Golgari Hovel (Common)
Land
Golgari Hovel enters the battlefield tapped.
When Golgari Hovel enters the battlefield, add 1 to your mana pool. t: Add B or G to your mana pool.
Hive Mongrel (Common) 3G
Creature — Hound
3/3
Swarm (2(B/G), Exile this card from your graveyard: Create two 1/1 black and green insect creature tokens. Swarm only as a sorcery.)
Incubation Cycle (Common) 4G
Sorcery
Draw a card, then you gain 1 life for each card in your hand.
Swarm (2(B/G), Exile this card from your graveyard: Create two 1/1 black and green insect creature tokens. Swarm only as a sorcery.)
Lost (Common) B
Sorcery
Target player discards a card.
/// Found (Common) G
Sorcery
You may put a land card from your hand onto the battlefield tapped.
Nature (Common) G
Sorcery
Target creature you control fights another target creature.
/// Nurture (Common) W
Sorcery
Put a +1/+1 counter on target creature.
Night Ranger (Common) 1G
Creature — Elf Scout
1/1
When Night Ranger enters the battlefield, you may search your library for a Swamp card, reveal it, put it into your hand, then shuffle your library. B: Night Ranger gets +1/+1 until end of turn.
Noble Ceratok (Common) 4G
Creature — Rhino
5/5
As Noble Ceratok enters the battlefield, it gains indestructible until your next turn.
Raw Power (Common) 2G
Instant
Target creature gets +4/+4 until end of turn.
Sanctify (Common) 1(G/W)
Sorcery
Destroy target artifact or enchantment.
Scuttlebug (Common) G
Creature — Insect
1/1
Swarm (2(B/G), Exile this card from your graveyard: Create two 1/1 black and green insect creature tokens. Swarm only as a sorcery.)
Selesnya Grove (Common)
Land
Selesnya Grove enters the battlefield tapped.
When Selesnya Grove enters the battlefield, add 1 to your mana pool. t: Add G or W to your mana pool.
Sylvan Squire (Common) 2G
Creature — Elf Soldier
2/2
Thrive (Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on that creature.)
Thornweaver (Common) 1G
Creature — Human Druid
1/2
Deathtouch T: Add W to your mana pool.
Trostani's Blessing (Common) 4GW
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3.
When Centaur’s Blessing enters the battlefield, create a 3/3 green and white Centaur creature token.
Unbury (Common) 1(B/G)
Instant
Put the top three cards of your library into your graveyard, then you may return a creature or land card from your graveyard to your hand.
Vine Elemental (Common) 4GG
Creature — Plant Elemental
4/6
Thrive (Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on that creature.)
Well of Vigor (Common) G
Enchantment
Thrive (Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on that creature.)
What did you have in mind for your placeholder instant/sorcery? Removal? Card selection? Ramp/mana fixing? I would suggest the latter because you have surprisingly little of that here for a multicolor set.
On that note, Convocate and Deathrite Cultist don't count as ramp due to only being short-term mana accelerants. That generally isn't how green rolls, or, for that matter, black anymore. Red has since almost entirely subsumed the Dark Ritual segment of the color pie.
That leaves Nature and Search the Undercity as your sole ramp spells, and neither of them fix your mana particularly well. It's a noticeable gap.
Lost // Found is broken, no two ways about it. It's strictly better than the best black removal spell ever printed at common.
Wall of Webs seems fine, but there's a flavor disconnect as to why it has power. Webs are sticky, but they're otherwise harmless. Sure, it's the spiders dealing damage, but then you might as well rename it Wall of Spiders.
So between green and white you have as of this writing three different sorceries that just say "Thrive N." That's too much, too similar. The one spark of inspiration to give white an instant is gone, so now you sit around on a lot of uninspired cards.
The variant of thrive you have settled on is leaning towards the green side of Selesnya the larger you choose N - both large N/N tokens and large numbers of N +1/+1 counters for a single creature are green things. You have to work on carving out a space for white and that should be smaller N, (at least in higher numbers) instant speed N, and repeated thrive (since white is the army color). As such Spontaneous Sprouting seems questionable in green.
If I had to split things, I'd probably go for a thrive 3/4/5 in green (mid-size to large) rather than Elemental Boon you currently have in white, and in turn move Spontananeous Sprouting over to white as that color is more attuned to thrive 1/2.
