This card reminds me a little of Fungusaur,
which some of you may remember. Of course, it's
Fungusaur turned up to about 11: the old-school
combos involved things like Prodigal Sorcerer,
while this is one of those cards designed to
make a combo with fetchlands and Summer Bloom.
Like those cards needed any more help.
Personally, I'm going to play it with Warp
World. Not that that card needs any more help
either, but Vinelasher Kudzu is already
hilarious enough with that card, much less a
version that you can't kill in combat.
Today's card of the day is Undergrowth Champion
which is a three mana Green 2/2 with Landfall
for a +1/+1 counter and removes a counter if
damage would be dealt to prevent the damage.
This is a very strong midrange creature for
Green that works very well with sacrifice to
search lands and of course being played before
that turn's land drop.
In the right build this can be a difficult to
face 5/5 or 6/6 very early in the game and
should be popular in multiple formats.
In Limited this is a serious threat if drawn
early and is an easy first pick in Booster even
with the double Green in the casting cost.
The damage prevention effect leaves very little
that can remove it and most trades would
ultimately be unfavorable to the opponent.
Cards like Evolving Wilds and Natural Connection
are just commons that can offer strong support
to this and the deck as a whole, making synergy
fairly easy to obtain. In Sealed the pool
can help, but this stands well even without
direct support as long as the Green options
aren't terrible.
Another version of the "Let's get some sort of
beatstick with an easy mechanic" 'Goyf formula.
Well, it's neat, but lazy. It can get ugly, It
has some minor protection from burn and combat,
but the tricks inevitably end as soon as someone
flashes a doom blade or its ilk. Could've been
better, coulda been worse.