Secrets of Strixhaven (SOS) Limited Review: Green

Secrets of Strixhaven (SOS) Limited Review: Green

GY_Player
April 16, 2026·Limited > SOS·- views

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

Secrets of Strixhaven (SOS) will hold its prerelease events on April 17, 2026, and officially launch a week later on April 24, 2026. Want to learn more about how each card rates in Limited, with recommendations? Then check out this series of SOS Limited reviews!

Rating Scale

5.0: An unconditional first pick that brings you close to winning on its own.
4.5: An unconditional first pick if you are in the right colors; brings a huge advantage.
4.0: Worth first-picking. Great synergy with the color pair’s theme, and can be the deciding card for splashing / switching colors or moving into the color pair.
3.5: The set’s top uncommons and commons, plus other cards of sufficient power. Good synergy with the color pair’s theme, and a key card for moving into the color pair.
3.0: An 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 decent curve filler.
2.0 to 1.0: Below average. You generally lean toward leaving it out, and can use it as filler when necessary, but not too many.
0.5 to 0.0: Unplayable. Basically don’t play it; putting it in only helps you lose.

Ratings

Aberrant Manawurm
Score: 3.0
Comment: At a school of magic, the last thing you need to worry about is spells. The Prepare creatures in this set provide a sorcery or instant without reducing your creature count, increasing how many times your abilities trigger.

Additive Evolution
Score: 3.0
Comment: On the turn it enters you can think of it as a five-mana 4/4 creature, but more important is the body growth it provides every turn. Vigilance lets it do offense and defense at once, and if you put the counters on a flying creature you can break through your opponent quickly.

Ambitious Augmenter
Score: 3.0
Comment: Its starting body is tiny, so it can trigger the Increment ability many times. It’s also a creature that is hard to remove cleanly, and your opponent will need two cards to clean up both the creature and the token.

Burrog Barrage
Score: 3.0
Comment: Even without the pump it’s a passable, good removal spell, and you can cast two spells in a row on the stack so both of them get the pump.

Chelonian Tackle
Score: 2.5
Comment: It costs three, it’s a sorcery, and it gets taken along with a deathtouch creature. It can pair with Orysa, Tide Choreographer, which I think is cool.

Comforting Counsel
Score: 3.0
Comment: When things go smoothly you can meet the goal very quickly (for example by slamming Bogwater Lumaret one after another). It’s a card that crushes you on board if the opponent doesn’t remove it, and it fits the Black-Green theme perfectly. But if you’re not playing Black-Green it’s an unplayable card, and if your lifegain sources are insufficient you might not finish the quest by the end of the game, making it effectively a dead card.

Efflorescence
Score: 2.5
Comment: It’s not that easy to gain life on your opponent’s turn, so it isn’t good enough on defense, but it’s relatively usable on offense. Still, permanently adding two counters at instant speed is pretty impressive.

Emeritus of Abundance // Regrowth
Score: 4.0
Comment: A 3/3/4 vigilance body is already good, and the Prepare spell Regrowth can return any card from your graveyard, which is very versatile. But a four-toughness creature that has to attack with eight lands and not die, isn’t that a bit difficult? Unless you have instant-speed removal or give it evasion, it’s hard to Prepare repeatedly.

Emil, Vastlands Roamer
Score: 3.5
Comment: This set has a multicolor Converge theme and quite a few multicolor lands, so making a 4/4 or even bigger creature every turn is very valuable.

Environmental Scientist
Score: 3.0
Comment: A super-powered Grizzly Bears! Take as many as you see. It doesn’t lose you a card on entering, guarantees a land drop in later turns, and also helps with color fixing.

Follow the Lumarets
Score: 3.0
Comment: If you’ve gained life, it’s a two-mana draw two, and being able to take either creatures or lands gives it a lot of flexibility.

Germination Practicum
Score: 4.5
Comment: Once it resolves, the opponent no longer has the capital to fight you in a creature war. +2/+2 for your whole board every turn is no joke.

Glorious Decay
Score: 2.5
Comment: A flexible, good card that is fine in the main deck, and four damage is enough to kill most fliers. Also note that you can’t cast the third mode if your graveyard has no cards.

Hungry Graffalon
Score: 2.5
Comment: A solid creature that has a chance to become a threat in the late game.