I don't know whether a third card with just "thrive N" would be justified, but your variants are stuff like a green-white "Thrive 2, then thrive 2." which seems a more natural fit than the current black-green gold spell producing four 1/1 tokens.
(I'm assuming that "Thrive 1, thrive 2, thrive 3." or a similar cone spell is lotted in somewhere at uncommon/rare already.)
---
SIDEBAR:
Thrive shouldn't be Saprolings. Back when the mechanic first was made as N 1/1 tokens vs. N +1/+1 counters (fabricate style) Saprolings were the go-to token creature type for 1/1 - especially for Selesnya. While individual cards in the distant past made variable-sized Saprolings those (and I'm not certain it's more than one, just not 100% it was just one) are not "good" and more an example of a mistake that happened in an official set.
The example cards could easily be Selesnyan Elementals - which are not only known to exist at varying sizes, but even at variable sizes - perfect for thrive.
I didn't immediately say this in the white thread, but the more I look at it, the more it seems like the creature type is not donw justice with the mechanic.
---
Do you keep regeneration for any reason? Nothing against just making all those creature indestructible until end of turn.
New Thrive: Thrive stacking would likely be too efficient of a strategy in limited. In the late game when players are running out of cards, turning a random bear into a Rumbling Baloth has a strong sway on the board state with two Thrive cards. It's also dangerous with the Swarm mechanic, since all of a sudden a Thrive guy and an extra 2 mana nets you a twin set of Grizzly Bears from the graveyard. Thriving should be stricter, whether that's by increasing the cost of Thrive or by limiting what kind of creature can be Thrived.
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White
Most have art in the MSE file. One card is currently incomplete.
Bear Guide (Common)
3G
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2.
When enchanted creature dies, create a 2/2 green Bear creature token.
Centaur Charger (Common)
GW
Creature — Centaur Warrior
2/2
Flash
Contort (Common)
BG
Instant
Target creature gets +3/-3 until end of turn.
Creeping Horror (Common)
1BG
Creature — Insect Horror
2/2
Creeping Horror gets +2/+2 as long as you control a creature token.
Deadbridge Spider (Common)
2G
Creature — Spider
3/2
Reach
Golgari Goo (Common)
4(B/G)
Creature — Ooze
2/6
*vanilla*
Golgari Hovel (Common)
Land
Golgari Hovel enters the battlefield tapped.
When Golgari Hovel enters the battlefield, add 1 to your mana pool.
t: Add B or G to your mana pool.
Hive Mongrel (Common)
3G
Creature — Hound
3/3
Swarm (2(B/G), Exile this card from your graveyard: Create two 1/1 black and green insect creature tokens. Swarm only as a sorcery.)
Incubation Cycle (Common)
4G
Sorcery
Draw a card, then you gain 1 life for each card in your hand.
Swarm (2(B/G), Exile this card from your graveyard: Create two 1/1 black and green insect creature tokens. Swarm only as a sorcery.)
Lost (Common)
B
Sorcery
Target player discards a card.
///
Found (Common)
G
Sorcery
You may put a land card from your hand onto the battlefield tapped.
Mantis Warrior (Common)2G
Creature — Insect
3/2
Hexproof
Nature (Common)
G
Sorcery
Target creature you control fights another target creature.
///
Nurture (Common)
W
Sorcery
Put a +1/+1 counter on target creature.
Night Ranger (Common)
1G
Creature — Elf Scout
1/1
When Night Ranger enters the battlefield, you may search your library for a Swamp card, reveal it, put it into your hand, then shuffle your library.
B: Night Ranger gets +1/+1 until end of turn.
Noble Ceratok (Common)
4G
Creature — Rhino
5/5
As Noble Ceratok enters the battlefield, it gains indestructible until your next turn.
Raw Power (Common)
2G
Instant
Target creature gets +4/+4 until end of turn.
Sanctify (Common)
1(G/W)
Sorcery
Destroy target artifact or enchantment.
Scuttlebug (Common)
G
Creature — Insect
1/1
Swarm (2(B/G), Exile this card from your graveyard: Create two 1/1 black and green insect creature tokens. Swarm only as a sorcery.)
Selesnya Grove (Common)
Land
Selesnya Grove enters the battlefield tapped.
