GreenBattlefront Krushok - 0.0
E - 0.0
P - 2.0
I keep wondering if a counter-happy format is going to come along and make this guy relevant somehow. Y'know, something to the tune of graft or modular coming back, where a whole deck's worth of creatures come in with +1/+1 counters already attached and flying around to other creatures? If that day arrives, this card will still be inefficient on P/T, but it could serve as a singleton copy in such a deck to be a major pain for blocking. Until then, don't use this, it's terrible.
Birthing Hulk - 2.0
E - 3.0
P - 2.0
An interesting giant creature. We can flicker it to produce token creatures (and mana); it regenerates which is rare and apparently will only get more rare with time; we can simply ramp up to it, or reanimate it, and in general not feel too bad about doing so. This is a good top end D card, something that the occasional deck may genuinely want, and even if not, something that a new player can grow on for a long while until someday replacing it.
Chorus of Might - 3.0
E - 2.0
P - 0.0
I feel that this is the correct choice of finisher for elf decks, the one that was custom-built for them. It may fit into other strategies (a green splash into thopters would be hilarious, but more likely a clue deck using
Ulvenwald Mysteries), but mostly I associate it with elf decks. It's a card that's only as good as the swarm strategy you employ.
Explosive Vegetation - 5.0
E - 4.0
P - 1.0
Some folks may disagree with me here and call this a 4.0 card, but I feel the existence of
Explosive Vegetation is something that defines our metagame and makes ramp possible. Would
Ulamog, the Ceaseless Hunger even be a blip on our radar if
Mwonvuli Acid-Moss had been replaced with
Creeping Mold? We've gotten some other ramp, sure, and you could make a go of it, but the 2 mana ramping of this spell is unique. It is also a bit unique at the moment in being able to fix two colors of mana simultaneously, enabling 3- to 5-color decks + colorless to work with some consistency. If it was not here, our game would look very different, and I feel that game would be worse.
Fog - 4.0
E - 4.0
P - 0.0
In terms of what a 1 mana spell can do, this effect is right up there on the power curve. It may or may not be spread across enough decks to warrant a 4.0, but I believe the power level is there. It can save you, save a planeswalker, win a damage race, guard against burst damage (
Tenacity or
Primal Bellow and the like) and generally be a pain to your opponent. It's as good now as it ever was, which is a long and storied history all the way back to Alpha.
Lifespring Druid - 2.0
E - 1.0
P - 1.0
Personally I've not seen too many of these going around, perhaps due to the existence of more 2-mana accelerators and decent options among 3-mana accelerators. I could be underestimating how many of them are running around out there, but she seems fragile compared to just grabbing a land. She is an elf, so there's that, but green has a lot more options these days. Until you've unlocked some of those cards though, this is great for new players to enable multicolor decks and get a bit of extra ramp.
Lys Alana Huntmaster - 3.0
E - 3.0
P - 4.0
The beating heart of the elf deck; probably good for aristocrats too, as long as it's elven aristocrats. If you were wanting to go wide, this is the guy to make it happen for you. His mere presence on the battlefield turns a bad elf card into an acceptable play, and a good elf card into a crushing blow. Now I'm wanting to build a deck using him with
Pious Evangel and
Angelic Purge. In any case, he's the real deal.
Moldgraf Scavenger - 3.0
E - 3.0
P - 1.0
A historic comparison, if you will:
Werebear. Unfortunately the scavenger doesn't make mana (if it did, it would also compare to
Vine Trellis), and instead of a 4/4 you get a 3/4. You also start with a 0/4 instead of a 1/1 for 1G, a serviceable blocker to propel a mid- to late-game strategy. I don't know how many players might be using this guy, but I see the potential of an early blocker becoming a midgame beatstick. Maybe the deck isn't quite there or doesn't really exist, but something tells me this card has some life in it. As more graveyard sets come down the pike,
Moldgraf Scavenger's power will grow rather than shrink.
Primal Bellow - 3.0
E - 4.0
P - 0.0
In a monogreen deck, I am going to say that this is better than
Giant Growth most of the time, which makes it pretty darn efficient for 1 mana. You wouldn't want to run it in anything outside of a monogreen deck, so this feels definitively like a 3.0 card, something that helps to define monogreen beatdown. It's great for that deck, and mostly unplayable elsewhere.
Primal Huntbeast - 2.0
E - 3.0
P - 1.0
Not exciting, and yet... sometimes you want a hexproof or shroud creature for some nefarious purpose. I built a green control deck recently (probably more like a midrange/disruption deck) sporting a bunch of the pseudo-fight cards (and a few of the actual fight cards), and some copies of this guy made it in as something the opponent would have trouble getting rid of. There are better options around, but not too many options that can't be targeted, so for the moment this card has a little niche carved out. Whether that means it gets used or not is another matter. Also not the worst option for an aura deck, since you can't muck with it easily.
