Here is my review of the GW and BG multi-colored commons and uncommons for Return to Ravnica. My rating system breaks down as follows:
10-9: Reasons to be in this color 8-7: Solid cards you'll always want to play 6-5: Situationally good or average cards 4-3: Sideboard cards or filler 2-1: Probably not playing these
Selesnya
Call of the Conclave - 9/10
You will be hard pressed to have a better start to a game than by leading with this. Setting up all of your Populate cards for high impact at such a low cost is going to be key to the deck really ticking.
Centaur Healer - 8/10
Solid card at 3-power for 3 mana, it will enable you to keep up with faster decks by clogging up the ground whil you can get your Populate cards online.
Common Bond - 5/10
Another solid combat trick for green-based decks, this one is pretty cool because not only does the bonus stick around but you can also slap a +1/+1 counter on an opposing Unleash creature that an opponent was hoping to block with.
Courser's Accord - 7/10
Getting at minimum 2 3/3's for 6 mana is a better deal than most other colors get at common for 6 mana, and the upside of possible getting a 3/3 and a 5/5 Ooze or better makes this pretty good.
Dryad Militant - 5/10
It will get quickly outclassed, but against slower decks it will often be able to deal 4-6 damage before getting stopped and against agressive decks it will help trade with their 2 and 3 casting cost cards. Just be careful with this is you have a Deathrite Shaman as it shuts off fuel for the life loss ability, but also make sure that if your opponent runs Deathrite that you appropriately exile those instants and sorceries.
Heroe's Reunion - 2/10
7 life is a big chunk, and at least 2 mana is about the right cost to make it almost worth a card, but I won't be playing this very often if ever.
Risen Sanctuary - 5/10
So if you are going to play a 7-drop this is what you should be getting. It's huge and vigilance is a very relevant ability.
Selesnya Charm - 8/10
All of the modes are excellent, and the fact that it can take out a large creature with one of them makes this an excellent card. Even if the offending creature isn't big enough, sharing a +1/+1 counter via a Scavenge creaure or half of a Common bond gives you options to put it into range.
Sundering Growth - 4/10
I think I would be more tempted to play this in Sealed than in Draft, but you will almost always have a target in Sealed with everyone wanting to run whatever Keyrunes they have in order to maximize the number of colors they can run. In Draft, it becomes a decent sideboard card and there are many cards I would want to kill with it (namely Keyrunes, Arrest, Stab Wound, and Pyroconvergence), but even then I think I'm only siding this in if I'm playing heavy Populate.
Vitu-Ghazi Guildmage - 8/10
The abilities are expensive, but if they weren't this would take over the game way too quickly. The original Slesnya Guildmage was probably the best Guildmage in the original Ravnica Block (Azorius and Rakdos giving it a bit of a run for its money on that one) and definitely the best for Limited, so I think they went a little overboard on the activation costs just to make sure it wasn't abuseable. It's still a one-man (one-woman?) army just waiting to happen given enough resources, so I think that rather than trying to play this as a 2-drop you should wait until the battlefield and hands have dwindled due to trades before you drop it and take over the game.
Grisly Salvage - 4/10
This is definitely situational, and even under the best situations I don't know if its worthwhile. Its obviously a Scavenge enabler, at which point putting 2-3 Scavenge cards in your graveyard while digging for your best creature is going to be pretty good. I am thinking that you are going to want at least 8 Scavenge guys and at least 15 creatures overall before this becomes worth running.
Korozda Guildmage - 8/10
Although not as obviously good as its Selesnyan counterpart, this card still has a lot of things going for it. Granting +1/+1 and Intimidate in the right matchup is going to win games, and turning big butt Defenders and creatures like Catacomb Slug into a swarm of Saprolings is solid.
Rites of Reaping - 7/10
When the time is right, this card is a blowout. When the timing isn't right, its a very expensive Last Gasp, which is still pretty good.
Slitherhead - 5/10
Whenever you need sacrificial fodder, pick these up.
Sluiceway Scorpion - 6/10
A solid card that is difficult for opponents to profitably block. Most cards at the same mana cost don't have enough power, the ones that have enough power aren't worth sacrificing to take down a 2/4, and gang-blocking becomes an auto 2-for-1.
Treasure Find - 5/10 Regrowth Effects have their place in limited, usually making sure you have access to your best creature or spell after your already had your opponent deal with it the first time. If you have a bomb, picking one of these up is not a bad idea. Even if you are just replaying your best removal card, its worth the trouble.
Trestle Troll - 5/10
A nice delaying tactic in all phases of the game that also plays nicely with Axebane Guardian for Golgari decks.
