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BG

Mirkwood

Black–Green (BG)

Four-power attacks or strong defense

DesignedDual land Mirkwood58.0% game win · 15,363 games · +1.5 vs 56.5% average · Pick-Two Draft, Aug 11–29, 2026 · 17Lands ↗
Strategy
Mode

How it wins

Make a creature reach four power, then use that condition to grow Rabbit, improve attacks, or draw through Chief Warg.

Early
Deploy an early creature. Rabbit and Pursuer become more threatening only when their conditions are met.
Middle
Arrange four power at the correct time, then decide which attacks remain profitable against the opponent’s blockers.
Finish
Use Wargling’s team trample or Chief Warg’s extra cards to maintain pressure; removal can still disrupt the support creature.

What it needs

Check whether your black-green pool contains actual four-power support, defensive trading tools, or a specific rare worth supporting.

Four checks while you draft

  1. 1
    An actual four-power source

    Which specific card reaches four power, and when?

    Hunter can put its entry counter on itself; Prowler can temporarily grow by paying life.

  2. 2
    A reason to enable four power

    Does this reward suit attacks your deck can make safely?

    Rabbit grows at beginning combat; Pursuer rewards attacking; Chief Warg rewards an attack by your team.

  3. 3
    Attacks that can connect

    Will stronger attackers actually improve combat on this battlefield?

    Wargling can grant your creatures trample; removal can clear a troublesome blocker.

  4. 4
    A second useful body

    Does the deck still function after losing its main enabler?

    Ravening Warg still blocks with deathtouch when your four-power creature disappears.

Choose the missing job before another reward that needs it.

What to take next

You have several ferocious rewards but no dependable four-power creature.

Consider Hunter or another genuine enabler before another reward.

The better individual rate cannot supply a missing condition.

Chief Warg’s Company is your main reason to stay Black–Green.

Check actual Wolf types in the two-card selection.

Company needs two other Wolves to attack; a Bear’s four power does not satisfy that restriction.

The support is missing

If attack rewards arrive without support, keep the useful creatures and play the defensive branch. Beorn works in any green base.

Signals to watch
  • Useful four-power support such as Hunter arriving with ferocious rewards is evidence for the attacking branch. Hunter’s hybrid cost means it can appear in other color plans too.
  • Deathtouch creatures, removal and recovery continuing to arrive support a more defensive branch. Beorn strengthens a green creature base but does not require black or a deck full of Bears.

Repeated useful cards are clues, not proof that the colors are open.

Don’t
The timing matters

Pumping Prowler after beginning combat is too late to create Rabbit’s missed trigger.

Bears are not Wolves

Beorn adds Bear without removing Wolf. A four-power Bear enables ferocious, but a Bear is not a Wolf unless its types also say Wolf.

Pick-Two: check both jobs

Two ferocious rewards still need four power at the right time. Check how the enabler survives, what the attack gains, and whether an independent blocker is the more useful second pick.

Best commons & uncommons

17Lands ↗ · Aug 11–29, 2026 · at least 100 card-in-hand instances in this pair’s no-splash decks. Choose the job your deck needs first.

Bombs in these colors

17Lands Pick-Two ↗ · Aug 11–29, 2026 · 100-instance minimum

Cards for this pair

Worked turns

2 examples

Examples apply the printed rules; judge the board, costs and timing.

Nasty Little Rabbit + Desolation Prowler

  1. Have Rabbit and Prowler on the battlefield. Before leaving your first main phase, decide whether paying life is worthwhile.
  2. Pay two life to make Prowler 4/4. Enter combat; Rabbit triggers if you still control four power.
  3. Rabbit receives a counter only if you still control four power when its trigger resolves. Then choose your attackers.

Enable the attack without rushing the new creature

  1. Have Ravening Warg in play from an earlier turn. Cast Hunter before combat and put its entry counter on itself, making it a four-power creature if nothing else changes its stats.
  2. Attack with Warg while you control that four-power Hunter. Warg’s ferocious attack trigger gains two life even if the opponent plans to block it.
  3. The newly cast Hunter normally cannot attack yet. Do not send it into combat merely because it enabled Warg, and still judge whether trading Warg is useful.

Adapt the plan to your format

Pick-TwoOne-pickSealed
When attack rewards are drafted, useful four-power support plus interaction can repair more than two additional rewards. If the enablers never arrive, keep the independently useful bodies and reconsider the defensive branch.Take the missing enabler or opening creature before another conditional attacker. A powerful green rare can remain in several color combinations; neither Beorn nor Hunter forces black-green.Use the actual four-power support in the pool to choose ferocious or defensive midrange. Beorn can improve either green plan, but a few Bears or Wolves do not establish a required creature-type deck.

More card pairings

AttercopQuarrel
Attercop + Quarrel

Quarrel makes your creature deal damage. Deathtouch can kill a larger opposing creature if the spell resolves normally.

Rules for every deck →What every two-color deck needs before the plan: early plays, answers, a curve and mana · BuildOpen the workshop →