Monday, August 4, 2014

Jankville. Population 1.

              Magic is filled with some really niche slang. Honestly, it's addictive. When the jargon catches on, it's nearly impossible not to at least try it on for size. Sometimes, it sticks and sometimes, just by letting it slide passed your lips,  you feel like an utter lemming . Often, it just conveys an acknowledgment of the game state: "that's a thing", "blowout", "crack in", "exactcies", etc. Occasionally though, the lingo inspires a bit more aspiration...like where you'd like to live? Let's examine some of these exotic locales.

                Lots of players gaze longingly towards the horizon at the twinkling village known best as Magical Christmas Land...a place often sought, but rarely reached. "Just wait until I assemble these three cards, across four colors, create infinite mana and cast this creature that will almost certainly beat you!" It's not just the combo players either. The aggro players are looking to retreat to a vacation hideaway on the majestic beaches of Magical Christmas Land: "Okay, check it. Turn 1 Gobo Guide, Turn 2 Ash Zealot, Turn 3 Ram Gang, Turn 4 Hellrider. They will never recover. GG!" As you may have guessed, Magical Christmas Land occurs fairly rarely. You might get to pitch your tent there every twentieth game or so. I don't begrudge those looking to assemble something wacky, I love living the dream too, but the odds are forever not in your favor.

                There's also much talk about taking these nice excursions to a quaint part of the Multiverse: Valuetown.  Now, this is where it's at. Trips to Valuetown are exciting, but what does that mean exactly? I tend to think of these as small interactions, generally between two cards, that create enough synergy to net you some form of advantage. The best of these take place when the cards involved are individually strong, but synergize in a way that creates more...you guessed it..."value." These interactions range from cute to downright powerful, but they are generally very attainable, and really, just fun to put together. They make you feel clever and they help you edge your way to a win. I can't recommend an extended stay in Valuetown enough.

                Enough exploring these well-known places. Let's get on to the main topic. Let's talk about a place that few want to visit. In fact, when going anywhere near this place, most prefer to roll up the windows, lock the doors, and tell the kids to hide any valuables. This place is seedy. This place is not for the faint of heart. This place is Jankville.

                Every Standard environment, especially those as large as it is now with M15 in the mix, has a myriad of cards that sit on the sidelines. Some are clearly for Limited. Some scream EDH. Some are simply underpowered. Yet others are really interesting, sometimes working on a unique axis, but get precluded from the format by cards that always invalidate them. I understand that not everyone feels this way, but to me there's always a strong appeal to taking one of these castaway cards and trawling the format looking for just enough synergies to elevate the jank into the realm of playability. Today, I'd like to look at a few cards from a couple of these camps. I may never even get a chance to sleeve up any of these cards, but the mental exercise of building the deck lists is always enjoyable.

                So, if you're so inclined, and think you can handle the jeers of your Magic-playing peers, buckle up as we take a detour through Jankville and look at some of the cards that didn't quite make the cut in this Standard. Many of the cards we're going to be looking at hail from the Return to Ravnica block or M14, as they 're the ones on the verge of rotation. Most of the jank from Theros will likely remain jank, but they do have a sliver of hope as new cards rotate in from Khans of Tarkir.

                The first deck I'd love to escort out of Jankville would look something like this:

Howl of the Jank Pack
23 Lands
8 Forest
4 Mutavault
2 Nykthos, Shrine to Nyx
3 Plains
4 Temple Garden
2 Temple of Plenty

15 Spells
1 Howl of the Night Pack
1 Hunter's Prowess
2 Market Festival
2 Obelisk of Urd
3 Raised by Wolves
3 Selesnya Keyrune
3 Unflinching Courage

22 Creatures
4 Bassara Tower Archer
2 Briarpack Alpha
2 Elvish Mystic
4 Gladecover Scout
2 Heliod's Pilgrim
4 Nyxborn Wolf
4 Witchstalker

