A First Look at Wilds of Eldraine (WOE) Limited — Green
Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.
This article follows the Limited grading scale and writing format that LSV and Reid Duke used on Channelfireball (CFB) for The Lord of the Rings: Tales of Middle-earth (LTR).
Grading Scale
Retired bombs that made the Limited Hall of Fame: Pack Rat, Umezawa’s Jitte, The Scarab God.
- 5.0: Chrome Host Seedshark. Breach the Multiverse. Sunfall.
- 4.5: Doomskar Warrior. Archpriest of Shadows. Borborygmos and Fblthp.
- 4.0: Preening Champion. Bloated Processor. Invasion of Amonkhet.
- 3.5: Final Flourish. Ephara’s Dispersal. Stormclaw Rager.
- 3.0: Vanquish the Weak. Eyes of Gitaxias. Zhalfirin Lancer.
- 2.5: Oracle of Tragedy. Ichor Drinker. Marauding Dreadship.
- 2.0: War Historian. Gloomfang Mauler. Order of the Mirror.
- 1.5: Expedition Lookout. Akki Scrapchomper. Infected Defector.
- 1.0: Disturbing Conversion. Tenured Oilcaster. Coming In Hot.
- 0.0: Invasion of Arcavios. One with Nothing.
Green

Limited Rating: 4.0
A 4/4 trampler for five mana is already great, and it comes with a bonus fight if you bargain it. You basically always want to bargain this one, and green usually has a Food or something else to spare to feed the bargain.

Limited Rating: 3.0
The Adventure lets you play an extra land, which is half a ramp spell. On the creature side, a 5/4 reach for five is pretty good, though of course I would still prefer a 4/5 (overthinking it).

Limited Rating: 2.5
One of the few Auras in the set: +2/+2 for two mana, and for five you can get it back and use it again. If you have a reliable sacrifice outlet, you might even use it late in the game to steadily trigger Enchantment enter/die effects.

Limited Rating: 2.5
A 3/3 for four with a somewhat unreliable form of ramp. The second and third abilities are basically useless, and if you also have a dual land that turns into a creature, it is just win more.

Limited Rating: 3.5
A two-mana mana creature that can discard a card to return itself to your hand late in the game or to save itself, and the seven-mana Adventure side is quite good. However, milling yourself for seven is no small drawback in Limited. If the creatures/Enchantments/lands you find aren’t important enough, you may hand your opponent a chance to win by decking you.

Limited Rating: 2.5
If you can bargain it early, the 3/3 haste land is pretty strong. At worst it is a one-mana spell that finds a land, so it deserves a slot in any deck that needs to reach three colors.

Limited Rating: 2.0
After its reprint this card is also legal in Pioneer, but that’s not what we’re here to discuss. Look at the top five for one creature and put the rest on the bottom, all for one mana. That ability is quite strong in Limited, and with so many Adventure creatures to grab, the hit rate in WOE Limited should be pretty high.

Limited Rating: 3.5
This should be the best common removal spell in green, combining a pump with a fight. Hunt the Weak, you can rest in peace now.

Limited Rating: 3.5
A 0/1 for two is a weak body, but as long as you can make a Food or a similar artifact it becomes a passable 2/3. It only grows once per turn, but it is worth playing if you have plenty of ways to make artifacts. Enchantments entering also let you draw a card each turn, so if you have plenty of both artifact and Enchantment sources, this is a card worth investing in. Of course, its strength depends on its synergy with the rest of your deck, so I can’t give it more than a 4.0.

Limited Rating: 4.0
Unless you cast this on turn two, it should mostly be a two-for-one: in my precombat main phase I cast this, look at the top five cards, exile a creature I can cast this turn, and cast it; then I choose a creature I control to deal damage to a creature I don’t control, one-sidedly. Using it on turn two as a one-sided bite is also fine, but since you are blindly looking at five cards, you might lose the chance to use other bombs. Basically I wouldn’t use this on an empty board, because there is still the risk of whiffing, or hitting a creature you can’t afford to cast. It is much better to wait until you have at least one creature whose damage is enough to kill one of your opponent’s creatures.

Limited Rating: 3.5
For two mana, go on the Adventure to enchant your creature with a Monster Role; for four more, cast a 4/3 trampler. A very good tempo play on offense.

Limited Rating: 3.0
Green creatures have no sense of fair play and always brawl as a gang, don’t they! Yet another one-sided fight, and the more enchanted creatures you control, the better it is. Most of the time it is a sorcery-speed kill spell, but it still suffers from the usual problem with green removal: it does nothing if you have no creatures.

