| > Before venturing ahead into this final chapter's wilderness, be sure to consult Part 3: The Big Beatdown, Removal, and Utility Green Creatures because it's far too dangerous out here otherwise...
Finishers
Sometimes your deck has trouble dealing those last few points of damage or breaking a creature stall. That's when you turn to one of Green's finishers to seal the deal.
Contrary to most Magic cards, the mana cost of your finisher is not usually an issue. Since you need your finisher to come online at some point in the late game, you can reasonably assume you can cast your finisher of choice should you draw it.
Since you hopefully only need to see one finisher all game, my rule of thumb is two per deck. If you don't think you need one, then you can try playing just 1 or do without a finisher. If your deck has trouble winning without your chosen finisher, you may need three in your deck. If you're playing four Finishers, you must have no other way to win, no reasonable way to find it, or you're playing a combo deck.
Finishers make for great memories of amazing topdecks. Even when all hope is lost, you can still topdeck your Finisher and steal the game.
As far as creature finishers go, when the power and toughnesses gets high, the two abilities to look for are haste and trample. Both haste and trample get monumentally better when they appear on extremely large creatures. Very large creatures without trample almost never make my decks, and haste is a luxury usually offered only to red creatures. Look to cards like Anger, Fires of Yavimaya, Dragon's Breath, and Lightning Greaves to grant haste to your large Green creatures.
Rude Awakening (Fifth Dawn - Rare)
The premier Green finisher right now is Rude Awakening. Entwined at 6GG, it produces 16 colorless damage in the form of eight attacking 2/2 lands. Note that you cannot swing with a land you played this turn because it has summoning sickness. Rude Awakening requires lots of land and grows more powerful with every land drop, so it's fitting in a controllish build that accelerates lands into play. Splashing colors makes rewarding use of your land acceleration and can shore up your deck's weaknesses.
Rude Awakening gets the honorable mention of strangely accelerating you from 5GG to 7GG, perhaps for a game winning other Rude Awakening or entwined Tooth and Nail. An even stranger way to win might be to animate your lands for 4G and use Phyrexian Plaguelord to clear a path for lethal damage.
What decks can play Rude Awakening?
Decks that accumulate lots of lands and can survive until the late game.
Tooth and Nail (Mirrodin - Rare)
The first Tooth and Nail I ever witnessed dropped Akroma, Angel of Wrath and Rith, the Awakener against me. That's far better than what I was expecting from a Crush of Wurms variant. With completely insane fatties like Darksteel Colossus and Sundering Titan, a resolved entwined Tooth and Nail has always won me the game.
Tooth and Nail plays much like Natural Order because it's very dependent on the quality of creatures available in your deck. Standard Tooth and Nail decks are more controlling than Jamie Wakefield's immortal Secret Force deck since Tooth and Nail decks are land accelerated and require less combat phases. In a sense, Tooth and Nail is the Best Fatty Ever Printed. You can't make a creature better than Tooth and Nail because Tooth and Nail becomes two creatures. You even have the flexibility of choosing which two creatures you want. Sometimes an unentwined Tooth and Nail is worthwhile, much like Natural Ordering for Uktabi Orangutan.
Tooth and Nail is one of those "build a deck around me" finishers. Timmy's Half Big Mana / Half Big Creatures deck is a losing Constructed strategy because you have to draw both big mana and big creatures early in the game. Drawing just big mana or just big creatures is very bad, but when you draw both you are unbeatable.
Tooth and Nail lets you play relatively few fatties, freeing up deck slots for mana acceleration, removal, card drawing, and card searching. This is possible in Standard because Green has amazing acceleration, efficient artifact removal, and ridiculous creatures to drop via Tooth and Nail.
We should thank the Green mage in R&D for Rude Awakening and Tooth and Nail. Apparently, he decided Green should have a monopoly on the Entwine mechanic.
What decks can play Tooth and Nail?
Decks that win with creatures more difficult to cast than Tooth and Nail.
Decks with lots of mana that win with a powerful two-creature combination.
Biorhythm (Onslaught - Rare)
Biorhythm is Green's thematic global Fireball. This spell is the Greenest spell in all of Magic because it teaches everyone the Green philosophy to put your life in the hands of your creatures.
