Mercadian Masques, Part Fifteen Gary Wise The following is a continuation of my series analyzing Mercadian Masques for booster draft, this time focussing on the set's Green rares. Rares Collective Unconscious - If Snorting Gahr were a rare, it would be at the top of this list. That said, Unconscious is a great card that will often swing the tide of the game. A little costly at 6 mana, it usually ends up being a Sorcery speed Opportunity, but it's potential to be more makes up for its sluggishness. Becomes especially stupid if you have Saber Ants or Spontaneous Generation in your deck. Spontaneous Generation - The best 4th turn (3rd with a Vine Trellis) play in the environment? You may be able to find better, but not many. Very seldom will you find yourself losing a game in which you play 5 creatures on turn 4, regardless of their size. This card's stock rises for each Spidersilk Armor you have, and it's especially good in blue decks with Gush, giving the card lasting power. Megatherium - a 4/4 creature who almost never comes out before turn 6-7, the Megatherium is nonetheless a force once it hits the table. Generally the last spell you cast, this 4/4's trample ability is especially strong in an environment with small creatures like Masques. Dawnstrider - I'm not a big fan of this card. Relying on a 1/1 creature to hold off opposing creatures isn't altogether stable. That said, the Strider is a must-kill card for your opponent, and protects you from unwanted tricks like Tiger Claws, Invigorate, Cho-Manno's Blessing and the like, and thus brings an element of control to the table. Rushwood Elemental - You just know R & D shared a good laugh when they created this monstrosity. While growing 4/4 tramplers are always good, for it's Sliver Queenesque casting cost; this beast should have gotten regeneration too. Complaints aside, if you're playing heavy green, this guy can be an intense beating, and in mono Green, it's the best Green card in the set. Natural Affinity - One of the most complex cards in the set, the Affinity can be good for offence if you can get your opponent to tap out, but requires that you tap three lands in the process. It can be good on defense, but it leaves your land susceptible to creature kill (I was once Armageddoned by a Volcanic Winds). Hard to play, the Affinity is a card that combines well with others more than being effective on its own. Pangosaur - I actually like this card a lot as a mid/late game threat. Not only does it provide you a 6/6 fatty who you can 'untap' by playing a land after it attacks, also it forces your opponent to play lands instead of saving them up for spellshaper use. Foster - Another interesting mid/late game card, this thing is great vs. Black or Red control decks as they'll never be able to get rid of all your creatures. Especially good with Giant Caterpillar. Deepwood Elder - Ahhh...Grizzly Bears. That may not be an entirely fair comment, but in a set without many 2 CC/2 Power creatures, the distinction is an important one. The Elder's ability doesn't come into play all that often, but it's useful against counters and the like. Erithizon - Oh to be a kid again, to gleefully open hoards of booster packs looking for foils and Port only to find...Green Walls. This guy attacks occasionally, but generally speaking it's a Wall. Play it if you pick it, but don't pick it too high. Caller of the Hunt - You don't always want this main deck, but it can get really strong against Spellshapers, Mercenaries or Rebels. Vine Dryad - A mediocre at best main deck card, I'd definitely side it in against Green, though it's seldom worth discarding a Green card to cast it (Though it's a good reason to play Land Grant) Clear the Land - No jokes, this isn't a horrible sideboard card against the deck that tries to make you run out of cards. Could also get grotesque with Soothsaying, but don't try that with money on the line. Bifurcate - Maybe if your opponent is playing a lot of Arrests, Muzzles and Dehydrations...nah, it just sucks Game Preserve - Give... Food Chain - ...me a... Vernal Equinox - ...break.