How many of you see Nissa or Garruk pop up as your opponent and think… “I’ve got this.”?
Green, and it’s planeswalkers, is the weakest color. With the rotation of “Scour From Existence” it has lost the only tool it had for dealing with creatures directly, making it even more difficult for green to compete.
I believe Green has a similar handicap in paper Magic, but in Puzzle Quest, this appears to be compounded.
Why is this?
For one thing, Green has historically been able to get out the biggest creatures for the least amount of mana. In Puzzle Quest, the developers seem set on the 2/4/6/8 (who do we appreciate?) design for creature power and toughness, based loosely on rarity. (note: this is a loose estimate)
Green has not seen a real advantage in either casting cost or creature size. A quick look at really big creatures through the color pie shows that green isn’t really ahead in this department.
Here is a breakdown of rare/mythic creatures with power greater than 7 by color:
Green: 11 (7)
Red: 14 (5)
Black:10 (3)
Blue: 7 (3)
White: 8 (6)
Note: the numbers in parentheses are post-rotation, so things are getting better for green
But most of us won’t be able to play with these mythics, so what about the rank and file rares and uncommons.
The going rate for rares seems to be a power/toughness of around 6/6. Green creatures see no preferential treatment or real advantage here.
If we look at uncommons, particularly creatures that cost 10 or less, with a power of 4 or greater, we see that green once again lags behind red, and isn’t very far ahead of the other three colors.
Green: 13
Black: 9
Red: 15
White: 10
Blue: 11
Looking at the creatures available in Puzzle Quest, green appears to have lost it’s advantage as king of the creatures. That’s a problem.
Another thing is that creatures don’t natively block in this game. So… even if I have a bunch of big creatures, my opponent can still attack through them. The other side of the board is a lot less intimidating when I can swing away with impunity. Green has roundabout ways to deal with creatures, like berserk and web-like affects, but they are sub-optimal compared to the aggressively costed removal and bounce that other colors can throw at it.
Which brings me to the last and most damning problem for green. In paper magic, Green has the ability to “go wide”. Lots of cheap creatures, or tokens, that can flood the board and overwhelm an opponent.
With Puzzle Quest, the player is bound to three creatures aside on the battlefield. This makes life especially hard for green. Sure, you can reinforce your big creatures, but that makes removal doubly effective, as we now have a 2-1 trade.
Additionally, building a creature-based deck will lead to a bunch of “dead cards” in your hand once you get three creatures out on the board.
I suggest that the designers look at ways for improving green. Some ways I might suggest would be:
- Keep you standard 2/4/6/8 design, but give green an advantage with a standard 3/5/7/9 scale.
- Lower the casting cost for green creatures further. “Prowling Serporpard” is a good start.
- Stop making under-costed bombs for other colors. Gisela at 12 mana blows just about anything green out of the water.
- Consider opening up a fourth creature slot on the battlefield
- Bounce and kill spells could remove the reinforcement rather than kill a reinforced creature outright. Until you implement something like this… bounce and removal will always win the 2-1 battle.