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AFR Standard Set Review: Green and Lands


Adventures in the Forgotten Realms is here! Yesterday we went over the Red cards, today we are going to go over the Green and Land cards! This set review is going to be slightly different as I am going to be evaluating these cards based on new Standard, which is after the rotation of Throne of Eldraine, Theros Beyond Death, M21, and Ikoria. I am doing this because this is the last set before rotation and because of the power level of Throne of Eldraine still dominates Standard. We also have access to this format now on MTG Arena in the Standard 2022 Queue. Standard Rotation is not far away either, it will happen on September 17th, 2021, when Innistrad: Midnight Hunt is released.

I will not be going over cards that I believe will not see play in Standard and I will not be going over the Commander cards that will not see Standard play. For example, cards like Goldmaw Champion and Master Skald will be omitted since they are just Limited cards and saying, "This is just a Limited card" repeatedly gets old rather fast. Do not worry though, I will be covering all the rare and mythic cards in the actual Adventures in the Forgotten Realms set. So, if you like a certain rare or mythic, it will be mentioned in the review.

Keep in mind I am rating all these cards for Standard playability. I will mention Modern applications if I believe the card has some.

Each card will be listed by color, then alphabetically by name.

Each card will be given a rating of 1-5. If a card would receive a 0, meaning it will see no play in that format ever, its rating is left off the list.

Rating | Explanation | Standard Examples

0 - Will never see play in this format (0 ratings are not listed).

1 - Unlikely to see play. (Divine Gambit)

2 - Could see fringe play, or occasional sideboard card. (Disdainful Stroke, Annul, Erebos's Intervention, Devastating Mastery)

3 - Commonly played, staple in a single deck, or frequent play in several decks. (Righteous Valkyrie, Behold the Multiverse, Check for Traps)

4 - Format staples. Sees play in multiple decks, one of the best cards in the format. (Saw it Coming, Fabled Passage, Werewolf Pack Leader)

5 - Format warping. If you are in these colors, you play that card or keep that card in mind when building decks. (Ugin, the Spirit Dragon, Embercleave, The Great Henge, Bonecrusher Giant)

Now that we have that out of the way, let us begin!


Circle of Dreams Druid
Circle of Dreams Druid - 2 - A three-mana 2/1 is extremely easy to remove. It will die to a gust of wind. However, if you do manage to untap with it, the game will quickly be closed out.
Druid Class
Druid Class - 2 - I love Exploration type cards, but sadly Druid Class costs 1 mana too much in every single ability. We also do not have a lands matter deck without a land like Field of the Dead or Valakut, the Molten Pinnacle, making Druid Class not quite good enough.
Ellywick Tumblestrum
Ellywick Tumblestrum - 2.5 - Ellywick is pretty mediocre, but that honestly is a breath of fresh air for planeswalkers. I would much rather have planeswalkers like this than Teferi, Time Raveler and Nissa, Who Shakes the World.
Froghemoth - 2 - Scavenging Ooze had a baby with a big tramply creature. I like Froghemoth from the Sideboard. It seems powerful after a battlefield wipe or after you and your opponent trade creatures.
Instrument of the Bards
Instrument of the Bards - 1.5 - Way too slow and narrow. It is too slow if you have it turn one, let alone mid or late game. Aether Vial this is not, the Bards need a better Instrument.
Long Rest
Long Rest - 2 - A cheaper Harness Infinity but Sorcery speed. This is more of a Commander card than a Standard one. Super cool in Commander though!
Ochre Jelly
Ochre Jelly - 3 - I really like this Jelly and its resilience to death. I also like that it reforms at the end of turn meaning your opponent can not double wrath it away. The tokens are copies too, so if you grow the new Jellies with +1/+1 counters, they will keep on growing.
Old Gnawbone
Old Gnawbone - 2 - An aggressive take on Nyxbloom Ancient. A seven-mana creature card that has no enter the battlefield ability, nor haste, and no protection is very risky to play. Not to mention it can also just be countered.
Prosperous Innkeeper
Prosperous Innkeeper - 3 - Thankfully not as good as Edgewall Innkeeper, but Prosperous Innkeeper is still really great in a gw life matters deck.
Ranger Class
Ranger Class - 4 - The best class card by a long shot for Standard, and you do not even have to build around it. It builds itself, literally. It just grows all your creatures and then lets you play creatures off the top of your deck. Staple in Green midrange decks.
The Tarrasque
The Tarrasque - 2 - No trample, it can be countered, and it is not indestructible. What have they done to you Tarrasque. You were so much more and deserved better!
Varis, Silverymoon Ranger
Varis, Silverymoon Ranger - 2 - Another one that is too slow for Standard but seems cool to build around in Commander.
Werewolf Pack Leader
Werewolf Pack Leader - 4 - Someone at Wizards of the Coast asked, "How do we make Watchwolf playable again?" And someone asked, "What if it drew cards?" "BLOODY BRILLIANT! PRINT IT!" Thus, Werewolf Pack Leader was born.

Top 5 Green Cards

  1. Ranger Class
  2. Werewolf Pack Leader
  3. Prosperous Innkeeper
  4. Ochre Jelly
  5. Ellywick Tumblestrum

Green gained two busted cards in Ranger Class and Werewolf Pack Leader. Those cards are in a league of their own and will see a ton of play in Green aggressive or midrange decks. While Green had two of the best spells in the set, I think Red may have made off better overall. Expect Mono-Green stompy to be a Tier one deck.

Next up some of the sweet lands!


Hall of Storm Giants
The Creature Lands - 3-4 - If you are playing two colors or less, you should absolutely be playing these lands. They are fantastic and reward you for playing less colors. Hall of Storm Giants gets my nomination for best one because it just closes out the game extremely fast once the control player stabilizes. However, again they are all exceptionally good by their own right. Pick them up for Standard.
Dungeon Descent
Dungeon Descent - 1 - It only produces colorless mana and enters the battlefield tapped. Super hard pass on this one. The Dungeon mechanic is not even that great for Standard and definitely not worth a tapped colorless land in your deck.
Temple of the Dragon Queen
Temple of the Dragon Queen - 3 - This, alongside Orb of Dragonkind, should be enough to make a viable dragon deck. If you want to go four or even five colors, you will probably have to wait to see what lands Innistrad brings around.
Treasure Vault
Treasure Vault - 3 - This land seems inconspicuous, but ramping by one or 2 mana to cast that giant Timmy card in your hand is usually worth it since it will end the game. This is also a set where treasure tokens do matter, and they do different things with different cards.

These are some amazing lands that will see play the entire time they are legal in Standard; they are some of the best cards to come out from this set. Make sure to grab your favorite ones you think you will be playing!

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As always, thanks for reading,

Ali Aintrazi

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