should always be blocking troops with Crush carefully knowing that a Smash to the Ground might screw your whole math and match.
3.5
Constructed Rating: Cards like Wild Growth are great because they allow you an inproportionate stats boost compared with the resource investment. Smash to the Ground requires a lot of resources to create big impact and such decks that will best make use of it, with something like Cerberus, probably won’t be able to go off with such a big, slow, blatant trick.
1.5
Smashodon
Limited Rating: All this talk of ramping and that ‘5 resource and above’ strategy but so far there hasn’t really been anything really that imposing for your opponent to deal with if you do manage to ‘get there’. Smashodon is probably the best option at the common spot with not only a big body but the important Crush ability to boot.
2.5
Constructed Rating: Dinosaurs have some really cool names in Hex, but this one like many others aren’t fit enough to compete at the highest level.
1.5
Snarlbrute
Limited Rating: A 6/6 Spellshield troop is great mold for Wild players to work with. You’ll hopefully be able to buff and shift plenty of abilities onto it to really make an unstoppable beast. Normally I wouldn’t consider this card worthy at 7 resources but I’m assuming you’re playing all those ramp cards and need a payoff slightly more assuring than Mr. Smashodon above, then this is your guy.
2.5
Constructed Rating: This is the ground version of Storm Colossus but boy what a difference a single keyword makes.
2
Snarling Ambusher
Limited Rating: Snarling Ambusher gives Wild decks some common troop for opposing players to always be paranoid about, but with its two toughness you’re not likely to get much value out of surprising blocks too often. I’d expect slightly better stats for a 3 resource Wild heavy troop as well so this guy falls short of a straight up recommendation.
2.5
Constructed Rating: I was willing to consider these Quick troops in Sapphire where keeping resource ready is a big advantage, but in Wild it’s really not that relevant.
1.5
Stinkhorn Soup
Limited Rating: That is one nasty trick. Not only will you get to ready a troop your opponent thought was out of comission but you give it Lethal for the turn as well? A troop like Skydancer becomes even better with tricks like this around and I imagine this will be the popular ‘removal’ choice for a lot of Wild decks that will not want to pay 5 resources for Predatory Prey.
3
Constructed Rating: The problem with playing this in constructed is too many times you will get 2 for 1ed by your opponent as he uses a removal spell to kill your troop and this stinkin’ soup, leaving you with little to wet your appetite.
2
Stirring Oration
Limited Rating: Similar to Fiery Indignation, Stirring Oration provides both short term and long term value – allowing you to get great value out of the card regardless of when you elect to play it.
3
Constructed Rating: Troop buffs are less valuable in constructed because as previously mentioned there’s just too many ways for them to fizzle. Stirring Ovation is probably THE card if you want to try the Cerberus combo deck but it still doesn’t make it good enough.
2
Storm Drummer
Limited Rating: Storm Drummer is a neat little one drop that can really swing the tempo of the game in your favor. In case the troop receive the Prophecy buff is another low cost troop, you’ll be able to use it as quasi-removal either exchanging it for a more important target or maybe even as that extra bit of damage for a really game threatening card. If it catches a big troop then it’s straight up removal and turns your troop into a Crazed Squirrel Titan which was one of the top cards for Wild in Set 1 limited.
2.5
Constructed Rating: Storm Drummer is already a liability by himself so giving the fighting ability to a troop that might not be able to properly take advantage of it makes it a risky card in constructed. It’s probably best served off the reserves as a card to battle really aggressive decks where he can himself exchange for some troops.
2
Sylvan Duet
Limited Rating: In a set where you’re swamped with resource granting troops there should be no reason for you to spend your whole turn simply ramping with no contribution made to the board.
1.5
Constructed Rating: There’s decks that are going to be able to play this as early as turn 2, and having 2 extra resources over the course of the game is huge. Whether players elect to choose troop ramp or Action ramp probably depends on the meta and whether it’s more aggro troops or slow control cards like Extinction that one should expect to see more often.
3
Sylvan Performer
Limited Rating: Sylvan is another 2/2 for 2 with nothing but upside. Drawing cards every time you play one of your big troops probably starts a chain of card advantage and synergy your opponent won’t be able to come back from. You should play this even if you’re not playing the classic ramp deck because even one activation of this ability will make it above average.
3
Constructed Rating: Perhaps not to the extent of Cerulean Mirror Knight, Sylvan Performer still is a must-answer card for opposing players and it’s perhaps the first time Wild gets such a card at this cost. As a Wild ramp player, you won’t be too upset at your opponent wasting their removal early on which will not only limit their board progression but also make it less likely for them to have answers to your threats later on.
3
Titania’s Majesty
Limited Rating: Titania’s Majesty is probably not going to live up to the dream you have envisioned most of the time, but it still allows you to look five turns in the future and pick any one of the troops you would have drawn and put it into play with a significant buff. And sometimes you’re probably completely miss which is going to make you hate the card.
3
Constructed Rating: So the dream is obviously fetching a Walking Calamity and pretty much guaranteeing a win if you manage to pull it off thanks to the come into play damage Gem in Ruby. I think that combo is strong enough that players will try building around these two specific cards. I don’t know how good it will end up playing out but this is as good of a combo as there is in the game.
3
Vine Lash
Limited Rating: Probably not something you want to be playing maindeck, it’s still a useful card that can be exactly what you needed in certain matchups. You never want to pick reserve cards too high, but I’d still pick this before I hate draft something for example.
2
Constructed Rating: Costing one full resource less than Turbulence, Vine Lash often accomplishes the exact same goal. We’ll have to look at the meta and what sort of fliers are buzzing around to truly determine which of the two, if any, will make a cut in Wild reserves.
2
Wrathwood Larch
Limited Rating: It’s a real luxury in limited to be able to send your stupid fatty that is in your opening hand to your graveyard for a much-needed resource. If this was more of a common occurrence, I’m sure many players would have less reservation about playing fatties in the first place, but alas so is the price for greatness. In the case of Wrathwood Larch, I’ll happily take the slightly under curve body for that all important ability.
2.5
Constructed Rating: Arborean Rootfather allowed you to essentially cycle him to draw another card but Wrathwood Larch gets you exactly what you want in a Shard. We can’t really ignore however that Wrathwood Larch is half the creature that Arborean Rootfather is. In constructed you’re not going to win many games playing it so safe and you’re better off trying to build a better resource base and acceleration than not doing so and playing mediocre troops with insurance instead.
2

2 COMMENTS

  1. I think Hempseed Dryad is going to be one of Wild’s most important creatures in draft. I expect the strongest decks to revolve around deepgaze shift shenanigans and abominate recursion shenanigans, both of which get wrecked by Dryad. It can even take care of prophecy buffed creatures. This card alternately ruined my day or saved my ass in test server gauntlets over and over.

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