Ah, the color of ramp and draw. Green may well be the best color in the format, though of course it is a close competition between it, Blue, and Black. And it only gets better when you combine them - Golgari, Simic and Sultai are probably the best two- and three-color combinations in the format. Or perhaps I'm just biased because those colors do the things I like to do best. Oh well. On with the show.
Green
Landharmonicon.Ashaya seem quite powerful, and quite different from some of the more popular Mono-Green commanders of late. Definitely feels like she tends toward a different deck type from the likes of Yisan, Selvala or Omnath. Yet, she still feels quintessentially green. I'm certainly interested to see how she develops, but not yet committed to trying to build her myself.
I don't see the option to play this as a land to be enough of a deal-sweetener to get me to play this over Eternal Witness or Regrowth. Just seems downright mediocre.
This would be the face card of one of those precon decks they used to do. It's big and splashy, and makes new players go "whoah, awesome!" but in reality they're just overcosted jank.
I feel much the same about this Inscription as I do the other two. I generally like everything the card does and more or less want to do those things, but I'm not quite sold on the overall package.
I really like this effect but I hate the CMC. I really wish this was just an enchantment instead of a creature, and cost 1 or 2 mana less. Or even if it was just a smaller creature, like a 2/2 for 4 mana, that'd be cool. It'd be especially good in Ezuri, Claw of Progress if it were a 2-power creature instead.
Oh, cool, a creature with Landfall that can also just be a land. I appreciate that kind of symmetry. A 3/3 for three isn't bad either. Landfall trigger is fine. The only thing holding this back, really, is the lack of Trample.
Okay so this has some cute interactions. Basically with anything that says "Whenever you gain life...". Some of my favorite examples include: Archangel of Thune, Dawn of Hope, Drogskol Reaver or Heliod the Sun-Crowned.
Cool design, but not sold on it's effectiveness even in a dedicated +1/+1 counters deck. Maybe it gets the job done, maybe not. I'd have to see it in action first.
Almost-Harrow-but-not-quite. It's worse than Harrow, of course, because the lands enter tapped. That's relevant more than you'd think. However, it does have one niche case where it can be safer than Harrow - the sacrifice is not part of the cost, but part of the effect, so that means if someone counters this, you don't lose the land. In counter-heavy metas this almost certainly replaces Harrow if you were even running Harrow to begin with.
This card kind of feels like a nightmare to keep track of in paper Magic. Online, it's no big deal, but in paper? Yeesh. Keeping track of what are ordinary 1/1's and what are 1/1's that make 1/1's is just kind of a lot. I hope this card is dirt cheap because I think the best way to manage it in paper is to literally just by a fuckton of them and use them as the tokens once you hit six lands.
Not sure what this does for your deck even if you're deep on the +1/+1 counter plan. There are certainly better options for whatever slot this would take.
Party on, Garth!
Man, that's rough. This just does not compare favorably to similar effects such as See the Unwritten or Selvala's Stampede. For seven mana, you only get the one creature, and you only get the counters as a bonus of you play a 3-or-less dork. That's some weaksauce shit right there.
Quite expensive to Kick, but it's quite an effect if you do. I like the card in theory but I'm not sure if it will be quite good enough for most decks. It certainly deserve a chance, though.
I guess I shouldn't have been so saddened by all those blue Kicker support cards that can't be played in Hallar, because it turns out Green did get some good support as well.