Infirmary Healer // Stream of Life
Score: 3.0
Comment: Stream of Life is very useful in this set’s Black-Green theme. When you need to trigger a lifegain effect you can cast it for two mana, and when you have spare mana you can pour mana into it to keep a safe life total. An X spell can also flexibly trigger Increment in Blue-Green decks, and even Opus.

Lumaret's Favor
Score: 2.5
Comment: If it doesn’t copy anything, there’s nothing special about it. Gaining life on your own turn is much easier than on your opponent’s turn, so this card is more like a combat trick used to make up damage.

Mindful Biomancer
Score: 2.5
Comment: A very ideal curve creature. Its enter-the-battlefield ability works with the Black-Green Infusion theme, and holding mana into combat can also put your opponent in a dilemma of blocking or taking damage.

Noxious Newt
Score: 2.5
Comment: Only being able to produce green keeps this cute lizard from scoring higher, but deathtouch guarantees at least a one-for-one trade, and it’s still a great two-drop for your curve.

Oracle's Restoration
Score: 2.5
Comment: It triggers Infusion while providing some damage, and it’s a good choice if you need to trigger Infusion frequently.

Pestbrood Sloth
Score: 3.0
Comment: Another quality creature that is hard to clean up fully. The two Pest tokens mean two Infusion triggers, and you can attack separately so that you meet the Infusion condition in both of the next two turns.

Planar Engineering
Score: 3.0
Comment: One card can meet all the conditions for Converge, which is extremely efficient. Sacrificing a land is an effect rather than a cost, so if it gets countered you don’t have to sacrifice the land.

Shopkeeper's Bane
Score: 2.5
Comment: Although its body is easily traded with, it also has the chance to trade up. Being able to trigger Infusion repeatedly greatly helps the stability of Black-Green decks.

Slumbering Trudge
Score: 3.0
Comment: Although it’s a vanilla, a four-mana 6/6 has a big edge in this environment where bodies are generally small, and few creatures are bigger than it.

Snarl Song
Score: 2.5
Comment: It’s only better in decks with four or more colors. Even cast with three colors it isn’t especially profitable, and in this set a 3/3 is more easily removed or traded with, so if you cast it, try to cast it with four or more colors for higher payoff.

Studious First-Year // Rampant Growth
Score: 3.0
Comment: A versatile early curve play! One mana followed by a two-mana ramp gives great tempo, and if you’re afraid of it getting killed, do the creature and the Prepare spell together on three mana. At the very least it’s a Wood Elves.

Tenured Concocter
Score: 3.0
Comment: Is it too good for a common creature to have this many abilities? If you meet the Infusion condition, six power can eat most creatures when attacking, and even if the opponent tries to use a spell to remove it you get a card back in hand, so you don’t lose resources.

Thornfist Striker
Score: 3.5
Comment: A strong creature that can start bringing value very early. The combination of pump and trample fits together well, and the ward ability is annoying too.

Topiary Lecturer
Score: 3.5
Comment: A mana dork with very high growth potential. Early on it produces mana, and in the mid to late game once its body has grown it can also join offense and defense.

Vastlands Scavenger // Bind to Life
Score: 4.0
Comment: A 4/4 with deathtouch can trade off all the defenders when it’s gang-blocked during combat. The Prepare spell has plenty of depth and can help you find your bomb creatures to keep applying board pressure.

Wild Hypothesis
Score: 2.5
Comment: Being able to cast it flexibly depending on cost is its biggest advantage. A plain curve filler.

Wildgrowth Archaic
Score: 4.0
Comment: Even at the very least, it makes your later creatures enter with at least one +1/+1 counter, which is already quite powerful. The ceiling is even scarier: creatures carrying five +1/+1 counters can force out every removal spell your opponent has.

Zimone's Experiment
Score: 3.0
Comment: Very flexible in use. In the early to mid game you can use it to expand your mana, in the late game to refill resources, and you can even ramp while looking for your next creature threat.

Conclusion

Green is really strong this time too! Besides Black-Green Witherbloom and Blue-Green Quandrix, if you want to play this set’s Converge theme, you’ll definitely need green’s fixing tools! So I think green can stay very flexible in Limited.
The Pest tokens in this set are not the same as the Pest tokens in the last Strixhaven set, so players please be sure to take note. They gain life better when attacking, and the biggest advantage is being able to gain life proactively to meet the condition of the Infusion ability.

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
Secrets of Strixhaven (SOS) Limited Review: Green
Author
GY_Player
Created at
April 16, 2026
License
This work is licensed under CC BY-NC-SA 4.0 .

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