Limited Rating: 5.0
Three 3/3 tramplers for six mana is already absurd, and when one of them dies, it puts counters equal to its power on each other creature with the same name. It is also a card with please pump me and I will win you the game written all over its face. It is extremely powerful in any color pair that can copy tokens (of course, copied tokens won’t trigger the enter-the-battlefield “make three” ability, but when one dies, all your other Triplets get at least three +1/+1 counters), or you can recur it from the graveyard to slam it down over and over. In short, it is a huge bomb.

Limited Rating: 3.5
If a 6/6 trampler for seven that gains 3 life feels too slow, you can also bargain it for five, and a 6/6 trampler for five is an absurd body in Limited. If you are sure you can bargain it for five, it is worth at least 4.0.

Limited Rating: 3.0
Think of it as paying for a 3/2 and a Food in installments over four mana. The wolf can also eat a Food on your turn to become 5/4, and it gets bigger the more Food you have. It is a great target for a Monster Role.

Limited Rating: 3.5
As long as you have a card that went on an Adventure in exile, it gains haste. Wow, this is basically a Questing Beast with fewer abilities (four fewer, so maybe “fewer” isn’t the right word…)! Just playing it as a plain beater is fine, and having haste is even better.

Limited Rating: 4.5
For three mana, Chapter I of this Saga makes a 3/3 that pays for itself, Chapter II lets you sacrifice a small creature to bring in a bigger one (if you are stuck on lands, it can fetch a land too!), and Chapter III gives up to two creatures you control +2/+2 and trample until end of turn. The only downside is that Chapters II and III are worse on an empty board, but it can turn an even board into a decisive win, which is worth a very high rating.
I also find the Chinese translation of this card’s name, 獵人懺罪道, quite interesting. Garruk did not appear as a planeswalker in this set but in Saga form, so there is still a good chance we will see him as a planeswalker in the future. Let’s keep looking forward to it!

Limited Rating: 2.0
For one mana, give target creature +1/+3 and reach, then untap it. A sneaky trick. Used well, the untap can win you a lot of value.

Limited Rating: 3.5
The Foods’ revenge!
For four mana, this Enchantment makes a Food on entering, and each Food you control becomes an Elvish Mystic. Then for seven mana you can sacrifice the Enchantment at sorcery speed to give your creatures +X/+X, where X is the total number of Foods you control. If you are going down the blue-green five-mana-spell route, this Enchantment is a great mid-curve play, giving you both ramp and a way to fight back late in the game.

Limited Rating: 3.0
A 2/3 for three that gives another creature a Royal Role when it enters. A reasonable curve creature.

Limited Rating: 3.5
A 3/1 trampler for two keeps dealing damage early on, and since there should be a fair number of Enchantments in this set, any Role token entering can trigger the “pay two to return it to your hand” ability. It is also great for trading for other resources in the mid to late game.

Limited Rating: 3.0
Of the three modes, you will basically always pick two: find a land plus make a 1/1 Human or a Food. A good friend of blue-green five-mana-spell decks. In earlier Limited formats, finding a land on turn three and then passing with an empty board meant eating an extra hit, and it was truly painful when you were behind. WOE is different: an extra blocker soaks up a hit, and then going from three mana to five next turn feels so good!

Limited Rating: 3.5
A 1/3 mana creature for two that can also filter colors, so there is nothing to complain about. A key card for blue-green or red-green big-spell decks.

Limited Rating: 2.5
A better Snakeskin Veil!
Although the character on the card has taken plenty of arrows in his cloak, he is completely unharmed under the protection of this spell. Then he slowly turns around and says, “Citizens, spare them”. The Conqueror’s Haki of a Royal Role is on full display, stunning the half-foxes besieging him!

Limited Rating: 4.0
A 3/4 body for three mana is already great, and it comes with a choose-one-or-more enter ability. Let’s take a look:
- Return target Adventure card from your exile to your hand —> basically lets you do an Adventure once more
- Put target Adventure card in exile that you don’t control on the bottom of its owner’s library —> the five mythics of the Virtue cycle, getting greedy, lol
- Exile target player’s graveyard
The first two abilities are both about gaining and denying Adventure resources, which is very interesting, while the third, graveyard hate, can be used if you need it.

Limited Rating: 2.5
A 2/4 reach for four is a bit too defensive-minded, and casting a spell with mana value five or greater makes a Food, which is always welcome.
After seeing the green cards here, I am gradually coming to feel that the blue-green five-mana ramp plan is viable: early ramp, high-toughness blockers, and powerful finishers that generate card advantage. The chain connecting those three is getting clearer, and blue-green is probably not as clunky as I first thought. At least in sealed it is definitely playable.

