In this set, a 6/5 is the perfect statline. Five toughness dodges a lot of removal (although this doesn’t always apply to the Baloth). And there are very few creatures with four toughness or five power. This means that an attacking 6/5 is actually card advantage if the opponent doesn’t have one of the few hard removal spells (either it kills the opponent or they trade it for two of their cards).
Green is about deploying “chonky bois” in this set. Whatever the overarching synergies and gameplan in the deck, I’ve found most of the games in my green decks are finished by attacking with one of these two commons. And for some context, I have drafted these kinds of decks seven times so far, and I have a 79% win rate with them. So I’m probably doing something right.
What’s better between Canopy Baloth and Kazandu Stomper depends greatly on the way the deck looks. An aggressively slanting deck will always favor the Baloth, but I haven’t had success with aggressive green decks. In general, I prioritize the first Stomper over the first Baloth, but will take the first Baloth over the second Stomper. A deck with more modal double-faced cards (DFCs) may favor the second Stomper, especially if that deck is lacking top-end. Dodging removal matters a lot, even if six mana is a lot more than four.
Draft is self-correcting, and when one color is as underdrafted as green is right now, it becomes one of the best colors. In the draft below, my first three packs offer almost zero green options. Yet later on in the draft, there is green galore. I ended up wheeling Kazandu Stomper and taking a nearly mono-green deck all the way to a trophy! Would you make the same picks I did?
Pack 1, Pick 1
I’ve been very clear about my stance on the modal DFCs, so I can’t fault anybody for taking Ondu Inversion here. Yes, it’s unlikely to hit eight mana in any game of Limited, but the fact that a land can be as impactful as this one is wild to me. Currently, I take Ondu Inversion over every common except for Roil Eruption and Into the Roil. Those cards are too efficient for what they provide and I think that consistency, efficiency, and power is worth more than what Ondu Inversion has to offer.
Pack 1, Pick 2
The Picks So Far:
There are quite a lot of options in this pack, so let’s break it down into sections.
Relic Golem and Moss-Pit Skeleton are great cards in their archetypes, but quite poor outside of the specific color combinations. Given that neither of their archetypes overlaps at all with red, I don’t think you can justify taking either of them.
Nahiri’s Binding hasn’t impressed me. It’s a fine removal spell, but it is the worst Pacifism or Arrest I can remember. It’s not splashable, there are multiple Disenchant effects at common, Into the Roil can yield blowouts, and it doesn’t remove creature types for party. Add in that I haven’t had much success with white, and I legitimately think I would take Hellion over it. Pack 1, Pick 1, I could see still taking Binding out of a begrudgingly bad pack, but following up Roil Eruption with Pyroclastic Hellion seems better to me.
At this point, I haven’t gotten enough data about Lullmage’s Domination to know whether or not it’s better than Into the Roil. This also motivates my pick. I’m taking Lullmage’s Domination not because I think it’s better than into the Roil, but because I want to figure out if it is. My gut says they’re in the same league. Into the Roil is better in Simic for kicker synergy but Domination will be better in Dimir because of the mill subtheme.
As I mention above, I end up basically mono-green this draft because green is criminally underdrafted online right now. While the deck below may not look great, it played fantastic.