This guy is like if Blanchwood Armor got off of
the creature it was enchanting and walked over
on its own to attack your opponent. Playable as
early as Turn Three, I just hope somebody
notices that for a few precious months, this
card will share Standard with Harrow. That's
right, don't forget that you don't need to just
play Forests every turn. You're in Green, the
color of land fetch and acceleration. Make this
guy a 5/5 on turn three! Use that Harrow and
that Terramorphic Expanse as combat tricks!
Hexproof only adds to the hilarity, as now your
opponent can't cut down this tree except by
blocking it with a creature big enough. Did I
mention that Dungrove Elder keeps getting
bigger? Or that you can target it just fine,
with Equipment, or Auras, or Titanic Growth? For
a mere three mana, this card will give a lot of
opponents headaches.
Dungrove Elder
In some Standard seasons gone by, some fans of
green decks have found it galling that the best
creature was in some other color. Dungrove Elder
is probably not going to be the overall most
powerful creature in this season, but at least
it gives green a creature with strengths it can
call its own. Its ever-growing stats remind me
of Tarmogoyf in a sense, although of course it's
going to be slightly less ubiquitous because it
requires a heavy commitment to Forests; combined
with hexproof, it acts in some situations as a
creature that the opponent must answer (in
certain specific ways) or lose. Between this
creature and Garruk, it seems that there are a
couple of incentives to play mostly-green decks
in the current Standard - and many fans of green
are going to be very happy about that.
Welcome back readers today’s card of the day is
an interesting treefolk from Magic 2012. For the
mere price of three mana you got an
incrementally growing creature that has hex
proof making it immune to removal and the only
feasabily way to kill it is to trade or wipe the
board or just chump. In standard I don’t see the
revival of mono green but I am sure enough decks
will back enough forests to make this card
worthwhile, it’s certainly a playable card but
as of now I don’t see many decks clamoring over
themselves to play it. In extended and eternal
the same concept allies it is certainly a
powerful card but there is not a lot of mono
green and not a high demand for this card.
In casual and multiplayer it is a treefolk
making tribal applications appealing and it is a
huge beater that grows bigger the longer the
game drags on although tokens that can chump it
over and over invalidate this cards strengths
which is being big and hitting the board early.
In limited its good if you are majority green
making this bigger than a 3/3 is the goal and
combined with equipment this card is gross. Not
worth a splash obviously make sure your going
heavy green before you grab this. Overall an
interesting and powerful green card that has not
found a place in the sun but time will tell.
Today's card of the day is Dungrove Elder which
is a three mana Green creature with Hexproof
plus power and toughness equal to the number of
Forests you have in play. For the cost
this is a very solid creature for a mono-Green
to add as a threat in any stage of the game.
Supported by an equipment or aura to give it
Trample or evasion and it can bean endgame card
as Green's acceleration powers it up. This
will definitely be seeing tournament play, but
does need the right deck to maximize the
potential gains.
In Limited the format generally requires more
than one color and targeted removal isn't as
common, but Hexproof and the low cost of
Dungrove Elder still make it a valuable addition
to a deck where Green is the primary color.
If your Sealed pool is strong enough this should
be played without question and the secondary
color used to shore up a weakness such as Flying
or removal. in Booster this can be a
playable first choice as an opponent should have
difficulty dealing with it and a mono-Green deck
is possible. Drafting cards that search
for more Forests becomes a priority as they both
support this in play and increase the odds of
drawing it when not.
Welcome to yet another great card of the day
review here at Pojo.com. Today we take a look at
Dungrove Elder from M12. Dungrove Elder is a
treefolk creature that has Hexproof (cannot be
the target of spells or abilities your opponents
control) and has power and toughness equal to
the number of forests you control, for only two
generic and one green mana.
The Dungrove Elder is a really fun card. At face
value you can have a 3/3 on turn three that
cannot be targeted by your opponents, and will
only get bigger as the game goes along. Then
factor in if this is a late game pull, it can be
huge, and still for just three mana, and your
opponent still can’t target it. What’s nice is
that you CAN target it. And the best reason to
target this guy is giving him trample.
I think anyone that runs green can benefit from
running this guy. And it only improves in
casual/vintage play. If you run a decent
saproling deck, you should produce a decent
amount of tokens, which when used with Life and
Limb, turns them into forests, which turns this
guy huge. And of course, if you use Fists of
Ironwood on the Dungrove Elder, you give him
trample, and get two more Saproling tokens.
A very good card, especially in vintage, but
also quite useful in standard formats.