                I really enjoyed casting Raised By Wolves in Theros Limited. It felt pretty powerful, so I began pondering how it might translate to Standard. No doubt, there are a lot of things wrong with this deck. There isn't a critical mass of Wolves in Standard, so this looks to lean especially hard on the Raised by Wolves. Luckily, one of the Wolf creatures that does exists, Witchstalker, has hexproof, which really mitigates the risk of going in on an Aura strategy. That led me to explore some other hexproof creatures in the format in the form of Gladecover Scout and Bassara Tower Archer. The hexproof is also cute with the other main Wolf in the deck, Nyxborn Wolf. Bestow already removes much of the risk of attaching an Aura, but having hexproof makes going for it feel pretty safe. The white splash is mostly unnecessary, but gets us access to Unflinching Courage, Heliod's Pilgrim (for more cute Aura synergies) as well as another honorary Wolf in the form of Selesnya Keyrune, which does actually add a nice hedge against sorcery-speed removal and sweepers.

                Speaking of sweepers, besides playing relatively underpowered cards, this deck (and others we'll explore later) falls victim to a Standard staple that wreaks havoc on decks looking to win with a near-creature-only strategy: Supreme Verdict. I actually like casting Supreme Verdict myself from time to time, but it's presence makes wining with decks like the above very difficult. Still, if you enjoy tribal strategies, consider giving the Wolf clan a shot before the rotation occurs. If you can blow out one opponent by flashing in a Briarpack Alpha to up your Wolf count and unexpectedly growing your Raised By Wolves creature, it might just be worth it.

                Next up, I want to look at another strategy that I wanted to be good, but just never was. I've always enjoyed the "Swamps matter" style mono-black control decks. Sure, there's a top-tier mono-black deck in Standard, and even though it plays a lot of spot removal, it usually plays a little bit more like a tempo deck, with Pack Rats and Nightveil Specters picking up incremental advantages until Gray Merchant of Asphodel can seal the deal. The below deck, though, moves much further towards being a pure control deck, leveraging both spot and mass removal, mana ramp, and only a handful of ways to close out the game:

Black Betrayal
23 Lands
23 Swamp

30 Spells
3 Bile Blight
1 Caustic Tar
2 Corrupt
2 Devour Flesh
3 Drown in Sorrow
2 Extinguish All Hope
1 Fated Return
1 Grave Betrayal
4 Hero's Downfall
2 Liliana of the Dark Realms
1 Liliana Vess
2 Silence the Believers
2 Ultimate Price
4 Underworld Connections

7 Creatures
4 Crypt Ghast
3 Gray Merchant of Asphodel

                 Come on, even the spikiest of Spikes reads Grave Betrayal and thinks how fun it would be to land it on the battlefield and start turning all their removal spells into creatures. Yes, the card was likely designed with the EDH crowd in mind, but it would be no less fun robbing players in Standard of their Polukranos, Stormbreath Dragon, or Desecration Demon. Of course, your opponent might not be keen on playing nice with your seven-man, do-nothing enchantment. Maybe they decide to wait you out by not casting any creatures at all? They'll assume that after all the Underworld Connections activations, you'll surely deck yourself in short order. Right? That's when you land your six-mana, do-nothing enchantment! Caustic Tar is another janky card I'd love to see break out in Standard. It adds a couple of pips of black devotion to the board for Gary, plus if you're interested in splashing in some green, Voyaging Satyr is licking his chops at the thought of doing something other than producing extra mana. It's a rare occasion when the satyr gets to actively contribute to the demise of your opponent.