Limited Rating: 3.0
It’s Broken Wings turned into a sorcery that also gives you a Food. Of its three abilities, I think the ones you will use most often are destroying an Enchantment and killing a flyer, which happen to be exactly what green needs.

Limited Rating: 3.5
A 6/7 for six that can’t be blocked by creatures with power 2 or less, and its Adventure side is a two-mana sorcery that destroys an artifact or Enchantment. Basically, destroy something in the early to mid game, then slam it down late as a finisher. Decent.

Limited Rating: 3.5
A 2/3 for three that draws a card whenever an Aura enters under your control. If your deck has enough Aura-making cards (at least 6-7), this has a good chance of earning you one or two cards, which makes it a very good investment.

Limited Rating: 2.0
A 2/3 defender for two. Once you have another creature with power 4 or greater at the beginning of combat, it becomes a 3/3 that can attack. Hmm… I guess the best way to use it is to put a pump Aura like +2/+2 on it so it turns into a 5/5 and starts beating people up itself? Self-reliance is the best reliance.

Limited Rating: 3.0
Limited Rating: 4.0 (if you can ramp into it)
With bargain it is basically very close to Tooth and Nail. Looking at 20 cards from the top of your library for two creatures to put into your hand or onto the battlefield, and still missing the creatures you need means either you are very unlucky or you didn’t play any, right? This should be a big finisher for ramp decks in blue-green or red-green. Try to bargain it whenever you can, otherwise ramping all the way to eight mana and then passing a turn is a bit too sluggish.

Limited Rating: 2.0
A reprint, but with new art! +4/+4 is still big, and putting it on a trampler can lead to a huge beating.

Limited Rating: 1.0
Uh, even though you are smiling this happily, I can still only give you this rating… The reasons were already covered when we looked at the other 1/1s for one mana, so I won’t repeat them.

Limited Rating: 3.0
It makes two Foods on entering so you can eat your fill, and for three mana it can turn a target noncreature artifact into a 4/4 creature until end of turn. With it around, when you are short on creatures you can turn one into a 4/4, which is a lot of fun. And of course, Foods are meant to be eaten, so if you need life, eat them (if your teeth are strong enough).
I love this card’s art! Besides meaning brave and resilient, “tough cookie” also means this cookie is physically very hard! Go ahead and try biting me!

Limited Rating: 2.5
A two-mana bear is still important, and when you need to destroy an artifact or Enchantment you can bargain it. A great curve creature that provides value in the mid to late game as well.

Limited Rating: 2.0
By the time you start gaining cards from this, it is a bit too slow. If you have draw spells, you may as well leave it in the sideboard.

Limited Rating: 3.0
An ordinary 4/2 for three, but the extra two-mana activated ability that makes it unblockable by creatures with power 2 or less changes things. It will reliably deal 4 damage to the opponent, force them to spend removal on it, or at least trade with a creature that is 3/3 or bigger. Of course, if all your opponent’s creatures are bigger than it, just don’t attack.

Limited Rating: 3.0
The rating is basically for the one-mana Adventure, which can recur a creature or a land from your graveyard and is quite good. As for the seven-mana Enchantment, I can only give it 0.5… At seven mana, could it please stop giving ramp effects? This set doesn’t have anything like Emrakul, the Promised End, you know…

Limited Rating: 2.5
A two-mana Saga: Chapter I makes a 1/1 Human, Chapter II makes a Food, and Chapter III puts at least two more +1/+1 counters on something. But the overall advantage comes a bit too slowly, and unless I am short on Food I probably wouldn’t want to play it.
That wraps up our WOE green Limited analysis. I hope everyone finds their own fun in the upcoming sealed and draft events!
- Title
- A First Look at Wilds of Eldraine (WOE) Limited — Green
- Author
- cephille
- Created at
- September 5, 2023
- License
- This work is licensed under CC BY-NC-SA 4.0 .
Related Articles

cephille's First Look at Wilds of Eldraine (WOE) Limited — Enchanting Tales (WOT)
September 5, 2023

cephille's First Look at Wilds of Eldraine (WOE) Limited — Red
September 5, 2023

cephille's First Look at Wilds of Eldraine (WOE) Limited — Black
September 5, 2023

cephille's First Look at Wilds of Eldraine (WOE) Limited: Blue
September 5, 2023
