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Seven New Green Cards Previewed From MTG Alchemy: Innistrad

Check out these new green cards, coming to MTG Arena’s Alchemy format.

Hollowhenge Beast illustrated by Dave Kendall

Courtesy of Wizards of the Coast (WotC) and Ali Aintrazi, check out these new green Alchemy cards coming soon to MTG Arena via Alchemy: Innistrad!

Geistpack Alpha starts off the first of seven new green cards coming out on Thursday.

A four-mana 5/4 Wolf with trample packs a punch, but it also pays you off by seeking a permanent equal to the number of lands you control when it dies. Monitor the number of lands you have on the battlefield so you can seek out just the right card when it dies.

Grizzled Huntmaster has a lot going on and it employs the conjure mechanic.

This 4/3 for three might end up being a combo enabler, as it lets you exchange a creature for a creature you own outside the game. Being on MTG Arena, this translates to your sideboard, so it could easily enable a toolbox sideboard or a great way to get a creature card in your hand you would never want to draw. While you can exile the rest of the copies of the chosen creature from your deck if you wish, you only get to conjure the card from outside the game for each card exiled from your hand.

Hinterland Chef is the first of two new draft from its spellbook cards and its a spicy meatball.

This 3/3 Human Scout for three lets you draft an ingredient for its next meal and make it a Food artifact in addition to its other types. What kind of tasty creature would you like to add to the dish?

Hinterland Chef’s spellbook contains:

  • Almighty Brushwagg
  • Frilled Sandwalla
  • Moss Viper
  • Brushstrider
  • Highland Game
  • Ironshell Beetle
  • Lotus Cobra
  • Kazandu Nectarpot
  • Gilded Goose
  • Nessian Hornbeetle
  • Scurrid Colony
  • Territorial Boar
  • Deathbonnet Sprout
  • Spore Crawler
  • Moldgraf Millipede

Hollowhenge Wrangler is another nice payoff for decks looking to play a lot of lands.

The five-mana 6/6 Elemental immediately nets you an extra card by seeking a land when it enters the battlefield. If you already have enough lands, then it lets you discard a land card to conjure a Hollowhenge Beast. On top of that, you can conjure more Hollowhenge Beasts when Hollowhenge Wrangler is in your graveyard.

Lupine Harbingers brings back the foretell mechanic from Kaldheim.

A hasty 4/4 with trample for four mana is already pretty solid, but this Wolf can also enter the battlefield much larger if you play it for its foretell cost. For six mana, cast it and it will enter the battlefield with a +1/+1 counter for each turn you begun since it was foretold.

Ravenous Pursuit is a powered up variant of Rabid Bite.

Two mana to “bite” (rather than to “fight”) is the norm these days, but Ravenous Pursuit also juices up a creature in your hand if you can deal excess damage to the opposing target.

Settle the Wilds is the newest take on Rampant Growth using digital-only mechanics.

For three mana you seek out the land to put onto the battlefield then you also get a seek a permanent with mana value equal to the number of lands you control. If played on curve, Settle the Wilds finds you a fourth land and a four-drop of your choice. A couple of four-mana green permanents you might want to seek in the Alchemy format include: Yasharn, Implacable Earth, Binding the Old Gods, Esika’s Chariot, and Toski, Bearer of Secrets.

Check out the card image gallery for Alchemy: Innistrad from WotC.