I feel you might be underestimating the importance of Trestle Troll in a golgari deck. You're gonna need something to buy you time while you durdle around with scavenge. It's much better than Rites of Reaping imho.
Um, Sluiceway Scorpion is a 2/2, not a 2/4. Any grizzly bear trades just fine with it. It's a decent deterrent on defense, though (which can be useful given the molasses-level speed of most Golgari decks). I'd rate him as a 4 or 5. Trestle Troll is even better at clogging up the board, and in my opinion would rate a 6 or 7.
I'd also rate Lotleth Troll as "Pretty Good" in this format (though I may be influenced by the fact that he seems bonkers in Standard...). And thanks, by the way, for doing these rankings. I've generally agreed with them, and when I haven't it's made me think about why I like/dislike a card.
Risen Sanctuary - 7 drops are mediocre. Since there are so very many of them you never need to rate any of them highly. I think this is a 4, not a 5
Dreg Mangler - This is just a creature. I don't see this being anywhere near as powerful as the top tier removal cards or even either of the green guildmages, which you rate it over. 7, not 9
Golgari Charm - I don't really rate this card. The removal mode is like a bad Electrickery, which is another bad card. I think it's a 3, not a 6
Grisly Salvage -What's this? A card that I'm more bullish on than you. This is one of the few ways for Golgari to get ahead, since it's kind of mana fixing, kind of searching out a bomb, and kind of setting up scavenge. I think this is a 6, possibly a 7, not a 4
Rites of Reaping - A 6 mana sorcery speed last gasp is not a 7. More like a 5
Treasure Find - I am not a fan of raise dead in limited, and Golgari in RTR is probably the colour combination that LEAST wants this effect. 3, not a 5
Trestle Troll - This guy is the backbone of what success golgari decks have. The fact that he's so easily sidestepped by detain and stab wound is a big part of why golgari is so crap. 7, not a 5
Agree with magicmerl - particularly on golgari charm and grisly salvage. Dreg mangler is very solid but yeah 9 might be overboard.
3cmc for a 3/3 with haste AND scavenge for later??? That card will be played in every golgari deck that pulls him. What creatures profitably block him at 3cmc? (only 1 I can think of is the 4/4 for 3) What instant speed removal at 3cmc or less kill him? (Abrupt Decay and Annihilating Fire) He's very good.
3cmc for a 3/3 with haste AND scavenge for later??? That card will be played in every golgari deck that pulls him. What creatures profitably block him at 3cmc? (only 1 I can think of is the 4/4 for 3) What instant speed removal at 3cmc or less kill him? (Abrupt Decay and Annihilating Fire) He's very good.
The problem is just what 9 puts it on par with. This guy is good but hes not a guildmage or premium removal. Between golgari guildmage and this guy I'm pretty sure I take the guildmage everytime. You need separation in ratings for things like that so either those cards go up to 10 or he goes down to an 8.
3cmc for a 3/3 with haste AND scavenge for later??? That card will be played in every golgari deck that pulls him. What creatures profitably block him at 3cmc? (only 1 I can think of is the 4/4 for 3) What instant speed removal at 3cmc or less kill him? (Abrupt Decay and Annihilating Fire) He's very good.
I think that you have some fundamental misconceptions about the format.
RTR as a format revolves around 4 toughness creatures.
That means in addition to the cards you listed that totally outclass Dreg Mangler, it is also shut down by Frostburn Weird, Trestle Troll, Lobber Crew and Doorkeeper, cards that *will* be drafted and see frequent play. And that's just common answers that are the same cost or cheaper.
come to think of it, the card actually does a gould job of getting you a color you might need. Card's better than I thought! I like that it just gets rid of the stuff you don't want to draw too.
My problem with grisly salvage is that I want to be playing a 2-drop creature on 2nd turn... not this. I feel like you definitely don't want to be casting it turns 3-6. I'd just rather have any 2-drop in my deck in its place.
I don't think of Grisly Salvage as a turn two play. Just like I don't think of Golgari Charm or Abrupt Decay as a turn 2 play. I certainly wouldn't prioritize this card over a two drop dude if that's what my deck needed, but I do think it's really good. I say draft and build to your curve accordingly, and be totally fine if one or two of these make your deck; they get a lot better if you have any bombs/instant removal spells and worse if you have a bunch of so-so dorks and overcosted removal.
- Golgari charm is really poor. If it said -1/-1 to opponent's creatures it would work. As it is leave it in the sideboard.
- Dreg mangler is a hill giant. Forget about haste, Rakdos and Selesnya will already have big guys in play when you cast it.