                One of the subtle downsides to employing a strategy like (one that puts a lot of the burden of winning on a handful of cards of the same type) means you suffer badly from incidental hate cards. Normally, you might think that being enchantments, your Grave Betrayal, Caustic Tar, and Underworld Connection would be relatively safe. Unfortunately, in a post-Theros world, the enchantment hate is plentiful and efficient. A single Back to Nature could single-handedly neuter this deck's primary game plan. There are still ways to win, but you might find yourself looking to extort your opponent to death with Crypt Ghast or trying to muster enough targeted life loss via Corrupt and Gray Merchant. An unanswered Liliana Vess could close the game quickly with her ultimate, but getting to ultimate with a planeswalker, even in Standard, seems to be a bit of a rare occurrence. Regardless, if you enjoy killing creatures and landing game-altering effects, you might enjoy a foray into this section of Jankville.

                I'll conclude with a deck very similar to one that I did actually sleeve up for an FNM. The event was prior to the release of Magic 2015, so it's not quite the same, but the core of the deck and it's game plan are all detailed below:

Hour of Pyro
22 Lands
7 Island
7 Mountain
4 Steam Vents
4 Temple of Epiphany

22 Spells
2 Essence Scatter
2 Frost Breath
1 Harness by Force
3 Hour of Need
4 Lightning Strike
2 Peel from Reality
3 Retraction Helix
1 Sea God's Revenge
4 Titan's Strength

16 Creatures
4 Akroan Crusader
4 Battlefield Thaumaturge
1 Purphoros, God of the Forge
3 Satyr Hoplite
4 Young Pyromancer

                 As you have probably deduced, this deck is looking to operate on a bit of a tempo plan. It's not a very pure tempo plan in the sense that you get a threat on the board early and stay ahead with counter spells and bounce, but it does aim to leverage small, speedy threats, bolstered by tricks, to make them incrementally better. Of course, the dream is to close the game out swiftly by upgrading several of your creatures into 4/4 flying Sphinxes by way of Limited all-star Hour of Need. Since we're playing a heavy assortment of Instants and Sorceries to produce maximum tokens from Young Pyromancer, we can also take advantage of some nice cost reduction action thanks to the distinctly odd Battlefield Thaumaturge. Given the slightly slimmer mana base that this deck craves, the little edges that the Thaumaturge provides are really nice and can keep your tempo plan moving forward. With two Thaumaturge in play, the Hour of Need and one-of Sea God's Revenge become absolute steals.

                As I said, I opted into this deck not-too-long ago for an FNM at our local (and awesome) Fanantix. When things were churning, it was really great fun, but unfortunately, things didn't seem to churn too often. On a few occasions, I just drew a lopsided mix of creatures and spells. This was often the plight of players pursuing a Heroic deck in Theros Limited and the problem is not completely removed in Constructed either. Two of my matches pitted me against decks packing (what I can only assume) was a full complement of the afore-mentioned Supreme Verdict. This deck has basically zero game against sweepers so I was not surprised to drop games against the decks that leaned so heavily on the uncounterable wrath. Blue-White based control decks weren't the only trouble. A friend of mine, Trevyn, was running a sweet Black-Green deck making use of all the new Constellation goodies in Journey to Nyx. At one point, I had developed a substantial board position with Young Pyromancer cranking out Elemental tokens at a nice clip. With a smirk, Trevyn said, "I hate to do this."
                "No you don't," I snapped back.
                "Doomwake Giant."
                The acidic flavor of a dinner gone by lurched into the back of my throat. "You sicken me!" I joked. All in all it was a fun outing, but I never quite got to smash face with Sphinxes the way I'd hoped. C'est la vie.

                Alright, that's about a wrap on this one. If you're looking for some upside to playing a deck that's not on the quite radar, here's a couple I can offer: Since the cards aren't major players, you can generally pick up most of the pieces you need relatively cheaply. Also, when you do pick up a "W" on a match, it's much, much sweeter. I enjoyed exploring some of the cards that will likely be lost to history in this current Standard format. I hope you did as well.  If you have some pet cards that are looking to take up residency in Jankville, brew up a quick list and drop it in the comments. It's always interesting to see what ideas are rattling around in the heads of fellow players.