A nice trick is to Biorhythm through a Boseiju, Who Shelters All, yielding Green's game-wreckingest Multiplayer sorcery.
What decks can play Biorhythm?
Decks that reliably have creatures in play when reaching eight mana.
Overrun (Tempest, Odyssey - Uncommon)
This card can produce an absurd amount of damage for a 2GGG Sorcery. Even if you are a Master of Beatdown, playing Overrun will have both you and your opponent practicing elementary math when combat damage resolves.
What decks can play Overrun?
Decks that generate lots of small creatures, especially token creatures.
Centaur Chieftain (Torment - Uncommon)
Beatdown 5, Utility 4
Centaur Chieftain is a solid creature that can double as a mini-Overrun. Haste is potent on Green creatures because its rarity blindsides your opponent's combat math. Centaur Chieftain often comes crashing over to steal the win because of inadequate blockers when racing.
What decks can play Centaur Chieftain?
Decks that deal very fast damage and kill when the opponent drops her guard.
Decks with lots of creatures and a healthy graveyard.
Might of Oaks (Urza's Legacy, 7th Edition, 8th Edition - Rare)
Beatdown 5, Removal 1
Might of Oaks offers a hefty damage boost for a reasonable mana cost. Use it to kill an opponent a full turn earlier than expected. In a pinch, you can use Might of Oaks as removal to kill a very large attacker or blocker.
Might of Oaks works great as a one-of in your deck. The first time you kill someone with Might of Oaks, they will likely call you lucky, a bad player, and other nonsense, but it's a simple fact that Might of Oaks steals games. If you really are lucky, your opponent will fear Might of Oaks every time you enter the red zone.
What decks can play Might of Oaks?
Decks that beatdown against combo decks.
Decks with evasive creatures.
Hurricane (Core Sets, excluding 8th Edition - Rare, Ice Age - Uncommon)
After rotating out of 8th Edition, Hurricane sees little play nowadays outside of Multiplayer Free-for-Alls. Its effectiveness has diminished over time with the introduction of new cards and better creatures. Still, there's the occasional Angel, Bird, or Sliver deck that could stand a massive beating from Hurricane.
If you want to wreck creatures with flying, try Silklash Spider. If you want to wreck your opponent's life total(s), try Biorhythm. If you want the flexibility and self-inflicted pain of both, go with the old fogey Hurricane.
What decks can play Hurricane?
Decks that want to destroy lots of small flying creatures as a surprise.
Decks that need to kill opponents outside of the combat phase.
Ambush Commander (Scourge - Rare)
Beatdown 5, Utility 5
This overlooked elf can serve as a potent finisher for elf decks. He creates threats, tricks, and considerably boosts your tribal count. Normally you need to untap with Ambush Commander in play to fully utilize him. This full turn delay puts you in a precarious position where a board sweeper wipes both your creatures and your lands.
Though overshadowed by the vastly superior Siege-Gang Commander from the same set, Ambush Commander can still find a home in your Elf deck if you play smart and search for him when the time is right.
What decks can play Ambush Commander?
Decks that play the Elf tribe and do not fear reset buttons.
Multani, Maro-Sorceror (Urza's Legacy - Rare)
Beatdown 1-5
Multani is special since he lacks trample, haste, evasion abilities, and has variable power/toughness. However, Multani is tricky to remove and he's responsible for more one-hit kills in Multiplayer than any other green creature.
Accelerating Multani into play is probably the easiest way to get a 20+/20+ creature in Multiplayer. He is best friends with Brawn, otherwise he only swings when the coast is clear. Multani appears high on the massive Multiplayer Green creatures list along with Forgotten Ancient, Verdant Force, Copperhoof Vorrac, Lhurgoyf, and Terravore.
What decks can play Multani, Maro-Sorceror?
Decks that are built for Multiplayer.
Decks that want to kill control decks with a massive creature.
Kamahl, Fist of Krosa (Onslaught - Rare)
Beatdown 5, Utility 5, Removal 1-5
While unimpressive at 4/3, Kamahl can cast Overrun as well as a smaller version of Animate Land. He is quite versatile, providing extra attackers, blockers, and huge stat bonuses on command. Kamahl can hose reset buttons by animating opposing lands in response.
