One of the problems in recent history was that there weren’t really good four mana green creatures. Why was that a problem? Because there were plenty of two costing mana elves. If you play those, you want to play a four drop to play on turn three. Sure, there is Bristling Hydra, which is still quite strong, but there’s some new ones in the new set. (Actually, Crocodile of the Crossing is quite underappreciated as well.)
I don’t think this is a good idea, but has that ever stopped me from brewing before? Obviously that was just a rhetoric question, but it shouldn’t anyone, because you never know where the really workable ideas lie.
As usual, there are some potentially very impactful cards hidden in the final bunch of spoilers. One of them could very well be this one.
I didn’t really expect that to be back any time soon, as they have recently nerfed this ability somewhat, but it is a good answer to Eternalize. However, in Standard, just the tempo can also be important.
It might be subtle, but the most impactful cards in most sets are the rare lands. They are the piece of the puzzle that enable different builds. For example, right now because of the fast lands, wedges are faster than shards, which informs the way people design their decks. This time it might be different. It might be the uncommon lands. Like this one:
Part of me loves the fact that Monoblack Zombies won, but part of me also hates it, because now everyone know about the deck and how good it is, so I can’t play it anymore. So, let’s dig a little deeper once again.