                I'd like to close with a shout out to Faxatix owner Phillip Chalker. His willingness to foster the Dothan gaming community is unmatched. I appreciate the opportunity to write for the Team Fanatix blog and I look forward to sitting down across the table with you other spellsplingers! Until next time, don't be afraid to put a little jank in your tank.


Eric Peel has been playing Magic: The Gathering since he discovered the game in college, around the time of Invasion block. Most of the time Eric's simply a devoted family guy, but occasionally he finds time to sling spells or become temporarily devoted to a Therosian deity. He enjoys multiple formats, finding fun and competition in Limited, Constructed, and Multiplayer Magic. 
















Sunday, August 3, 2014

Welcome new Fanatix Team writer: ERIC PEEL!

I just wanted to make a quick post real quick before tomorrow's article launches and welcome our newest article writer man to the team!   Eric always has some great input and insight to our MTG conversations, so I was happy to get him in this blog!   THANKS MAN!

Also if anyone is interested in contributing please email us Fanatix.LLC@gmail.com

If you have an article idea please submit a pitch in 100 words or less for consideration, thanks!

                             -Fanatix Phil

Wednesday, April 16, 2014

How to Pre-Release: A beginners guide!

Limited? Sealed Pool? 40 card decks!? BUILD A DECK WITH ONLY 6 PACKS!?!?!?


Take a deep breath... everything is going to be ok. More importantly things are better than ok.

THEY ARE MAGICAL! 

You are about to partake in one of the more enjoyable Magic: The Gathering events available to players: Sealed Deck! But before we get into that, lets give a break down of some very important terms that other players may throw around a lot. Here is your chance to learn them and equally throw them around and sound like a pro. ;)

Set:      

"Journey Into Nyx" is a set. This is the term used for one expansion of the Magic: the Gathering TCG
   

Block:          

"Theros, Born of the Gods, Journey Into Nyx, all together make the Theros Block"  This refers to a group of sets (Usually 3) that make up an entire themed portion of a MTG  release.


Sanctioned:  

 This means the event is officially recorded by the DCI, The governing body of organized play for Magic: The Gathering and Wizards of the Coast.  (Fanatix is an officially sanctioned location!)

Format:   

"Limited and Constructed" are all formats.

 Sanctioned formats are split into two categories: Constructed and Limited. Constructed formats                    include Standard, Block Constructed, Modern, Vintage and Legacy. Limited formats include                        Booster Draft and Sealed Deck, and that's what we'll be discussing below... starting... now!

(For more detailed information on formats visit THIS LINK)

What is Sealed Deck?


"The Sealed Deck format allows players to use the Magic booster packs they're already buying to play games in a casual or tournament setting. Players simply open six booster packs and build a deck from the cards they opened. Guidelines require a minimum deck size of 40 cards and allow players to add as many basic lands (Plains, Islands, Swamps, Mountains, and Forests) to their card pools as they like. If you're looking for a fun way to increase the size of your Magic collection and play the game at the same time, the Sealed Deck format is for you!"     -DailyMTG.com


For Fanatix, the price tag is $30 and win or lose, that guarantees you some sweet cards and promotional items for your collection. BUT I'M NOT HERE TO TALK SWAG, We are here to talk CRUSHING your opponents with a 40 card deck, and by crushing your opponent, I mean learning the basics... let's begin.




Let's look at some highlights of one of Daily MTG's articles on sealed deck play!

Sealed Deck Rules of Thumb


When you sit down to play in a Sealed Deck event, you receive six booster packs and an unlimited amount of basic lands from which you must build a forty-card-minimum deck.

Any cards you don't include in your deck become your sideboard. In between games, you are allowed to swap any number of cards between your sideboard and your deck.

Play forty cards!

While you technically can play as many cards as you want to in your Sealed Deck, I would strongly advise against it. When you play with exactly forty cards, you maximize your chances of drawing your best spells and the lands you need to cast them.

And if you decide you want to try out as many of your new cards as possible (Pre-releases are a great place to learn about the set, after all), you can sideboard in the cards you want to try in between games.