If a Green creature is responsible for hitting you for several hundred damage in one turn, it's probably Kamahl, Fist of Krosa.
What decks can play Kamahl, Fist of Krosa?
Decks that generate lots of small creatures, especially token creatures.
Decks that generate lots of lands in play for green mana.
Decks that can abuse Kamahl's animate land ability by destroying opposing lands.
Killer Bees (Legends, 4th Edition, 5th Edition - Uncommon)
Beatdown 2-4
Green has lost this pump ability to Black's Shade creatures. Still, converting Green mana into damage can be very useful when you have way too much of it floating around.
Sometimes Killer Bees is like Dragon Whelp; you just attack four times for the win.
What decks can play Killer Bees?
Decks that have too much Green mana, especially floating Green mana.
Kodama of the North Tree (Champions of Kamigawa - Rare)
Weatherseed Treefolk (Urza's Legacy - Rare)
Carnassid (Stronghold - Rare)
Rhox (Nemesis, 8th Edition, Rare)
Crashing Centaur (Odyssey - Uncommon)
Child of Gaea (Urza's Saga - Rare)
Force of Nature (Core Sets - Rare)
Silvos, Rogue Elemental (Onslaught - Rare)
Tornado Elemental (Fifth Dawn - Rare)
Thorn Elemental (Urza's Destiny, 7th Edition, 8th Edition - Rare)
Gargantuan Gorilla (Alliances - Rare)
Molimo, Maro-Sorceror (Invasion - Rare)
Avatar of Might (Prophecy - Rare)
Beatdown 5
Large, trampling creatures with a trick are somewhat interchangeable, though some are certainly better than others. Silvos has the strongest combination of mana cost, power, toughness, trample, and regeneration. Molimo is the biggest while Kodama of the North Tree is surprisingly cheap and effective at killing control decks with inadequate blockers.
Weatherseed Treefolk wins the longevity award and is my personal favorite fatty. I love Weatherseed Treefolk because he trades with any creature my opponent likely has in play while providing trample damage and card advantage. His 2GGG is perfect for mono-Green control decks; if he cost 4GG or 5G he would be far worse. Weatherseed Treefolk is also my favorite creature to play with Rancor, my favorite creature enchantment. He provides a source of inevitability that I can count on.
What decks can play large, trampling creatures?
Decks that can survive to the late game.
Decks that can reliably accelerate to six of more mana.
Decks that want to attain creature superiority over other creature decks.
Plated Slagwurm (Mirrodin - Rare)
Skyshroud Behemoth (Nemesis - Rare)
Krosan Colossus (Onslaught - Rare)
Krosan Cloudscraper (Legions - Rare)
Beatdown 1
I strongly discourage you from playing big, dumb creatures that do not trample. While a 13/13 may seem impressive, you will win more games with an efficient 5/5 trampling clock like Rhox or a swarm of 2/2 Bears like Grizzly Fate. Extremely large, nontrampling creatures are notoriously overcosted and seldom punch through for lethal damage. Even Spiritmonger, an unparalleledly efficient beast of a creature saw almost no tournament play because he simply does not have enough impact on the game (recently in Extended however, Spiritmonger has resurfaced in B/G decks because he beats the crap out of other B/G decks).
There are lots of ways your opponent can stop this kind of threat, like cheap creature kill, bounce, damage prevention, tapping, and most easily through chumpblocking. While chumpblocking is card advantage, it's a pretty bad form of card advantage because your opponent gets to pick which cards to lose. Oftentimes you'll run into opposing Sakura-Tribe Elders, Myr Servitors, River Boas, and Eternal Witnesses, which are very block-happy. In the end, you have spent a large amount of mana on a big creature that sat in your hand for a long time, and your opponent can neutralize your threat without severely disrupting her game plan. Chumpblocking buys her time to find an answer or even race your huge creature.
Stick to a swarm strategy or pay the extra mana for trample on your huge guys. You'll win more games this way, trust me.
What decks can play large, nontrampling creatures?
Decks that can accelerate into fatties and anticipate zero chumpblocking.
Deranged Hermit (Urza's Legacy - Rare)
Beatdown 5, Utility 5
This crazy Elf and his Squirrels is like a small, hardcastable version of Verdant Force. He is Corpse Danceable, extremely Skullclampable, and recursion happy.
