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10 green cards
10. Pangaea` s Song- This is an
uncommon for one cost and it puts won of you less useful monsters on the field
into your mana zone. This card is good because it is free to use because you get
an extra mana. It simply gives you a mana for the rest of the game. Like
Ornothopther in Magic, it gives you a little bit for free and that can `t be
bad.
9. Poisonous Mushroom- At two, this card is very good. It allows you
to throw down that fattie a turn quicker. This card works even better if you use
it with Pangaea` s Song. Another good thing is the fact this card can break
shields just like most other creatures.
8. Dimension Gate- Without the
shield trigger effect and at one less cost, this card would of been even better.
This card is still one of the best ways to grap a big monster in the game.
This card like Crystal Memories, don` t really need shield trigger effects
because they don` t help protect your other shields, but you still got to love
getting to use them for free.
7. Storm Shell- This card is good because
if your running a green deck along with another color you get to use the
destruction effects of both colors. This cards helps green/black, green/red
control decks a lot. This card gives the support that another color might not
have enoff of.
6. Mighty Shouter- This card is good in a mono green or a
two color deck with green as one of the two colors. This card is great in a
red/green, black/green combo deck or in any deck that has to go up aginst a
destruction/control based metagame.
5. Natural Snare- This card along
with Storm Shell can almost allow you to run a mono green control deck. I think
that this card and a few others can good by them selves, but they work best with
control from black or red.
4. Tower Shell- This card is the King Depthcon
for green. This with other "unblockable" green cards from this and upcoming sets
will allow green to be more of a "mono" color and less of a "support"
color.
3. Bronze-arm Tribe- This card is what I would call a great "tech"
card for any green or green included deck. This card is why green is so fast,
even compared to the draw power of green. What makes it so good is the fact it
doesn` t cost a card from your hand, but a card from the top of your
deck.
2. Roaring Great Horn- If this card were more powerful it would be
broken and if it where cheaper it would be playable. This card is hard to stop
when tapped and near-impossiable to stop when attacking. With 10,000 power when
attacking and double breaker whjen it hits this card is very good.
1.
Deathblade Beetle- Cool name, even cooler card. What makes this card a super
rare is not it` s 7,000 power (while attacking) nor it` s double breaker, its
it` s cost. At five this card is the cheapest (and fastest) super rare out
there. The playability problem comes when you look at the deck you will be
playing it in, green. The one thing green does` t need is cheap and unfortunetly
second rate cards. Green needs expensive but game breaking monsters and spells
with great
effects.
-Zac
Bell
-Pyrocket199@aol.com