Llanowar SleuthGG
Creature - Elf Druid
When Llanowar Sleuth enters the battlefield, investigate. T: Add G
1/1
I was looking at Heart Warden and came up with a modern design. It's a bit like Llanowar Visionary but I think it's a lot more powerful this way; two drop mana dorks are certainly still targets for removal on turn 2. It was gonna cost 1G, but with that cost it's quite a lot better than just about every two drop mana dork that doesn't make more than one mana, so double green it is.
A decent design, though I wonder what 2-drop mana dorks you are trying to protect. The myr are colorless, cards line urborg elves can add non-green mana, and most other 2-drop dorks I can name add multiple mana like rofellos, priest of Titania, or bloom tender. Are there are 2-drop dorks that really need to be protected?
Are there are 2-drop dorks that really need to be protected?
I'm not entirely sure what you mean by protected, but typically, two-drop mana dorks are played in Standard formats where you want an accelerant. They're usually pushed out of playability more by the existence of one drop dorks, but there have been some solid ones with hexproof if you want to 'protect' them, Sylvan Caryatid was excellent in its time. Cantripping in the form of making a clue means that my opponent is down cards when he pops the 2 drop dork I've made. Honestly that can serve as a weird psychological deterrence to removal - If I spend my turn playing a Wirewood Elf, for example, you might just Fatal Push it without a thought, while if I play an Elvish Visionary you'd just let it slide, this card is in between but threatens a turn 3 four drop the same way the first does. So it's like having psychological hexproof, eh? Also, there's some card generation to be had with Wirewood symbiote, so that's fun.
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Creature - Elf Druid
When Llanowar Sleuth enters the battlefield, investigate.
T: Add G
1/1
I was looking at Heart Warden and came up with a modern design. It's a bit like Llanowar Visionary but I think it's a lot more powerful this way; two drop mana dorks are certainly still targets for removal on turn 2. It was gonna cost 1G, but with that cost it's quite a lot better than just about every two drop mana dork that doesn't make more than one mana, so double green it is.
I'm not entirely sure what you mean by protected, but typically, two-drop mana dorks are played in Standard formats where you want an accelerant. They're usually pushed out of playability more by the existence of one drop dorks, but there have been some solid ones with hexproof if you want to 'protect' them, Sylvan Caryatid was excellent in its time. Cantripping in the form of making a clue means that my opponent is down cards when he pops the 2 drop dork I've made. Honestly that can serve as a weird psychological deterrence to removal - If I spend my turn playing a Wirewood Elf, for example, you might just Fatal Push it without a thought, while if I play an Elvish Visionary you'd just let it slide, this card is in between but threatens a turn 3 four drop the same way the first does. So it's like having psychological hexproof, eh? Also, there's some card generation to be had with Wirewood symbiote, so that's fun.