When you factor in all the different things you can do with him, Deranged Hermit is better at killing people than some creatures twice his mana cost.
What decks can play Deranged Hermit?
Decks that enjoy lots of token creatures.
Decks that can repeatedly put a green Elf creature into play.
Gurzigost (Torment - Rare)
Beatdown 5, Utility 2
Gurzigost's numbers just don't add up. Look at that power. Look at that toughness. For 3GG?! If you read his rules text, he's also got activated super trample and no discernable drawback for a mid to late game creature. Discarding cards to activate super trample keeps him in play, and your opponent can't take many 6 unblockable hits before she dies. If you play Magic IRL like I do, you have to remember to restock for Gurzigost each upkeep or you'll lose him.
So what's wrong with Gurzigost besides looking like a really stupid dinosaur? Gurzigost was a bad creature during his time because any five-mana creature (like Spiritmonger) in Invasion-Torment Standard would get hit by Circular Logic, Counterspell, Absorb, Undermine, Dromar's Charm, Exclude, Memory Lapse, or Repulse. All these cards gain tempo and were fueled by the brutal Fact or Fiction and would eventually lead to your demise via Psychatog. This is why there was such a big push for efficient bears like Gaea's Skyfolk, Galina's Knight, and Yavimaya Barbarian since they could out-tempo Blue spells and still trade with Flametongue Kavu.
When Judgment came out to complete Odyssey Block Constructed, Gurzigost was left behind because Roar of the Wurm tokens are more efficient and Wonder made innate evasion abilities pointless. While 6/8 activated super-trample for 3GG is good, 6/6 flying for 3G that pumps Wild Mongrel +1/+1 or Aquamoeba +2/-2 is format-defining good.
This Druid deck makes great use of Diligent Farmhand, nonbroken Hermit Druid, Werebear, Yavimaya Elder, and 10+ power Gurzigosts. There are also niches for Groundskeeper, Nantuko Cultivator, and Seton, Krosan Protector as a makeshift Earthcraft + card drawing engine.
Druids and their pet Stupidsaurus
4 Diligent Farmhand
4 Hermit Druid
4 Werebear
4 Seton's Scout
4 Yavimaya Elder
2 Nullmage Advocate
3 Seton, Krosan Protector
1 Groundskeeper
2 Squirrel Wrangler
3 Nantuko Cultivator
3 Gurzigost
1 Thriss, Nantuko Primus
4 Muscle Burst
1 Predator, Flagship
2 Centaur Garden
18 Forest
My records with this deck are Nantuko Cultivator pitching 9 lands and Gurzigost swinging for 21.
What decks can play Gurzigost?
Decks that make little to no use of the graveyard.
Decks that need a solid body for massive pumps like Might of Oaks.
Decks that play Oath of Druids and want style points.
You shouldn't play Gurzigost in a Beast deck because most Beast decks have underdeveloped graveyards. Beast decks have plenty of other options for finishers, though.
You shouldn't play Gurzigost as your primary finisher in Multiplayer because his upkeep is too harsh for killing multiple opponents.
Uktabi Kong (Unhinged - Rare)
Beatdown 5, Utility 3-5, Removal 3-5
The new Tooth target against Ravager Affinity, Uktabi Kong's built-in Shatterstorm, large body, and trample ability combine to form a potent silver bullet finisher. If you Tooth out an Ancient Silverback as well, you can start geometric production of 1/1 Green Ape tokens.
Against Ravager Affinity, you might try Tooth and Nailing Uktabi Kong and Triskelion into play. Shoot all Disciples of the Vault dead and ping your opponent for the rest. Make sure to save a Trike shot if your opponent has an Aether Vial set on 1 so a surprise Disciple doesn't drop after your Trike is out of ammo but before Uktabi Kong rocks your opponent's world (and your Trike).
While Uktabi Kong isn't legal in Standard (it's an Unhinged card) which renders my whole description of Uktabi Kong moot, it shows us that R&D knows how to graft the words "destroy", "all", and "artifacts" onto the rules text of a Green card. The card just needs to make its way into a Standard-legal set. I can hope.
What decks can play Uktabi Kong?
Decks with lots of monkeys!
