The Hobbit (HOB) Limited Review — Green
Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.
The Hobbit (HOB) will hold its prerelease events on August 7, 2026, and officially launch one week later on August 14, 2026. Want to learn more about card ratings and advice for Limited? Then check out this series of HOB Limited reviews!
- For the mechanics, see this article: The Hobbit Mechanics Breakdown
Rating Scale
5.0: Unconditional first pick, gives a near-winning advantage
4.5: Unconditional first pick if you are in the right colors, gives a huge advantage
4.0: Worth first-picking, extremely synergistic with the color pair’s theme, and can be the deciding card for splashing/switching colors or moving into a color pair
3.5: Top uncommon or common of the set, or another strong card, synergistic with the color pair’s theme, and can be the key card for moving into a color pair
3.0: Important card for the color pair’s theme, or another above-average card that you want in your final deck
2.5: Average, usually a solid curve filler
2.0~1.0: Below average, generally leave it out, can be used as filler when necessary but not too many
0.5~0.0: Unplayable, basically don’t play it, playing it only helps you lose
Card Ratings

Score: 2.5
Comment: Landfall lets it grow, so the opponent cannot easily block it with a 1/1 token; it is more of a defensive creature, and a decent filler.

Score: 3.5
Comment: A standard tempo creature; if it comes down on time and keeps attacking it puts great pressure on the opponent, and even if it gets removed you only lose a two-mana creature.

Score: 3.0
Comment: Given this set’s green theme, pairing it with quality four- and five-drops should be quite good; it is an engine for a 17-land deck built around big creatures.

Score: 5.0
Comment: This set gives plenty of quality uncommon bears, and with this card you have a good chance to draw 2 every turn, providing not only trample but also resources, letting the opponent experience the despair of being buried by an army of bears.

Score: 3.0
Comment: It can strengthen creatures through landfall and is a big creature itself in the late game, but don’t play too many.

Score: 3.0
Comment: It relies heavily on the other ramp cards in the deck, so that you can put out creatures without losing card advantage.

Score: 2.0
Comment: Unless you can pick plenty of quality Elves, this card’s value won’t show, and the cost reduction needs an Elf on the board, so the chance of whiffing on entering is not low.

Score: 4.5
Comment: The only downside is that it has no immediate effect when it comes down, but every turn after that it pumps your creatures, and when a land is played it can also make bears; it is a bomb that can break parity.

Score: 2.5
Comment: Only fetching one land to hand for three mana loses a bit of tempo, and the follow-up of making two 1/1s and giving +1/+0 on attack has a weak effect on the board, so it is not recommended.

Score: 3.0
Comment: It can lead the small creatures into an attack together, a strong partner for the four-mana curve slot.

Score: 3.5
Comment: The body is fierce and it is nearly impossible to remove, but getting blocked by a 1/1 is a fatal flaw and it can be gang-blocked by ground forces, so it is not a first-choice pick, but it is a good card that raises the deck’s late-game ceiling.

Score: 2.0
Comment: A rather poor filler, only play it if you truly lack two-mana tempo plays; it becomes a 5/5 trampler in the late game, but the activation cost is too high.

Score: 3.0
Comment: It can reset at instant speed to block, and if it is a bear it grows bigger; now you even have to watch out when green leaves three mana open.

Score: 3.5
Comment: A low-cost threat that grows on its own over time, and cast late it is also a super big creature.

Score: 2.5
Comment: If it can start growing early it may put up a fight; it depends a lot on how many power-four creatures the deck has.

Score: 2.0
Comment: Maybe when you are ahead, three 1/1s for five mana lets you do some cool things, but when the game is even or you are behind it is no help at all.

Score: 3.5
Comment: A super good body that can delay the opponent’s attack by a turn, and it can also trample over the opponent ignoring small creatures, a quality choice at six mana.

Score: 3.0
Comment: A plain-and-simple top-tier four-drop creature; you only need to play a row of Ordinary Bears to easily knock the opponent out.

Score: 4.0
Comment: A great card for breaking parity, able to contribute on both offense and defense. The downsides are no immediate effect and the once-per-turn limit.

Score: 3.0
Comment: One-sided damage is always better than a fight, and this will be one of the important cards for entering green.

Score: 3.0
Comment: The cost reduction speeds up casting big creatures, and flash keeps the opponent from attacking carelessly on their turn; it is a card that must be answered, but 5 toughness is not easy to answer.

Score: 1.5
Comment: Spending 8 mana for no effect on the board, you will probably spend more time with it stuck in hand; in a deck that invests heavily in landfall it may work wonders.

Score: 3.0
Comment: This time the fight costs a bit more, but the extra two counters are important in decks that value power four or more.

Score: 2.5
Comment: It can remove a flier and protect a creature at the same time, a very good combat trick, and I recommend including one.

Score: 2.5
Comment: A creature to fill the two-mana curve slot; giving all creatures trample with ferocious is the highlight.

Score: 3.5
Comment: Being able to add undying once is basically equivalent to being able to steamroll, and the body itself is hard to remove.

Score: 2.5
Comment: Ramp in the past always came as sorceries; this time we get a three-mana ramp creature to pair with the big creatures of the mid to late game, which has a good chance.

Score: 2.0
Comment: The tribal pump only lasts for that turn and it can only ramp into Elves, so unless you have lots of Elves, it is better not to use it.
Conclusion
While the neighbors are still pecking at each other with Humans, Elves and Hobbits, green has already slammed down one huge beast after another; look at these giant bears, wolves and spiders, any of which could make up an expedition to set off for Mordor! Green is definitely the most stable creature-battle choice this time, and whether you follow the curve or ramp into big creatures, it gives the opponent a lot of headaches; the only problem is a lack of flexibility, so you need to pair it with other colors for removal or card draw.
- Title
- The Hobbit (HOB) Limited Review — Green
- Author
- jeffchen
- Created at
- August 5, 2026
- License
- This work is licensed under CC BY-NC-SA 4.0 .




