Outlaws of Thunder Junction (OTJ) Limited Introduction: Green

Outlaws of Thunder Junction (OTJ) Limited Introduction: Green

GY_Player
April 12, 2024·Limited > OTJ·- views

Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.

Outlaws of Thunder Junction (OTJ) holds its prerelease events on April 12, 2024, and is officially released one week later on April 19, 2024. Want to know more about individual card ratings and some potentially fun combinations in Limited? Then check out this series of OTJ Limited introductions!

For the mechanics, see this article: Outlaws of Thunder Junction Mechanics Explained

Rating Scale

5.0: Unconditional first pick
4.0: First-pick value
3.5: Strong enough but not necessarily a first pick
3.0: Above average (you’ll really want it in your final deck)
2.5: Average, maybe around a 6th or 7th pick in the draft
2.0 to 1.0: Below average (you’d rather not play it than play this card)
0.5 to 0.0: Unplayable (basically don’t play it, playing it only helps you lose)

Green

152

GY_Player: 3.0

A good body, and it can also provide trample when plotted. It is ideal to use in the early, mid, or late game.

153

GY_Player: 2.5

The main set doesn’t have many fight spells, but OTP has some useful ones, such as Clear Shot and Primal Might. If you get them, it will be much stronger.

154

GY_Player: 2.5

The creatures in this set have good bodies, and there is a decent chance of drawing cards with the ability.

155

GY_Player: 1.0

An instant-speed fight is great, but this cost is way too high! Perhaps it’s meant to pair with plot, casting a creature for free and then having it fight two.

156

GY_Player: 2.5

As mentioned for Beastbond Outcaster, four power is fairly common so you needn’t worry about being unable to kick it, not to mention that giving Bristlepack Sentry one more power makes it self-sufficient. A good two-drop for the curve.

157

GY_Player: 4.5

A super strong mana sink that can end the game by itself, and it is even stronger in green-white.

158

GY_Player: 2.5

With a Desert, it is a five-mana 6/5 big guy, and it draws a card when killed by a single removal spell. It’s a pity it has no evasion.

159

GY_Player: 4.0

Did someone just mention big guys? It can come out at four mana! It even has trample, and in the graveyard it can also ramp and pave the way for other Desert-themed cards.

160

GY_Player: 3.0

Note that finding lands other than dual-color Deserts lets it enter untapped, so you can hold up a combat trick or use your mana fully. Finding a Desert means fetching an extra color at once, and pulling the good cards from each color to play a multicolor good-stuff deck is not a bad idea.

161

GY_Player: 2.5

A three-mana 4-power creature is a very sweet curve, but unfortunately its toughness is only two, so it is easily traded up with. Even so, giving the whole team trample still has a certain strategic value.

162

GY_Player: 2.0

Besides entering with +1/+1 counters when cast with plot, it also enters as a 5/5 via Cloudshift and reanimation. But in most cases using plot drags the tempo a bit, since four mana is not small.
(By the way, why does it have spurs on its front legs?)

163

GY_Player: 3.5

The body is passable, but the value is the point. However, green isn’t good at the crime theme, so a small deduction.

164

GY_Player: 3.0

Besides granting trample, it also gives “can be blocked by only one creature”, so the kill threshold is very high.

165

GY_Player: 3.0

I suspect Wizards is secretly driving Both the body and the abilities are good, but the crew cost is a bit high.

166

GY_Player: 2.5

For a green combat trick, +2/+2 is not the best, but that’s only the floor, and in red-green it easily adds more. The Treasure it creates is very useful for ramping or color fixing.

167

GY_Player: 4.5

All three keywords are great, and the color requirement is light too, so even in the second or third pack you can splash a little green for it.

168

GY_Player: 2.5

A mana dork that can produce any color. Multicolor decks with a green base will very much want to pick up a few. The triggered ability can catch the opponent off guard with an extra blocker or another spell cast.

169

GY_Player: 3.0

Only producing green is a little disappointing, but it is very important in a Mount-themed deck, and if your deck doesn’t have many colors, it is actually quite sufficient.