Verdant Force (Tempest - Rare)
Beatdown 5, Utility 5
The good things of Verdant Force are myriad. He kills opponents quickly. If the 7/7 body doesn't kill your opponent, the growing army of 1/1 Saprolings will. There are tons of tricks you can do with an endless supply of 1/1 green Saproling tokens that come into play. Verdant Force gets even more absurd in Multiplayer, and he is way, way up there on the Best Multiplayer Creatures list.
Everyone loves Verdant Force. You, me, everyone else, and our children will, too.
What decks can play Verdant Force?
Decks that don't have to pay mana for green creatures.
Decks that enjoy endless 1/1 tokens for tricks.
Decks that want an absurdly powerful creature for Multiplayer.
I want all the Green mages out there to know rumor has it that Verdant Force was left out of the MtGO Promotional card voting for power level concerns, so says an Adept friend of a friend. And Morphling was not.
Darksteel Colossus (Darksteel - Rare)
Beatdown 5
Darksteel Colossus is the new Best Fatty Ever Printed. Even if you hardcast this guy, he's worth every mana. He crashes through the attack phase and puts a world of hurt on your opponent's life total.
Darksteel Colossus is the main reason why Tooth and Nail is such a powerful finisher in Standard. If we lived back in the day when the largest creatures were Akron Legionnaire and Leviathan, Tooth and Nail wouldn't be nearly as devastating, now would it?
There are very few creatures I'd rather have in play over Darksteel Colossus. It's hard to imagine huge creatures getting better than this, unless it had haste.
What decks can play Darksteel Colossus?
Decks that don't have to pay mana for its creatures or artifacts.
If you're looking for a better creature than Darksteel Colossus, you're going to have to work for it. The best creature I've ever summoned is a turn 3 Oath of Druids'd Exalted Angel piled up with Dragon Parts (Dragon's Scales, Dragon's Breath, Dragon's Teeth, and Dragon's Shadow). She killed an entire Multiplayer table under Astral Slide protection.
Other ridiculous creatures include Kaldra (from the Sword, Shield, and Helm of Kaldra), an Armadillo Cloaked Serra Avatar, a Lashknife Barrier-protected Thrashing Wumpus, and Akroma, Angel of Wrath with Pemmin's Aura. In Multiplayer, gaining life is key because it allows you to race everyone at the table. An easy way to turn most any creature into a wrecking ball is with Loxodon Warhammer and Lightning Greaves.
If you want to talk about insane creatures, then let's talk about insane creatures. We can look at one of my favorite characters in the VS System. If you don't know the VS rules, all you really need to know for this example is that each turn both players first drop their creatures, then one player makes his attack, then the other player can counterattack. I've converted this guy from VS to Magic just to give you an idea of how ridiculous the large creatures in VS get:
Wolverine, Berserker Rage 3RRGG
Legendary Creature - Human Wolverine X-Man (Marvel Origins - Rare)
Haste, Trample, Provoke
Wolverine, Berserker Rage attacks alone and cannot be blocked by more than one creature.
Whenever Wolverine deals lethal combat damage to a creature with converted mana cost 4 or less, untap Wolverine and you get another combat phase after this one.
6/5
If your opponent only has huge guys in play or gets to swing first, Wolverine is actually sub par for a seven-drop. If your opponent has lots of little guys and it's your turn to swing first, Wolverine kills your opponent's team and can deal 20+ trample damage all by himself. He has no drawbacks, though he is small for his cost and requires an attack phase before he's good.
The VS System has taught me that trample is nearly required for huge creatures and haste makes them twice as good. Really, haste makes your big guys twice as big. For example, playing and swinging with a hasty Phantom Nishoba is roughly equal to playing two Phantom Nishobas and swinging with both next turn. If you factor in kill speed, instant removal, sorcery removal, reset buttons, and surprise then they're about equal in my mind.
Beating Control
The list of good Green creatures against control include Genesis, Gigapede, Xantid Swarm, Treetop Village, Nimble Mongoose, Blurred Mongoose, Scragnoth, Weatherseed Treefolk, Deranged Hermit, River Boa, Call of the Herd, Grizzly Fate, Hana Kami, Eternal Witness, Hystrodon, Troll Ascetic, Yavimaya Elder, Kavu Chameleon, Segmented Wurm, Kamahl, Fist of Krosa. These creatures are effective against control because they are in one way or another difficult to remove or generate card advantage.
