Lorwyn Eclipsed (ECL) Limited Review — Green
Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.
Lorwyn Eclipsed (ECL) has its prerelease events on January 16, 2026, and officially releases a week later on January 23, 2026. Want to know more about how each card rates in Limited, with recommendations? Then check out this series of ECL Limited reviews!
- For the mechanics, see this article: Lorwyn Eclipsed Mechanics Explained
Rating Scale
Note: This ECL Limited format places a very high demand on creature-type synergy within each color pair. If a creature card has the theme creature type of a color pair (for example: Merfolk, Goblin, Kithkin, Elemental, Elf, etc.), its rating already reflects its strength in that color pair.
5.0: Always take it; gives you a near-winning advantage
4.5: Always take it if you’re in the right colors; gives you a huge advantage
4.0: First-pick quality; excellent synergy with the archetype’s theme, and can be the deciding card for splashing, switching colors, or entering a color pair
3.5: Top uncommons and commons of the set, plus other strong cards; good synergy with the archetype’s theme, and a key card for entering a color pair
3.0: Important cards for an archetype’s theme, plus other above-average cards; you’ll want them in your final deck
2.5: Average, usually a decent curve filler
2.0 to 1.0: Below average; you generally prefer not to play them, and can use them as filler if necessary, but not too many
0.5 to 0.0: Unplayable; basically never play it, it will only help you lose
Card Ratings

Rating: 2.5
Comment: After the power boost, dealing damage can let you trade up into a bigger creature, and it’s very valuable on offense. However, sorcery speed calls for caution; be careful not to get 2-for-1’d by a response. Incidentally, this card is one of only two pure-green removal spells in this set.

Rating: 4.0
Comment: The body plus trample alone is enough to smash the opponent, and the enters ability will usually flip over two to three permanents. It might flip a land, but the ceiling is still sky high.

Rating: 4.0
Comment: The creature type is right, and it can bring a huge mana advantage. Note that it can’t produce colors you don’t have on the battlefield, so it doesn’t solve your color-fixing problems.

Rating: 2.5
Comment: A plain combat trick/protection spell.

Rating: 3.0
Comment: Can be seen as a 2-mana 1/1 with trample and ward. Whenever a creature (including tokens) enters, it gets a +1/+1 counter, growing to as large as 6/6. It’s also a creature well suited to being blighted repeatedly, which lowers the side effect of -1/-1 counters.

Rating: 3.5
Comment: In Limited, where creatures are king, it will be a 5/5 creature most of the time, and it even has soft evasion that keeps it from being traded off by low-power deathtouch creatures.

Rating: 3.5
Comment: A card we argued over fiercely in our meeting. Compared with several similar cards before it, its color requirement is lighter, but the downside is also more obvious: it’s entirely tied to creature-type decks. Given that this set’s creature-type themes are clear and strong enough, this card can find the creature you most want to see at any moment, so it’s still a good card. With enough changeling creatures it becomes a tutor for any creature!

Rating: 4.0
Comment: The body is already fierce, and a powerful card-draw ability is a rare resource in Limited. But because of the additional cost, it’s tied to Elf decks unless you have lots of changeling creatures to support it.

Rating: 2.5
Comment: A very versatile, good creature. Its changeling lets it slip easily into any creature-type deck, and destroying an artifact/enchantment is very practical in Limited.

Rating: 2.5
Comment: A solid, good creature. Trample paired with the power-boost ability deals respectable damage in the early to mid game.

Rating: 2.5
Comment: 4 power can trade with most flyers; the low toughness is the biggest drawback.

Rating: 3.0
Comment: The enters ability isn’t tied to a creature type, so any deck with enough ability to go wide can use it. Many Elf creatures mill cards, so you can pick the good creatures milled into the graveyard back up to use.

Rating: 4.0
Comment: Swapping out the worst card in your hand with the enters ability is super great, and the body doesn’t lose much, at least it’s more than enough for defense. The activated ability can be used to fix colors or even burst mana, and in combat it can also reset creatures so you can commit them to offense and defense.

Rating: 3.0
Comment: A fierce combat trick. The trample plus indestructible combination is useful on offense or defense, and the permanent +2 power is very noticeable.

Rating: 3.0
Comment: In a set without common dual lands, playing multiple colors needs enough fixing cards. The 0/4 body can also support the toughness-as-damage theme, and it’s also a good target to be blighted repeatedly.

Rating: 2.5
Comment: A very good defensive stalwart, but that’s all it is.

Rating: 3.0
Comment: Calling a 2/3 for 2 mana is pretty good; although the condition exists, it isn’t hard to meet. Many Elves in this set mill cards, so the mana-producing ability has a good chance of being activated.

Rating: 3.0
Comment: Although the graveyard theme isn’t clear, surveil stabilizes your next draws and is very useful. 3 power can trade up into higher-cost creatures and hits hard too.