170

GY_Player: 1.0

Although one card can fetch four colors, passing on turn four… Maybe it’s fine in a sealed pool, but in a draft you probably have a pile of lands and no life to use them.

171

GY_Player: 4.0

Putting a counter each turn is already a quite powerful ability, and after being crewed, attacking can also pump the target creature, so it is a big threat as long as it stays on the battlefield.

172

GY_Player: 2.5

It fetches a land to hand on entering without losing card advantage. With one Desert on the battlefield its body is slightly failing, but after two Deserts it is a decent body.

173

GY_Player: 3.0

Although the toughness is a bit low, plotting on turn three lets you do a lot on turn four (free entry, generate mana for a five-drop creature, plus card draw), and the follow-up resources it brings can’t be underestimated.

174

GY_Player: 2.5

Even if you don’t mill a land, it makes a Treasure, so you don’t lose out. Sometimes making a Treasure may even be stronger.

175

GY_Player: 5.0

An outstanding body with trample. As long as you reach one enter-the-battlefield counter placement it’s a huge win, and if it isn’t removed right away the game is over.

176

GY_Player: 2.5

It can pair with ETB creatures to reuse their enter abilities, and becomes a 4/5 when attacking. The body is very good, so you can kick it out with no worries.

177

GY_Player: 3.0

It makes every creature that enters afterward one size bigger, turning 3-power creatures into 4-power ones, which makes red-green’s ferocious theme easier to achieve.

178

GY_Player: 1.5

It adds a fair amount to the body, and when it goes from the battlefield to the graveyard it also draws a card, but the high cost is a fatal flaw.

179

GY_Player: 2.5

One of the few graveyard payoffs in the environment, and a bomb in black-green decks that fill the graveyard. It also has lots of cards to pair with, such as Raucous Entertainer, Railway Brawler, and Full Steam Ahead.

180

GY_Player: 4.0

One plus two or two plus one can both easily turn the tide on the opponent’s turn, and even if you only do the third mode, you can make sure your advantageous board isn’t destroyed.

181

GY_Player: 2.5

Compared with other tricks, putting +1/+1 counters can qualitatively change a 3-power creature, and it is also more useful against a direct kill.

182

GY_Player: 3.5

A six-mana 7/7 body can beat the entire environment, and having ward is also excellent. By the way, the activated ability looks so familiar, isn’t it Herd Migration?

183

GY_Player: 2.5

Slightly mediocre compared with other green bodies, but compared with other colors it is already big-brother level, not to mention it has evasion and lifegain.

184

GY_Player: 3.0

The second of the few graveyard payoffs. Each turn, attacking after crewing makes it bigger and bigger, and it is super strong in a brawl. Worthy of being a honey badger.

185

GY_Player: 2.5

A great fight spell, and even more wonderful in a Mount theme. +1/+1 counters are far too important in this set.

186

GY_Player: 3.0

The first mode costs more because it puts +1/+1 counters, but the point I care about most is the third mode: if your creature wins the fight, it can be used as a two-mana draw two.

187

GY_Player: 2.5

This set has no shortage of big-fist creatures, and Mercenary tokens to pair with, so summoning a big guy for two mana is a great deal. But if the high-power creature can’t hold the ground it gets awkward, and the floor is low, so the score isn’t too high.

188

GY_Player: 2.5

Thanks to the existence of the BIG set, a creature in the main deck that can destroy artifacts occasionally works wonders.

Conclusion

Personally, I feel green in this set is plain and unadorned. The creature bodies are commendable, but removal is much weaker. When things go well it is very satisfying, and when they don’t… (laughs

This time there are 37 green cards in total

  • The average score is 2.8
  • The highest score is 5.0
  • The lowest score is 1.0
GY_Player
GY_Player
Has dabbled in Standard, Pioneer, Modern, Pauper and Commander (multiplayer, Duel Commander, Oathbreaker, cEDH, PEDH).
Jack of all trades, master of none.
Forever in love with graveyard decks, though what I actually play most is tempo.
Building a Cube lately.
Title
Outlaws of Thunder Junction (OTJ) Limited Introduction: Green
Author
GY_Player
Created at
April 12, 2024
License
This work is licensed under CC BY-NC-SA 4.0 .

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