Top 10 green cards

 

10. Pangaea` s Song- This is an uncommon for one cost and it puts won of you less useful monsters on the field into your mana zone. This card is good because it is free to use because you get an extra mana. It simply gives you a mana for the rest of the game. Like Ornothopther in Magic, it gives you a little bit for free and that can `t be bad.

9. Poisonous Mushroom- At two, this card is very good. It allows you to throw down that fattie a turn quicker. This card works even better if you use it with Pangaea` s Song. Another good thing is the fact this card can break shields just like most other creatures.

8. Dimension Gate- Without the shield trigger effect and at one less cost, this card would of been even better. This card is still one of the best ways to grap a big monster  in the game. This card like Crystal Memories, don` t really need shield trigger effects because they don` t help protect your other shields, but you still got to love getting to use them for free.

7. Storm Shell- This card is good because if your running a green deck along with another color you get to use the destruction effects of both colors. This cards helps green/black, green/red control decks a lot. This card gives the support that another color might not have enoff of.

6. Mighty Shouter- This card is good in a mono green or a two color deck with green as one of the two colors. This card is great in a red/green, black/green combo deck or in any deck that has to go up aginst a destruction/control based metagame.

5. Natural Snare- This card along with Storm Shell can almost allow you to run a mono green control deck. I think that this card and a few others can good by them selves, but they work best with control from black or red.

4. Tower Shell- This card is the King Depthcon for green. This with other "unblockable" green cards from this and upcoming sets will allow green to be more of a "mono" color and less of a "support"  color.

3. Bronze-arm Tribe- This card is what I would call a great "tech" card for any green or green included deck. This card is why green is so fast, even compared to the draw power of green. What makes it so good is the fact it doesn` t cost a card from your hand, but a card from the top of your deck.

2. Roaring Great Horn- If this card were more powerful it would be broken and if it where cheaper it would be playable. This card is hard to stop when tapped and near-impossiable to stop when attacking. With 10,000 power when attacking and double breaker whjen it hits this card is very good.

1. Deathblade Beetle- Cool name, even cooler card. What makes this card a super rare is not it` s 7,000 power (while attacking) nor it` s double breaker, its it` s cost. At five this card is the cheapest (and fastest) super rare out there. The playability problem comes when you look at the deck you will be playing it in, green. The one thing green does` t need is cheap and unfortunetly second rate cards. Green needs expensive but game breaking monsters and spells with great effects.

                                                       -Zac Bell
                                                       -Pyrocket199@aol.com