Image courtesy of Scryfall.com
Six’s Metagame Footprint After Modern Horizons 3
Green has rarely looked this proactive in a long while. Six—a legendary Treefolk with a 2/4 body for {2}{G}—lands with a pair of abilities that sculpt the late game as deftly as a master woodworker shapes a stave 🧙♂️. On the battlefield, Six wears Reach and a mill trigger: when it attacks, you mill three cards and may take a land card from among them into your hand. It’s not just card advantage, it’s information and tempo folded into one. The real game-changer, though, sits in the aura of its second line of text: during your turn, nonland permanent cards in your graveyard gain retrace. That means you can cast those permanents from the graveyard by discarding a land card in addition to paying their costs. The synergy is spicy, strategic, and a little mischievous—exactly the vibe green lovers crave 🔥💎.
Six attacks, mills three—land from among them can refill your grip. On your own turn, nonland permanents in your graveyard gain retrace, letting you snap-cast them from the graveyard by discarding a land. It’s a compact engine: mill, recycle, recast, and pressure your foe’s defenses with a steadily growing board presence.
From a metagame perspective, Six nudges a few distinct archetypes into the spotlight. First, it fuels graveyard-centric strategies that green has flirted with for years—think value engines that turn milling into a resource, not a liability. Second, the retrace mechanic serves as a bridge between midrange and graveyard recursion, inviting you to build around permanents that truly shine when replayed. And third, Six’s presence invites opponents to respect the air game—Reach helps fend off fliers while Six is busy milling for value and digging for your next piece of the puzzle 🧙♂️⚔️.
In formats like Modern, Pioneer, and Commander, Six tends to slot into green builds that embrace durable threats and robust graveyard utility. Its mill trigger on attack provides inevitability against control shells that rely on hand disruption, while the retrace clause creates a slow-burn recursion engine that can outgrind careless sweepers. The card’s rarity (rare) and availability as a foil or non-foil option give it a touch of collector value, and its art by Andrew Mar complements the flavorful Treefolk aesthetic that many green enthusiasts adore 🎨🎲.
Deckbuilding implications
- Graveyard-centric green midrange. Six shines when your deck wants to stock the graveyard with a mix of nonland permanents. Retrace can pull those pieces back into play, giving you a second bite at the apple without needing to invest additional mana every time.
- Mill as a tool, not a cost. The on-attack mill pushes cards into the graveyard that you’ll want to recast, while your own library cards begin to thin and draw you toward the most impactful threats. It’s a subtle dance of tempo and inevitability 🔥.
- Land-centric retrace cost balance. Since retrace requires discarding a land, you’ll want lands that contribute extra value or fetch lands that you’re happy discarding. This creates a loop where land-based acceleration feeds your graveyard engine rather than slowing you down ⚔️.
- Commander-friendly power. In EDH, Six scales with the number of opponents, turning the “mill three” trigger into a multi-packaged threat when you leverage graveyard-enabled permanents. The Reach keyword keeps you honest against airborne threats, a tidy pairing with the big late-game haymakers green decks love.
From a design perspective, Six embodies MH3’s ambition to innovate with draft-friendly, value-heavy green cards while introducing a mechanics-laden line that rewards players who plan ahead. Its static “retracing” of nonland graveyard permanents nods to classic recursion themes but reimagines them with a modern twist. The card’s power lies not only in what it does, but in how freely it enables a wide range of green strategies to exist side-by-side with established archetypes 🧙♂️💎.
Art, rarity, and market pulse
Andrew Mar’s Treefolk depiction captures the reverent, ancient vibe of green mana, with a poised stance that mirrors Six’s strategic patience. As a rare from Modern Horizons 3 (mh3), Six sits in a sweet spot for collectors and players who value both nuance and utility. Current market data place nonfoil copies in the mid-single digits, with foil versions hovering slightly higher—an accessible entry point for those who want to invest in a flexible, modern green staple 💎🎨.
For players eyeing a fresh green build in the current metagame, Six is an anchor that invites you to press forward with a plan. Its ability to mill and then recast from the graveyard on your own terms gives you a distinct advantage when opponents lean on removal-heavy or disruption-forward strategies. And if you’re the sort who likes thematic synergy, the treefolk identity latches onto a long legacy of forested resilience in MTG lore 🧭🪵.
To celebrate the blend of playability and style that Six brings to the table, consider pairing your MTG sessions with a little real-life flair—like keeping your cards safe and stylish with the NEON Card Holder Phone Case MagSafe Polycarbonate. It’s a small, practical nod to the hobby you love while you plan your next big turn. NEON Card Holder Phone Case MagSafe Polycarbonate
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