Reclamation Sage - 4.0
E - 0.0
P - 2.0
As the cheapest enters-the-battlefield
Naturalize critter we've got, you're going to see this lady around despite her abysmal combat stats. She can be fetched up with a
Woodland Bellower for value, blinked with an
Eldrazi Displacer, or brought back from the graveyard with an aristocrats-style deck. Her mana cost of 3 (and her status as a D card) makes her more widespread than her more "efficient" cousin
Conclave Naturalists, coming down in time to save you from an early
Sphinx's Tutelage or
Call the Bloodline. While no one is exactly happy about running her, she's one of the best options we've got so she gets around.
Spined Wurm - 1.0
E - 2.0
P - 1.0
I don't give this a 1.0 to say there is some niche deck for it; it's more of a recognition that a new player may well employ
Spined Wurm to some beneficial effect until better cards come along. When all of your cards are unlocked, I can't imagine a deck that would want or need to make room for this. Maybe if we reach dinosaur world, where cards like
Muraganda Petroglyphs exist?
Stalking Drone - 2.0
E - 4.0
P - 1.0
A surprisingly resilient and annoying little card; anyone who plays the AI has sat across from these little guys at some point. Just the threat of activating them is often enough to get them by unblocked, so you may not have to spend the mana at all. I don't know how many players are using this guy, which is why I've only given him a 2.0, but I could see this defining a deck archetype if it exists in our metagame. If it doesn't currently exist, I guess that would be 1.0, but the card doesn't feel like a 1.0 to me.
Sunblade Elf - 2.0
E - 4.0
P - 2.0
Not bad for a one-drop. In Origins, there was no reason to go white with your elf deck really, so the effort of making this guy work wasn't worth it. However... now we have things like
Declaration in Stone, and the elf deck can spare a permanent for
Angelic Purge too. Assuming you started with BG elves, you can also cast
Anguished Unmaking. With all of that on the table, I think elves could go white in our current metagame, which means there may be room for one or more copies of this little guy too. Probably just the one copy, since the deck I'm describing would be more midrange/disruptive so an early offense is hard to capitalize on. Despite collective wisdom though, I have personally witnessed plenty of players using this guy in an elf deck, so rating any lower than 2.0 seems unrealistic. Will we see a WG weenie deck someday? If we do, this guy will be there.
Sylvan Ranger - 4.0
E - 3.0
P - 2.0
Used in a variety of decks, the humble
Sylvan Ranger has quickly replaced
Gatecreeper Vine across the metagame, with more attack ability and less mana-fixing. I think it's pretty obvious this card has "staple" status and gets used in everything from 2-color up to 5-color + colorless, and the occasional monocolor deck may even use her for some purpose. Elves like her, and aristocrats like her, and
Eldrazi Displacer likes her. She is a ubiquitous utility card, and it's hard to imagine multicolor decks being the same without her.
Timberland Guide - 1.0
E - 2.0
P - 1.0
Now that we have
Obsessive Skinner, this guy looks kinda sad. I guess there are shenanigans with
Eldrazi Displacer so he could act as copies 4-7 of the skinner; I've tried him out in the past and been largely disappointed. Does anyone have a deck where this guy shines?
Vessel of Nascency - 4.0
E - 3.0
P - 0.0
People will probably disagree with me, but this is one of those cards that says "planeswalker" on it so it can fetch one up before filling your graveyard. Although it takes a total investment of 1GG, this is split up into two payments, which makes it more manageable and splashable. It may not have widespread adoption in the current speed of our format, but this card is more than just a delirium enabler: it fills the graveyard, assists reanimator, digs for artifacts, digs for planeswalkers, digs for land, digs for creatures and enchantments. Considering our lack of tutoring for many card types, this sort of
Impulse effect is valuable, and the graveyard will continue to be an important resource. This would be my favorite vessel to return with
Auramancer, and I think its footprint is going to grow with time.
Wildsize - 4.0
E - 3.0
P - 0.0
A fair combat trick for a fair price that replaces itself. The evasion of trample is nice, but I suspect this card is used more than it should be. I feel that I've seen it often enough to call it a 4.0, but it may be more deserving of 3.0 or even 2.0. Despite my opinion, the card gets plenty of play and I doubt that will change soon.
Yavimaya Wurm - 1.0
E - 2.0
P - 1.0
Better than
Spined Wurm, but not by a significant enough margin to change the numbers. Again, new players will use this to positive effect, but with enough cards unlocked you will find replacements for this. Being a high-power trampler might almost give it a place somewhere, but I don't know where.
Final Thoughts on Green: Some of this could be my personal bias (Green is my favorite color, both in life and in Magic), but I don't think all of it is. Looking across the field, I see a lot of 3.0's, 4.0's, and even a 5.0. Green seems to be genuinely stronger in the D cards than the other colors from what I can tell, with more universal tools and just some stronger cards for deckbuilding options. Let me know if you disagree, but I bet that my conclusion will be close to the consensus.