Stick to two colors (or maybe two colors with a light splash)

The more colors you play, the more difficult it becomes to cast your spells.

So while players are sometimes able to find success with three-, four-, or even five-color decks in Constructed formats—where they have access to an abundance of mana fixers like Glacial Fortress, Evolving Wilds, and Borderland Ranger—it's very difficult to put together a Limited deck that can win consistently with more than two colors.

Even if your spells are "better" than your opponent's, if you can't cast them you're just going to die to whatever creatures your opponent (who built a tight two-color deck) draws.

Play seventeen to eighteen lands

It can be tempting to shave lands from your deck, particularly if you have a lot of good cards you want to play with. However, doing so can lead to disastrous results.

Yes, there will be times when you can get away with playing sixteen lands in your deck, but unless your deck is exceptionally fast and almost exclusively full of cheap spells, seventeen to eighteen lands will be the way to go.

Make sure your cards work together

When you're building a Constructed deck you get to choose exactly which cards you want to play with. You can fill your deck with aggressive creatures and burn spells to finish your opponent off in a hurry. You can load up on card drawing, counterspells, removal spells, and a couple of Planeswalkers and eventually grind your way to victory. Or maybe you've discovered an incredibly powerful two-card combo that will kill your opponents in a blink of an eye.

When you're playing Limited, and Sealed Deck in particular, you don't always have the luxury of choosing what type of deck you want to play ahead of time. Instead, you will often need to adapt to what your card pool dictates you should play.

Leave your best card in the sideboard.

Sometimes you open that super awesome ridiculous fat fatty mythic that will win you the game in 3 turns...except its the only "Red" card you opened... yeah, you might want to leave that in the deck box.

If you can't support your game plan, you don't really have one. One amazing card will help you win a game, but it does not guarantee it. Which leads us to our next point.

Don't forget that your opponent can stop you from doing what you want to do.

Every great card is one removal card away from being worth zilch... always respect the fact that your opponent may have an answer to your super awesome creature. Set up your play, and always keep your mind open to the future developments of the game!

Save your answer for threats that matter.

It might be tempting to kill off the first early threats your opponent plays, but if they are not doing anything particularly relevant you may want to let them live. When it's all said and done, taking a few hits from a 3 power creature might be better than to lose as soon as your opponent slams that new shiny god.

Always play with a good attitude.

In closing, remember to always keep your cool. Getting upset at a game with variance makes you seem like you have a poor understanding of the basics of Magic: The Gathering. Remaining level-headed throughout the tournament will help gain you more success in the long run.
Good luck at your pre-release and we hope you come to Fanatix to experience this great event!


(to read the entire article please visit THIS LINK)

-Fanatix Phil   



Friday, March 7, 2014

Top 4 PTQ Deck Tech with Fanatix local Jeremy Norsworthy

This past weekend Fanatix had the pleasure of hosting their 2nd Pro Tour Qualifier!

Congrats to Jonathan Marsh for taking home the victory!

Fanatix local Jeremy Norsworthy battled his way to the top 4 and we have his deck here to share with everyone. We also get to learn a little bit about his journey back into the game of Magic: The Gathering just weeks prior to the PTQ after a 2 year break for school.

Enjoy!

Deck List:

4 Ash Zealot
4 Burning-Tree Emissary
4 Frostburn Weird
4 Boros Reckoner
4 Fanatic of Mogis (one of my favorite cards - Fanatix_Phil)
4 Stormbreath Dragon
2 Purphoros, God of the Forge
3 Chained to the Rocks
3 Mizzium Morters
3 Hammer of Purphoros
1 Legion's Initiative - "Spicy" - Jerry Norsworthy
10 Mountain
4 Sacred Foundry
4 Temple of Triumph
2 Boros Guildgate
4 Nykthos, Shrine to Nyx

Sideboard:

2 Glare of Heresy
3 Boros Charm
2 Anger of the Gods
1 Revoke Existence
1 Burning Earth
1 Chained to the Rocks
3 Assemble the Legion
2 Wear // Tear

Thanks for reading, be sure to check out the video where we talk about the deck!










