But if that's the case for this guy, what does White have that monogreen needs?
Removal that isn't Beast Within? *shrug* Also helpful should you happen to be running G/W and really need that second white mana to get something out that has in the cost.
And yeah pretty sure Arbor Elf can't untap that land. It can however untap things like Savannah, Breeding Pool, etc. This has only ever been useful to me once, but it did eventually win me the game the time it was, so...
uh.......This is one of those cards that prove why I'm not as good a Magic player as I would hope. This guy confuses the heck out of me. Oh, I'm sure he's great and all, but I just don't get it at first glance. To me it would love hanging out in a GW deck, but other than that it would make things awkward. Does a RW deck want to splash green just so it can have another 4 white mana sources? Elves of the Deep Shadow was used mostly so that monogreen can splash for black's efficient killspells (thus covering one of the most gaping holes in your typical fast monogreen deck.) But if that's the case for this guy, what does White have that monogreen needs?But I am most likely completely missing the point.
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Elves of the Deep Shadow was used mostly so that monogreen can splash for black's efficient killspells (thus covering one of the most gaping holes in your typical fast monogreen deck.) But if that's the case for this guy, what does White have that monogreen needs?But I am most likely completely missing the point.
What's the deal with people saying White and Green are the same colors? White has so much color pie space it's ludicrous, and Green's been restricted to "big fatties and nothing else" for so long it's almost insulting. White can remove any permanent type from the game with ease(in fact, due to the existence of spells like Swords to Plowshares and Path to Exile, the notion that Black has better removal is laughable, and I'm a mono-black player); has all kinds of powerful keywords like First/Double Strike, Protection, Vigilance, Lifelink, etc; has classically had some of the best creatures in the game; and has mass destruction of nearly every kind of permanent from lands to creatures to hands.Green has giant fat creatures and mana accel.How are these two even close to the same? White is a hilariously overpowered color that only has to race Blue and Black for top spots. Green has been the red-headed stepchild of Magic for as long as I can remember.This guy being able to let green decks splash for white is probably the best boon to Green players since Tarmogoyf.
While I'll admit I used a lot of older cards in my examples, that was just because they are off the top of my head. My point is that White has a huge slice of the color pie, and you can't really deny that.I also don't understand the two colors "being alike". White is about weenies, protection, and mass removal. Green is about big creatures and ramping. A lot of the more famous white/green creatures I can think of could all be a single color and feel forced together (Quasali Pridemage could be mono-white easily, Knight of the Reliquary is only White because it's a Knight, etc). And taking a stroll through the other White/Green spells they've made in the Modern era, the few that stand out to me as not being forced are lifegain, enchantment destruction, and pump spells, the one area where the two colors do seriously overlap.I dunno, maybe I'm just missing something huge here. But the colors are really distinct in my eyes.
It's hyperbole, but not without cause. Even the big/little creature separation was a bit more recent. Before that, Green's identity was "the creature color" except that white had the weenie tradition, so that separator had to be made. Here's Mark Rosewater in 2008:
One of the things we learned when making a hybrid sets is which allied color combinations overlap the most and the least. The most by far is green-white. The least? Blue-black.
Green and White have probably taken the most turns as the weakest color too (black third), but none of the colors are really behind like used to happen back in the day so that's not really fair anymore. I think much of the overlap comes from how core a big army is to the color's identity. Black creatures are solo artists who only want others around to sacrifice. Red's creatures don't stick around long enough to get counted. And blue doesn't even like to publicly admit that it has creatures and would rather be the nothing-but-instants color if they had any say in the matter.
(Tribal of course is an exception to any of that, and maybe black's focus on Vampires and Zombies now will herald a long-term change. I mean, if you were told of a "13 2/2 tokens for 8 mana", green or white would be the first two guesses, no?)
Also, this being a Flores column I'm reminded that Green and White are the two colors he keeps swearing to stop playing. Though that's probably not the most convincing argument.
But yeah, that's why GW isn't usually a hot combination. What the colors need the most they don't get from each other. If a key multi is good enough like Wilt-Leaf Liege or Knight of the Reliquary then the deck forms around it, but it's not a natural combination. ZursApprentice was right on GW tokens, but BW tokens had a better run.
So this card ... I don't know. It will be a decent addition in Pauper, as ZursApprentice said, perhaps replacing the Skyshroud Elf I run sometimes. But that's not why they had Mike preview it.
If, as said, white is the weenie color and green is the fat color, then why would I play a green 1/1 to provide white mana? If I'm splashing creature removal, Go for the Throat is still better than Journey to Nowhere. The visual spoiler has some nice Human tribal cards but nothing that makes me want to run GW. Not yet.
The first thing that popped into my mind was getting a two turn Watchwolf reliably with this guy.