Rating: 2.5
Comment: The upside is instant speed, looking very deep, and being able to take any permanent. It’s better to use it if your deck has payoff cards that need graveyard resources.

Rating: 3.5
Comment: If its cost goes down, it’s a 4-mana 4/3 that draws a card on entering, holding the board without losing a card. A good card, the more the better.

Rating: 3.0
Comment: An important graveyard payoff card. It checks both the battlefield and the graveyard, and it’s nice that its size won’t shrink because of board trades.

Rating: 3.5
Comment: Surveilling every turn makes your draws stronger, and paired with the large amount of milling in black-green Elves, you can send out a large number of Elf tokens in the late game.

Rating: 2.5
Comment: Very strong for decks that value creature-type density, but the tokens from Mutavault can’t produce colored mana, which hurts a lot in this multicolor environment.

Rating: 3.0
Comment: Once resolved, one card can easily open up a gap on the board. Note it’s a fight, not one-sided damage, and as usual watch out for getting 2-for-1’d. The second of this set’s pure-green removal spells.

Rating: 3.0
Comment: Thanks to hybrid mana, having three colors on the battlefield isn’t hard. With three colors you can give three creatures +3/+3 each, for an extra nine damage in total, which is very considerable.

Rating: 2.5
Comment: This set has no common multicolor lands, so you probably won’t have many colors early, meaning that when the enchantment enters it won’t find many lands. You’d be better off with the 4-mana sorcery that puts two lands onto the battlefield.

Rating: 3.0
Comment: A good ability and a decent body, and the life gained from the enters ability is considerable.

Rating: 3.0
Comment: A 4/4 body rarely loses a one-on-one fight, and the ability can pump other Elves, so when you call for an attack with five mana open, the opponent will have a hard time assigning blockers.

Rating: 5.0
Comment: With three Forests the cost drops to five mana, so it doesn’t actually take until very late, and the tokens have very good stats. A powerful bomb that can break through the game by itself. Don’t forget this set has Evolving Wilds, so you can make more than one token in a turn.

Rating: 3.5
Comment: Its protection range isn’t limited to a specific creature type; as long as your deck’s creature types are pure, it’s a good card. Flash plus convoke also lets it be used as a creature on your curve, a flexible, good card.

Rating: 3.0
Comment: A hard-to-remove, low-cost ramp card. Turning lands into colored permanents works with the Vivid theme, and it’s a key card for multicolor decks.

Rating: 3.0
Comment: You don’t have to choose a target first so it’s relatively safe, and you can choose a creature that has been blighted down to very low power. Drawing three cards makes it worth the price.

Rating: 2.5
Comment: A very good filler creature. In the mid to late game when it can’t attack through, it can serve as a cheerleader, and since it gives vigilance, tapping won’t leave you with fewer defenders.

Rating: 2.5
Comment: There aren’t many Treefolk, so you may need changeling to meet the condition for making a token. If you meet the condition it’s a very profitable ramp spell, and you’ll want to cast it when you can make a token.

Rating: 2.5
Comment: Kithkin and Elf creatures have light costs. Casting a creature before combat while holding mana back puts a lot of pressure on the opponent’s blocks.

Rating: 3.5
Comment: A 3-mana 3/4 body is worth this rating by itself. The ability looks flashy but its payoff seems low. Note that the mill always happens; flipping it over and back means milling six cards, so be careful not to mill yourself out.

Rating: 3.0
Comment: All three options are usable, a flexible, good card that’s fine in the main deck. Making a token at instant speed can trigger some creatures’ power-boost abilities on the opponent’s turn or in the combat phase, causing the opponent to misjudge the damage.

Rating: 3.0
Comment: The body isn’t good, but if you can pair it with combat tricks to repeatedly pull the opponent’s creatures out to fight, it’s very strong. If the opponent doesn’t have many creatures on the table, you can force them into worse blocking options.

Rating: 2.5
Comment: The deathtouch ability means it can at least trade one-for-one, and the life-gain ability lets you trade life more aggressively with the opponent in combat.

Rating: 3.0
Comment: In this multicolor environment it’s easy to reduce its cost to five or even four mana, which is very strong. Paired with Tam, Mindful First-Year it’s marvelous: calling a 6/5 creature for two mana is awesome.
Conclusion
Although this is a multicolor environment, because there are no common dual lands, color fixing still often has to come from green~ When building Limited decks, try to stay open. Green decks with ramp and mana creatures can mix in other colors’ Vivid cards relatively easily, making it a flexible and versatile color!
- Title
- Lorwyn Eclipsed (ECL) Limited Review — Green
- Author
- GY_Player
- Created at
- January 15, 2026
- License
- This work is licensed under CC BY-NC-SA 4.0 .