Thursday, January 30, 2014

Born of the God - Foreward

Below are my thoughts on each Born of the Gods card.  I have broken them up by color so you can easily jump to whatever color you want to read up on.  Why should you care about my thoughts?  Good question.  I attended four Theros Sealed PTQs, my combined record was 20-8-2 (70% win percentage).  Of my eight losses two came in win and in situations, two of them I had the win and simply punted game three away.  Twice I simply got stomped 2-0 by a vastly better deck.  I feel like I have a great grasp on the Theros environment.  Currently the PTQ season is Standard Format, this will continue until March 9th.  On March 15th PTQ season will return to Theros Sealed.  After being so close during last sealed season I am very much motivated to close the deal on a PTQ in season three.  I know this is an awful lot of talk about limited, what about Standard?  Born of the Gods does not seem poised to shake up the standard environment all that much.


Thanks for reading.

Born of the Gods - Green Review



116 Archetype of Endurance

Worst Archetype by far.  It costs way too much and actually does way too little.

Standard – 0.0
Limited – 1.0

117 Aspect of Hydra

Generally the construced mono green devotion decks are doing way bigger cooler things than using a one shot pump spell.  In limited this card will have the chance to shine.  Any more than +2/+2 is pure bonus.  Green did not have a one mana trick in Theros, so keep an eye open when the opponent leaves a lone forest untapped.

Standard – 0.0
Limited – 2.5

118 Charging Badger

In a world where you want to create a bigger monster trample is always a good way to keep them from being chump blocked.  Play this guy if you have ordeals and lots of bestow.

Standard – 0.0
Limited – 2.0

119 Courser of Kruphix

Courser does not let you play an ADDITIONAL land per turn like Oracle of Mul Daya.  That being said it should let you basically draw a card every  few turns, with the draw back of your opponent knowing every card you draw.  Courser is a good card in both limited and standard. 

Standard – 2.5
Limited – 3.0

120 Culling Mark

There are better more reliable options for killing a creature.  If you cast this and attack with more than one guy they get to choose who to block, sometimes that might not be enough to remove their threat.

Standard – 0.0
Limited – 1.0

121 Fated Intervention

Six power for five mana is an ok investment, being instant speed is slightly better.  I think this is probably just worse than Advent of the Worms in standard.

Standard – 2.0
Limited – 3.0

122 Graverobber Spider

Another solid card that gets way better if you are in the G/B graveyard deck.  Giant Spiders are always playable, ones with bonus abilities are even more so.

Standard – 0.0
Limited – 2.5

123 Hero of Leina Tower

Hero of Leina Tower has a lot going on.  A one drop that in a heroic build is maybe even better late in the game than early.  She has the chance to be really big from time to time.  Is at least worth exploring.  In limited I just want to slam an Aqueous Form on this with lots of mana open.

Standard – 2.5
Limited – 3.0

124 Hunter’s Prowess

With a big enough creature built up, this card might just end the game on the spot, your opponent will be faced with letting you draw a lot of cards or block away their team.  I am not convinced that this is strong enough for constructed play, but I could be wrong.

Standard – 1.5
Limited – 3.5

125 Karametra’s Favor

Mana fixing is a premium in the world  of Theros.   This will enable all sorts of greedy green decks. 

Standard – 1.0
Limited  - 2.5

126 Mischief and Mayhem

Sorcery speed combat tricks are generally not that good.  But giving two creatures +4/+4 seems worth giving a try. Lets a lowly Voyaging Satyr take down even the mightiest Nessian Asp.

Standard – 1.0
Limited – 3.0

127 Mortal’s Resolve

I know this looks sweet but it feels pretty small.  I just do not know if this will make the cut of many decks.  It might see some standard play to occasionally counter a removal spell.