- Grisly salvage is amazing. Instant speed land/creature search for the low price of 2 mana. I would always run 1 in a golgari deck.
Sure golgari charm sucks in limited but in constructed its blazing! Throw out a bunch of 1/1 tokens and a blood artist and see what the -1/-1 does for you. Also against a control deck using supreme verdict its the best.
First post clemency. Don't necro threads in the future.
10-9: Reasons to be in this color
8-7: Solid cards you'll always want to play
6-5: Situationally good or average cards
4-3: Sideboard cards or filler
2-1: Probably not playing these
Selesnya
Call of the Conclave - 9/10
You will be hard pressed to have a better start to a game than by leading with this. Setting up all of your Populate cards for high impact at such a low cost is going to be key to the deck really ticking.
Centaur Healer - 8/10
Solid card at 3-power for 3 mana, it will enable you to keep up with faster decks by clogging up the ground whil you can get your Populate cards online.
Common Bond - 5/10
Another solid combat trick for green-based decks, this one is pretty cool because not only does the bonus stick around but you can also slap a +1/+1 counter on an opposing Unleash creature that an opponent was hoping to block with.
Courser's Accord - 7/10
Getting at minimum 2 3/3's for 6 mana is a better deal than most other colors get at common for 6 mana, and the upside of possible getting a 3/3 and a 5/5 Ooze or better makes this pretty good.
Dryad Militant - 5/10
It will get quickly outclassed, but against slower decks it will often be able to deal 4-6 damage before getting stopped and against agressive decks it will help trade with their 2 and 3 casting cost cards. Just be careful with this is you have a Deathrite Shaman as it shuts off fuel for the life loss ability, but also make sure that if your opponent runs Deathrite that you appropriately exile those instants and sorceries.
Heroe's Reunion - 2/10
7 life is a big chunk, and at least 2 mana is about the right cost to make it almost worth a card, but I won't be playing this very often if ever.
Risen Sanctuary - 5/10
So if you are going to play a 7-drop this is what you should be getting. It's huge and vigilance is a very relevant ability.
Selesnya Charm - 8/10
All of the modes are excellent, and the fact that it can take out a large creature with one of them makes this an excellent card. Even if the offending creature isn't big enough, sharing a +1/+1 counter via a Scavenge creaure or half of a Common bond gives you options to put it into range.
Sundering Growth - 4/10
I think I would be more tempted to play this in Sealed than in Draft, but you will almost always have a target in Sealed with everyone wanting to run whatever Keyrunes they have in order to maximize the number of colors they can run. In Draft, it becomes a decent sideboard card and there are many cards I would want to kill with it (namely Keyrunes, Arrest, Stab Wound, and Pyroconvergence), but even then I think I'm only siding this in if I'm playing heavy Populate.
Vitu-Ghazi Guildmage - 8/10
The abilities are expensive, but if they weren't this would take over the game way too quickly. The original Slesnya Guildmage was probably the best Guildmage in the original Ravnica Block (Azorius and Rakdos giving it a bit of a run for its money on that one) and definitely the best for Limited, so I think they went a little overboard on the activation costs just to make sure it wasn't abuseable. It's still a one-man (one-woman?) army just waiting to happen given enough resources, so I think that rather than trying to play this as a 2-drop you should wait until the battlefield and hands have dwindled due to trades before you drop it and take over the game.
Brief Rare/Mythic Overview
Bombs - Armada Wurm, Trostani, Selesnya's Voice
Pretty Good - Collective Blessing, Loxodon Smiter, Wayfaring Temple
Playable - Growing Ranks
Marginal - n/a
Unplayable - n/a
Golgari
Dreg Mangler - 9/10
Awesome card with one of the best Scavenge cost to power boost ratio of the Scavenge cards.
Golgari Charm - 6/10
All the modes are going to be relevant at one time or another, its just that none of them are truly fantastic.
Golgari Longlegs - 5/10
Sometimes you just need a beater, and at 5 mana the other options for BG (Catacomb Slug, Rubbleback Rhino, and Gobbling Ooze) don't hit as hard.
Grisly Salvage - 4/10
This is definitely situational, and even under the best situations I don't know if its worthwhile. Its obviously a Scavenge enabler, at which point putting 2-3 Scavenge cards in your graveyard while digging for your best creature is going to be pretty good. I am thinking that you are going to want at least 8 Scavenge guys and at least 15 creatures overall before this becomes worth running.
Korozda Guildmage - 8/10
Although not as obviously good as its Selesnyan counterpart, this card still has a lot of things going for it. Granting +1/+1 and Intimidate in the right matchup is going to win games, and turning big butt Defenders and creatures like Catacomb Slug into a swarm of Saprolings is solid.
