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EDHREC Dominaria Set Review — Green
Once again, Wizards of the Coast has released a set that has many calling Dominaria a "tour de force" and "fun for the whole family!" Don't believe me? Just take a look at these new green cards.
Since Dominaria is a legendary themed set and this is a website dedicated to Commander, I'm going to highlight the legendary creatures we were given this set. It's hard to not be excited for them for flavor reasons alone.
Multani, Yavimaya's Avatar
Multani is back, and better than ever. Multani, Yavimaya's Avatar has the same casting cost as Multani, Maro-Sorcerer and even has a variable power and toughness! Sadly, the new version doesn't have shroud but he makes up for it with reach and trample which should end games sooner than you'd expect. Not only that, but being able to re-buy him from the graveyard by putting lands into your hand only speaks to getting even more landfall triggers for your Avenger of Zendikar.
Grunn, the Lonely King
I'm not sure how effective Grunn is going to be, but doubling his power when attacking alone is a powerful thing to put on a commander, which might turn him into an interesting voltron commander for mono-green, since the only other voltron-esque commander for green is Omnath, Locus of Mana. Not having trample without any equipment is certainly a mark against him, but he is only uncommon and an ape king, so I can't really hold that against him.
Marwyn, the Nurturer
Another elf commander for all the elf ball players out there. My experience with elf ball decks says that Marwyn is probably going to do better in the 99, as trying to get her power up a second time after a board wipe is going to be rough at best. Followed up by the fact that she doesn't end the game like Ezuri, Renegade Leader does, makes me believe that she isn't the elven general of choice.
Now that the legendary creatures are out of the way, we can continue with the rest of the set, which has a few winners among them.
A ramp spell tied to Naturalize. It is sorcery speed, so that hurts it, but two mana ramp spells are powerful, and if you can hit someone's Sol Ring while putting yourself ahead, it's hard to say that Broken Bond is a bad card.
Grow from the Ashes
With Commander staples like Cultivate and Kodama's Reach already existing in the format, it will take something super special to push those two out of green decks. I don't think that this is that card, but Grow is likely better than Explosive Vegetation because of its flexibility.
Kamahl's Druidic Vow
The legendary sorcery for green, we get a conditional Genesis Wave, that's harder to cast. Not only do you need a legendary creature or planeswalker on the field, but you only get legendary permanents and lands out of the deal. While this will be a good second Genesis Wave effect for many decks, such as in Reki, the History of Kamigawa, it just won't make the cut in every green deck.
This scout follows a tradition of many cards like it, like Sakura-Tribe Scout or Skyshroud Ranger. While I don't see this card making huge changes in the format, it just might be the last redundant piece needed for a deck to go off with using Retreat to Coralhelm.
No, this isn't a new card. No, I don't care that it isn't new. I'm just pumped that I get to see this in packs again and frankly, this is the better Elvish Mystic.
Song of Freyalise
This saga really feels like a powerful sleeper of a card for a creature deck. Get this out on any turn to help you ramp out more creatures and then a buff on the Third Chapter. Great for token builds, great for planning to wrath the board and anyone who loves +1/+1 counters should love it as well.
Seems great for Limited, dinosaur tribal decks, and griping about how green gets 5/5's for four. How is that even fair?
The Mending of Dominaria
If you're a fan of value or a fan of the graveyard, this saga is for you. It puts things in your yard and gives them back to you. If this wasn't made to be paired with Muldrotha, the Gravetide, I would honestly be surprised. Even if you're not going to build our newest Sultai queen, an enchantress build with more recursion for our creatures and lands is never a bad thing.
Finally, there isn't mushroom for all the saproling support cards that are appearing in Dominaria, so I'm going to put them into one group for all the fungais who want to build Ghave in the future or find the pieces for their Slimefoot brawl deck.
Repeatable token creation, though the conditions are not the best. The better half of this card is the sacrifice two saprolings to draw a card. If you can get Fecundity out at the same time, you then draw 3 cards for sacrificing those two little fungi. This is the kind of pay off you want for your mushroom-man tribal deck.
Just a straight up lord for your sentient-saproling deck, though it does make them too big to die right away from Skullclamp. The more lords a tribe has, the better it gets overall because then you get to make actual card choices when deck building and that is a good thing.
Last, and probably the least impactful card in Dominaria for the tiny-trees deck, but I would be remiss not to mention him because he is a fungus and makes our little 1/1 saproling friends upon entering the battlefield. Seems great for Brawl, but there are better options for three drops in Commander.
There's the green review done, and I am super excited to open some of these cards this weekend, let alone the other colors. I look forward to seeing how this set changes the best format for Magic: the Gathering.