MagicField guides
GW

Green–White

Use multiple-body creatures to distribute counters, then make a supported attack while green mana and removal keep the deck functional.

56.1% game win · 346 games · -0.7 vs 56.8% average · Premier Draft, Mar 3–Apr 4, 2026 · 17Lands ↗
Mode

How it wins

Use multiple-body creatures to distribute counters, then make a supported attack while green mana and removal keep the deck functional.

Early
Develop an early creature and the colored mana your hand needs.
Middle
Mutanimals followed by Cavalry creates two alliance triggers, allowing two counters on the creatures that most improve combat.
Finish
Use multiple-body creatures to distribute counters, then make a supported attack while green mana and removal keep the deck functional.

What it needs

Commit when repeated useful cards and enough support make a complete deck in these colors.

Four checks while you draft

  1. 1
    A functional opening

    Can I affect the board before the payoff?

    Provides a creature and a Robot for two mana. Both bodies help alliance; the Robot also supports artifact rewards.

  2. 2
    The cards that make it work

    Do my actual cards enable this plan?

    Mutanimals followed by Cavalry creates two alliance triggers, allowing two counters on the creatures that most improve combat.

  3. 3
    Interaction and a finish

    Can I stop their strongest play and finish a stalled game?

    Use multiple-body creatures to distribute counters, then make a supported attack while green mana and removal keep the deck functional.

Choose the missing job before another reward that needs it.

What to take next

The key card is present but its support is thin.

Prioritize useful support such as Mechanized Ninja Cavalry or Zoo Escapees.

Mutanimals followed by Cavalry creates two alliance triggers, allowing two counters on the creatures that most improve combat.

Your deck already enables the plan but is losing the early turns.

Take a castable early creature or efficient answer before a second expensive payoff.

Counters cannot compensate for an empty curve. Keep enough cheap creatures before adding another four-mana payoff.

The support is missing

Favor independently useful creatures and interaction if the narrow support does not arrive.

Signals to watch
  • More than one late card such as Mechanized Ninja Cavalry or Zoo Escapees is stronger evidence than one gold card.

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

Don’t
Avoid the setup mistake

Counters cannot compensate for an empty curve. Keep enough cheap creatures before adding another four-mana payoff.

Playing against this plan

Answer Mutanimals before its next creature spell produces more counters, and keep removal for the body carrying most of the upgrades.

Best commons & uncommons

17Lands ↗ · Mar 3–Apr 4, 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 Premier Draft ↗ · Mar 3–Apr 4, 2026 · 100-instance minimum

Cards for this pair

Worked turns

1 examples

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

Use the interaction

  1. Mutanimals followed by Cavalry creates two alliance triggers, allowing two counters on the creatures that most improve combat.
  2. Counters cannot compensate for an empty curve. Keep enough cheap creatures before adding another four-mana payoff.

Adapt the plan to your format

One-pickSealed
With one pick, fill the missing early play, answer or support card before adding another narrow payoff. The plan must work without drawing its key card.Compare complete builds from the cards you opened. Keep the castable curve and interaction even if the draft theme is only partly supported.

More card pairings

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