Rites of Reaping - 7/10
When the time is right, this card is a blowout. When the timing isn't right, its a very expensive Last Gasp, which is still pretty good.
Slitherhead - 5/10
Whenever you need sacrificial fodder, pick these up.
Sluiceway Scorpion - 6/10
A solid card that is difficult for opponents to profitably block. Most cards at the same mana cost don't have enough power, the ones that have enough power aren't worth sacrificing to take down a 2/4, and gang-blocking becomes an auto 2-for-1.
Treasure Find - 5/10
Regrowth Effects have their place in limited, usually making sure you have access to your best creature or spell after your already had your opponent deal with it the first time. If you have a bomb, picking one of these up is not a bad idea. Even if you are just replaying your best removal card, its worth the trouble.
Trestle Troll - 5/10
A nice delaying tactic in all phases of the game that also plays nicely with Axebane Guardian for Golgari decks.
Brief Rare/Mythic Overview
Bombs - Corpsejack Menace, Jarad, Golgari Lich Lord
Pretty Good - Deathrite Shaman, Jarad's Orders
Playable - Abrupt decay, Lotleth Troll
Marginal - n/a
Unplayable - n/a
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
And Sluiceway Scorpion only have 2 toughness.
I'd also rate Lotleth Troll as "Pretty Good" in this format (though I may be influenced by the fact that he seems bonkers in Standard...). And thanks, by the way, for doing these rankings. I've generally agreed with them, and when I haven't it's made me think about why I like/dislike a card.
Courser's Accord - 6 mana for a pair of 3/3 creatures is not pretty good. 6 mana is a lot. I think this is a 5 not a 7.
Dryad Militant - While hybrid creatures are better than most people think, this is still too small to be relevant. I think it's a 3, not a 5.
Heroe's Reunion - 1, not a 2
Risen Sanctuary - 7 drops are mediocre. Since there are so very many of them you never need to rate any of them highly. I think this is a 4, not a 5
Dreg Mangler - This is just a creature. I don't see this being anywhere near as powerful as the top tier removal cards or even either of the green guildmages, which you rate it over. 7, not 9
Golgari Charm - I don't really rate this card. The removal mode is like a bad Electrickery, which is another bad card. I think it's a 3, not a 6
Grisly Salvage -What's this? A card that I'm more bullish on than you. This is one of the few ways for Golgari to get ahead, since it's kind of mana fixing, kind of searching out a bomb, and kind of setting up scavenge. I think this is a 6, possibly a 7, not a 4
Rites of Reaping - A 6 mana sorcery speed last gasp is not a 7. More like a 5
Treasure Find - I am not a fan of raise dead in limited, and Golgari in RTR is probably the colour combination that LEAST wants this effect. 3, not a 5
Trestle Troll - This guy is the backbone of what success golgari decks have. The fact that he's so easily sidestepped by detain and stab wound is a big part of why golgari is so crap. 7, not a 5
3cmc for a 3/3 with haste AND scavenge for later??? That card will be played in every golgari deck that pulls him. What creatures profitably block him at 3cmc? (only 1 I can think of is the 4/4 for 3) What instant speed removal at 3cmc or less kill him? (Abrupt Decay and Annihilating Fire) He's very good.
The problem is just what 9 puts it on par with. This guy is good but hes not a guildmage or premium removal. Between golgari guildmage and this guy I'm pretty sure I take the guildmage everytime. You need separation in ratings for things like that so either those cards go up to 10 or he goes down to an 8.
I think that you have some fundamental misconceptions about the format.
RTR as a format revolves around 4 toughness creatures.
That means in addition to the cards you listed that totally outclass Dreg Mangler, it is also shut down by Frostburn Weird, Trestle Troll, Lobber Crew and Doorkeeper, cards that *will* be drafted and see frequent play. And that's just common answers that are the same cost or cheaper.
- Golgari charm is really poor. If it said -1/-1 to opponent's creatures it would work. As it is leave it in the sideboard.
- Dreg mangler is a hill giant. Forget about haste, Rakdos and Selesnya will already have big guys in play when you cast it.
- Grisly salvage is amazing. Instant speed land/creature search for the low price of 2 mana. I would always run 1 in a golgari deck.
Sure golgari charm sucks in limited but in constructed its blazing! Throw out a bunch of 1/1 tokens and a blood artist and see what the -1/-1 does for you. Also against a control deck using supreme verdict its the best.
First post clemency. Don't necro threads in the future.