Standard – 1.0
Limited – 1.5

128 Nessian Demlock

Now this is a tough choice for an opponent.  Sometimes they will have to protect something good and give you a 6/6 and hope they can deal with it.  Or they let you blow up one of their extra lands.  Still seems fine.

Standard – 0.0
Limited – 2.5

129 Nessian Wilds Ravager

Pretty sure that if you’re in green you should always play this Hydra.  Neither choice is going to be good for the opponent and I wouldn’t be unhappy with either side of this Tribute.

Standard – 0.0
Limited – 3.5

130 Noble Quarry

I think that this is the little unicorn that could….could always make my deck.  I really like a good lure effect.  You can either send him in and swing with a bunch of guys to kill them, or bestow up a big creature and go for a one sided Wrath of God. 

Standard – 0.0
Limited – 2.5

131 Nyxborn Wolf

If this was a 3/2 I would like it a whole lot more.  As it is I think that it might be a little over costed in the bestow department.  Will be better in decks with fliers.

Standard – 0.0
Limited – 2.0

132 Peregrination

It is a ramp spell, those have histories of making their ways into standard.  I do not think that scry 1 is worth the entire mana that makes this not Cultivate.

Standard – 1.5
Limited – 2.0

133 Pheres-Band Raiders

Pheres-Band Raiders is an Inspire card that enables itself basically.  5/5s are made to be attacking if he lives through the battle you get to cast a Nessian Courser.   Not a bad deal at all.

Standard – 0.0
Limited – 2.5

134 Pheres-Band Tromper

Tromper seems like he will be quite fine in Theros limited, after just a couple of successful attacks he becomes a huge headache for your opponent.

Standard – 0.0
Limited – 2.6

135 Raised by Wolves

I am very interested to actually play with this card in limited as I cannot quite figure out if it is good enough or just a trap in wolves clothing.  Just remember that if a wolf dies after your  enchanted creature has been dealt damage, it could also die since it will shrink in size.

Standard – 0.0
Limited – 2.0

136 Satyr Wayfinder

Another card that puts stuff in your graveyard, the recursion deck looks fun.  This can get any land card not just a basic.

Standard – 2.0
Limited – 2.0

137 Scourge of Skola Vale

I want this baby hydra to be good, but having to tap to activate its growth mechanic eliminates the ability to use it as an offensive combat trick.  Basically if your opponent is smart this guy just turns into a flagbearer and forces them to kill this instead of the target they want to kill.  Which is not the worst.

Standard – 2.0
Limited – 3.0

138 Setessan Oathsworn

Think of this a green version of Wingsteed Rider.  After just a couple of targets this thing will be huge.

Standard – 1.5
Limited – 3.0

139 Setessan Starbreaker

Starbreaker is really good.  The ability to get rid of a bestow is huge.  Getting a 2/1 for your troubles is pure gravy.

Standard – 0.0
Limited – 2.5

140 Skyreaping

Most fliers in this format have four toughness, getting four devotion in green is not a difficult feat.  This will be one of the better sideboard cards in Theros limited.  It might even be strong enough to see some sideboard play in green devotion decks in constructed.

Standard – 2.0
Limited – 2.5

Standard -
141 Snake of the Golden Grove

You will almost always gain four life when you cast this spell.  It isn’t the worst but it is far from the best five drop in green.

Standard – 0.0
Limited – 2.0

142 Swordwise Centaur

GG is a pretty demanding mana cost to cast on curve.  Unless you are devoted to green, I would try to find easier to cast two drops to play.

Standard – 0.0
Limited – 2.0

143 Unravel the Aether

Deglamer reprinted with a new name.  It will sometimes be your 23rd card and that is ok, plenty of things to target with it.  Deglamer has seen sideboard play in modern as an answer to Wurmcoil Engine, I can see decks using this in their sideboards in standard to deal with Gods.

Standard – 2.0
Limited – 2.5