When Selesnya Grove enters the battlefield, add 1 to your mana pool.
t: Add G or W to your mana pool.
Selesnya Sentry (Common)
(G/W)
Creature — Fungus
1/3
*vanilla*
Spider Web (Common)
1G
Enchantment — Aura
Enchant creature with flying
Enchanted creature can’t attack or block.
Spiked Baloth (Common)
3G
Creature — Beast
4/2
Trample
Sylvan Squire (Common)
2G
Creature — Elf Soldier
2/2
Thrive (Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on that creature.)
Thornweaver (Common)
1G
Creature — Human Druid
1/2
Deathtouch
T: Add W to your mana pool.
Trostani's Blessing (Common)
4GW
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3.
When Centaur’s Blessing enters the battlefield, create a 3/3 green and white Centaur creature token.
Unbury (Common)
1(B/G)
Instant
Put the top three cards of your library into your graveyard, then you may return a creature or land card from your graveyard to your hand.
Vine Elemental (Common)
4GG
Creature — Plant Elemental
4/6
Thrive (Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on that creature.)
Well of Vigor (Common)
G
Enchantment
Thrive (Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on that creature.)
What did you have in mind for your placeholder instant/sorcery? Removal? Card selection? Ramp/mana fixing? I would suggest the latter because you have surprisingly little of that here for a multicolor set.
On that note, Convocate and Deathrite Cultist don't count as ramp due to only being short-term mana accelerants. That generally isn't how green rolls, or, for that matter, black anymore. Red has since almost entirely subsumed the Dark Ritual segment of the color pie.
That leaves Nature and Search the Undercity as your sole ramp spells, and neither of them fix your mana particularly well. It's a noticeable gap.
Lost // Found is broken, no two ways about it. It's strictly better than the best black removal spell ever printed at common.
Wall of Webs seems fine, but there's a flavor disconnect as to why it has power. Webs are sticky, but they're otherwise harmless. Sure, it's the spiders dealing damage, but then you might as well rename it Wall of Spiders.
Deathrite Cultist - Becomes Night Ranger.
Lost - Innocent Blood becomes Pain.
Found - Becomes something that makes sense.
Search the Undercity - Becomes Dig Deep.
Grove Guardian - Becomes Thornweaver.
Wall of Webs - Power changed from 2 to 0.
Unbury - Becomes Invigoration
The variant of thrive you have settled on is leaning towards the green side of Selesnya the larger you choose N - both large N/N tokens and large numbers of N +1/+1 counters for a single creature are green things. You have to work on carving out a space for white and that should be smaller N, (at least in higher numbers) instant speed N, and repeated thrive (since white is the army color). As such Spontaneous Sprouting seems questionable in green.
If I had to split things, I'd probably go for a thrive 3/4/5 in green (mid-size to large) rather than Elemental Boon you currently have in white, and in turn move Spontananeous Sprouting over to white as that color is more attuned to thrive 1/2.
I don't know whether a third card with just "thrive N" would be justified, but your variants are stuff like a green-white "Thrive 2, then thrive 2." which seems a more natural fit than the current black-green gold spell producing four 1/1 tokens.
(I'm assuming that "Thrive 1, thrive 2, thrive 3." or a similar cone spell is lotted in somewhere at uncommon/rare already.)
---
SIDEBAR:
Thrive shouldn't be Saprolings. Back when the mechanic first was made as N 1/1 tokens vs. N +1/+1 counters (fabricate style) Saprolings were the go-to token creature type for 1/1 - especially for Selesnya. While individual cards in the distant past made variable-sized Saprolings those (and I'm not certain it's more than one, just not 100% it was just one) are not "good" and more an example of a mistake that happened in an official set.
The example cards could easily be Selesnyan Elementals - which are not only known to exist at varying sizes, but even at variable sizes - perfect for thrive.
I didn't immediately say this in the white thread, but the more I look at it, the more it seems like the creature type is not donw justice with the mechanic.
---
Do you keep regeneration for any reason? Nothing against just making all those creature indestructible until end of turn.
Nature's Spiral is uncommon. Why isn't Dig Deep?
Night Ranger is a neat way to bring mechanics of these two colors together without relying on the block mechanics.
Found and Nature look weird next to each other.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
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