Murders at Karlov Manor (MKM) Limited Overview: Green
Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.
Murders at Karlov Manor (MKM) prerelease events take place on February 2, 2024, with the official release a week later on February 9, 2024. Want to know more about individual card ratings in Limited and some possibly interesting synergies? Then check out this series of MKM Limited overviews!
For the mechanics, see this article: Murders at Karlov Manor Mechanics Breakdown
Rating Scale
5.0: Unconditional first pick
4.0: Worth a first pick
3.5: Strong enough but not necessarily a first pick
3.0: Above average (you would very much like it in your final deck)
2.5: Average, maybe around the 6th or 7th pick in a draft
2.0 to 1.0: Below average (you would rather not play it than play this card)
0.5 to 0.0: Unplayable (basically don’t play it, it will only help you lose)
Green

GY_Player: 2.5
It goes well with this set’s collect evidence ability. Toughness 3 defends well against the face-down 2/2 creatures that will be very common in this set, but it has no trading ability.
The activated ability can have a very high payoff in certain deck types.

GY_Player: 2.5
The cost is high for a combat trick, but the upside is that it permanently boosts stats, and removing the suspected status has both good (it can block) and bad (it loses menace) sides. It will be stronger in sealed.

GY_Player: 4.0
Collect evidence 8 isn’t hard to reach in the mid to late game, and a high-cost face-down creature that has traded is great fuel; in the late game, paying one mana to find the best creature at the moment is a great deal.

GY_Player: 4.0
This set has no shortage of strong fixing cards. If your deck already has a touch of green, you might as well go a bit purer; the payoff will definitely not disappoint you.

GY_Player: 1.5
Casting it right after A Killer Among Us should be the most comfortable rhythm; otherwise it isn’t very useful.

GY_Player: 4.0
Questing Beast’s cousin
Passable body, two handy abilities built in, and even ward to protect itself. The best of the strong cards.

GY_Player: 2.5
After the +2, the fight can remove most creatures, and ideally you hit for two more life; it’s more flexible in decks that can collect evidence.
Although it’s a sorcery, it is still a rare piece of removal for green.

GY_Player: 3.5
A super resource-generating card. Cast it for four mana in the late game and the case is solved at end of turn, bringing a considerable resource gap in the following turns.

GY_Player: 3.0
The value when it enters is already good, and once the case is solved it also provides growth and trample.

GY_Player: 1.0
Unless you can collect evidence very often, it’s just here to cost you tempo.
(Even with many collect evidence cards, it’s probably just a 2/2 every two turns and one investigate.)

GY_Player: 2.5
It pulls one of the opponent’s creatures out to block when it enters and when it’s turned face up, and the body is OK too.

GY_Player: 2.5
This set has tons of 2/2s, so +3/+3 is much more useful. (And face-down creatures all have ward, so trading with a trick is cheaper than precision removal.)

GY_Player: 3.0
When turned face up for five mana, it instantly ramps two lands and gives +2/+2. Decks with green as the main color will really want this card.

GY_Player: 2.5
This feels like an environment where creatures often stand around staring at each other, so it should add quite a lot of stats, and the cost is low and it can stop fliers.

GY_Player: 3.0
The floor is a seven-mana 6/6 that gains 6 life. Creatures in this set are generally not large, so that’s plenty.

GY_Player: 3.5
When turned face up it is equivalent to a mini Overrun, and the +1/+1 counters permanently affect the battlefield. Very strong.

GY_Player: 3.0
A bite that costs little is a good bite; the downside is that it’s a sorcery.

GY_Player: 2.5
A 5/5 body can already beat most creatures in this set, and lets you steadily trigger the “Whenever you collect evidence…” effects.

GY_Player: 3.5
It looks harmless when played face down, but the opponent faces the risk of a big creature flipping face up at instant speed, and may make a less favorable block.

GY_Player: 3.0
A very interesting card; you can play the Among Us meme. Besides that, making one of them a 4/4 next turn gives a passable body for either trading or dealing damage.

GY_Player: 2.5
It gives a Clue when it enters, so you don’t lose cards, and triggering the ability on your own turn isn’t hard. A quality filler.

GY_Player: 3.0
It can be treated as a four-mana 2/2 that finds a land for your hand, flexible in the early to mid game. This set should often have you splashing a third color, so having one or two of these makes things much more comfortable.

GY_Player: 2.0
It can’t choose targets, so in most cases it can’t hit the most important permanent; it’s decent for removing fliers, an excellent sideboard card.

GY_Player: 2.5
It can’t be blocked by disguised creatures (face-down creatures have no name), and with enough power it can trade up, but it is also easy to trade down with.

GY_Player: 4.0
A super blocker; whether you can reduce its cost smoothly is the key. The ability is great at instant speed, but the color requirements are heavy, so blue decks splashing green are more likely to grab this one.

GY_Player: 2.5
The equip cost is a real weakness, but being blockable by only one creature has extremely high strategic value, and when necessary it can also be swapped for card resources.
It can combine with suspect to make a creature outright unblockable!

GY_Player: 2.0
The ETB works with collect evidence, but afterwards exiling from the graveyard only gives +1/+1, so the influence on the board is limited.

GY_Player: 3.0
Growth abilities are very strong in a slow environment, and collect evidence 3 is easy to pay.

GY_Player: 4.0
It has both growth and resource generation, and vigilance makes it flexible on offense and defense.

GY_Player: With 1 copy it is basically a 0, and each additional copy adds a point
Quantity makes quality; its strength depends entirely on how many you have.

GY_Player: 2.5
Fixing requirements are low in this environment, but the sooner you jump up, the sooner you flip it.
The extra Clue can also fit themes like second draw and investigate.

GY_Player: 3.0
Recent sets all have this kind of cycling card, and this time it also combines with collect evidence, and there is nothing to complain about in the body.

GY_Player: 3.0
A mana guy that grows; not to be underestimated in decks with lots of disguise.

GY_Player: 0.0
Although this set has Evolving Wilds and Clue lands, the speed at which it generates resources is too slow.

GY_Player: 2.0
Although this set has many targets it can destroy, the cost to turn it face up is a bit expensive, so its practicality is low.

GY_Player: 2.0
Collect evidence 6 is a bit expensive for this effect, and the body is only just enough to block 1-toughness fliers like Mistway Spy, Perimeter Enforcer and 1/1 Thopter tokens.
Conclusion
Personally, I feel green has no especially outstanding super bombs this time; it is a solid, middle-of-the-road color.
The advantage is better fixing; I think green-based multicolor decks (splashing other colors’ bombs and removal) will be quite strong.
This is the first time in all my years of playing Limited that I’ve given ratings. I hope it helps everyone.
- Title
- Murders at Karlov Manor (MKM) Limited Overview: Green
- Author
- GY_Player
- Created at
- February 2, 2024
- License
- This work is licensed under CC BY-NC-SA 4.0 .