Haste (Yavimaya Ants), uncounterability (Vexing Beetle), and playing your creatures as an instant (Beast Attack) are great abilities to have on your creatures against control.
If you look hard enough, you can probably find a creature that fits your needs. For example, MonoBlack Control is particularly vulnerable to Centaur Glade because it can constantly make creatures at instant speed. Since Centaur Glade is an enchantment, it sits on the table safe from Black's discard, graveyard hate, creature kill, and even Black's library hate (Haunting Echoes, Cranial Extraction).
All these cards are deck and matchup specific, but no one is going to argue with you for playing Eternal Witness and Genesis.
Beating Combo
Noninteractive combo decks notoriously kill Green decks because our Green creatures don't have many disruptive abilities except nailing enchantment and artifact combo pieces with removal spells if the opportunity arises.
Hard-hitting beatdown creatures like Wild Mongrel backed by Rancor, Blanchwood Armor, Might of Oaks, or Overrun can race combo decks that ignore your creatures. Fast, narrow Green creatures like Rogue Elephant, Wild Dogs, Rushwood Legate, Hidden Gibbons, and Skyshroud Elite can ramp up your kill speed considerably.
Beating Beatdown
Green really shines at controlling beatdown decks on the ground. Creatures to consider include Spore Frog, Wall of Roots, Wall of Blossoms, Sakura-Tribe Elder, River Boa, Acridian, Eternal Witness, Yavimaya Elder, Spike Feeder, Simian Grunts, Spike Weaver, Ravenous Baloth, Lhurgoyf, Masticore, and Genesis.
In the Beatdown vs. Beatdown matchup, speed often wins but there are a few racing cards like Armadillo Cloak and Sword of Fire and Ice are unbeatable once they come online, as is a well-timed Tangle or Moment's Peace.
Conclusion
Well, that's about everything you need to know about Green creatures. Hopefully, my effort here will effect good changes in your deckbuilding and affect your games in a positive manner.
For a quick recap, what have we learned about the color Green?
Is Green all about the beatdown? Not entirely, but it enjoys its lion's share.
Can Green can draw cards? Surely you've learned by now that green is actually the second best card drawing color.
Is Green the best graveyard color? Green does utilize the entire graveyard, but all colors need to get in on the action.
Can Green control the game? Green does have potent control cards though it often turns to other colors and artifacts for help.
Can Green remove creatures? Green has a few flavorful mechanics for this, but green has no qualms about wrecking your creatures with Powder Keg, Masticore, Duplicant, and Triskelion.
I want to thank the "Good Creatures thread" and the folks at the Casual Players' Alliance for inspiration. Cutting Green's portion of this list down to 25 just didn't seem fair to me, so I went the other way.
Now you can (and should) begin (frequently) owning (everyone) with (your) Green (huge) creatures like a true (casual) Green mage!
Kenneth Nagle
NorrYtt
Casual Green Mage Extraordinaire
Proud Member of the Casual Players' Alliance
ken2@msstate.edu
2004.1.10
Bibliography
"Resurrecting Flying Men" by Randy Buehler
http://www.wizards.com/default.asp?x=mtgcom/daily/rb19
"Ask Wizards - July 1, 2004" by Brian Tinsman
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http://www.wizards.com/default.asp?x=mtgcom/daily/rb39
"Who's The Beatdown?" by Mike Flores
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http://www.wizards.com/default.asp?x=mtgcom/daily/af38
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http://www.wizards.com/default.asp?x=mtgcom/daily/rb22
"You Make The Card Wrapup" by Mark Rosewater
http://www.wizards.com/default.asp?x=mtgcom/feature/109
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http://www.wizards.com/default.asp?x=mtgcom/daily/rb55
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http://www.wizards.com/default.asp?x=mtgcom/feature/159
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http://www.wizards.com/default.asp?x=mtgcom/askwizards/0704
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http://www.wizards.com/default.asp?x=mtgcom/daily/af14
"New good creatures list thread..." by the Casual Players' Alliance forum members
http://www.casualplayers.org/forums/showthread.php?s=&threadid=14302
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