Intro
Welcome to another installment of Unusual Tribes, a series
which analyses the flavour and mechanics of niche Magic the Gathering creature
types. Thanks to the user ‘bristlybits’ on Reddit for suggesting crabs as a tribe.
Given the small number of crabs in Magic, as a bonus, it seemed appropriate to
also discuss Homarids in the same piece. Homarids are a race of vaguely
humanoid crustaceans so it seemed appropriate to discuss them alongside crabs.
Starting with Giant Crab,
printed in Tempest in 1997, 26 crabs have been put onto Magic the
Gathering cards. A 27th crab, Shorecomber Crab,
also exists as part of Magic the Gathering Arena’s tutorial experience, but
cannot be collected either physically or digitally. Crabs exist mostly in blue
due to their aquatic habitat rather than any association with blue’s ideology
of pursuing intellectual advancement. There is a single white/blue crab, Riptide Crab, which was created as a part of Invasion
block’s multicolour theme. There are
also several crabs in green/blue, all of which are the creations of the Simic Combine,
being mutants spliced together between crabs and other animals. Growth-Chamber Guardian is the only non-blue crab.
His green identity reflects both his Simic allegiance, as well as the fact that
he is an elf/crab hybrid. Drownyard Behemoth and
Vexing Scuttler are colourless, due to being
Eldrazi, but can be summoned at a lower cost by using blue mana and sacrificing
a creature using their Emerge ability.
Homarids, meanwhile, were introduced three years prior to
crab in 1994 with the set Fallen Empires. Fallen Empires was an early attempt at
a tribal set. Interestingly each colour featured two different tribes who were
described as rivals, fighting over scarce resources in order to prepare for
Dominaria’s approaching ice age. For example, whilst elves and thallids were
green’s tribes, Homarids and merfolk were the feuding factions of blue. Only 7 Homarids
exist, 4 of whom were printed in Fallen Empires. These 4 were followed by 3
more, sporadically introduced over the course of future sets. Viscerid Drone was printed in Alliances in
1996. Viscerids being, ‘an advanced, evolved form of Homarids’, though still
bearing the same creature type.[1]
Another Viscerid, Viscerid Deepwalker, was
printed in Ice Age. Finally, Homarid Explorer was printed in Dominaria.
Homarid children are referred to as Camarids. Like Saprolings,
no cards bearing the Camarid creature type exist. Camarid tokens can be created
using either Homarid Spawning Bed or Sarpadian Empires, Vol.VII if you have no
objection to employing child soldiers by summoning literal crab babies to fight
for you. A return to the Homarids’ home plane of Dominaria seems likely given
the incredible success of the previous set located there, coupled with the fact
that Dominaria was the first plane of the multiverse Magic ever explored.
Whether we shall be seeing Homarids, Viscerids and Camarids there is less certain,
however. As for crabs, they will likely be making infrequent, but consistent,
appearances throughout the sets of the future.
The flavour of crabs
The flavour of crabs is often simple, but clear. Many crabs
allow you to draw a card once they die.
Though typically blue cards reflect card draw as the acquisition of
knowledge, or a newly gained insight into a situation, crabby card draw is a different
kettle of fish. The flavour text of Purple-Crystal Crab makes this clear, ‘A precious shell without, a delicious taste
within’. The card drawn, when Purple-Crystal Crab
dies represents the player consuming meat from the cadaver of their crabby
companion once they have died for their cause.
The blue/white Riptide Crab, like many cards from the Invasion block,
is an archetypal demonstration of what a two-colour card can do. Its blue identity enables its card draw
effect, whilst the splash of white enables Riptide Crab to possess vigilance (though the ability was not explicitly key
worded on its original printing). Riptide Crab’s
vigilant nature is reflected in its flavour text, ‘It sleeps with its claws
open’.
Crabs typically have greater toughness than power to reflect
their firm chitinous exoskeletons. Of the 26 crabs printed, 15 have greater
toughness than power, often by a significant margin. For instance, Fortress Crab has only a single power, but 6
toughness. 10 crabs have equal power and toughness, and only a single crab, Shambleshark (which as its name would imply is more
shark than crab), has greater power than toughness.
Horseshoe Crab is one of
the most notable crabs printed in Magic. Based upon a real animal, which also
bears the name horseshoe crab despite being an arthropod rather than a crab, Horseshoe Crab has been the centrepiece of combo
decks ever since its original printing in Urza’s Saga. Horseshoe Crab has the ability to untap itself for
a single blue mana. By equipping it with
anything that allows it to ping opponents and their creatures (such as Hermetic Study) along with granting it Deathtouch
(such as through Basilisk Collar) it is
transformed into a crusty machine gun. Once suitably armed you can pour mana
into your little gatling horseshoe to tear
down the opponent’s board, and chip away at their life total. Everybody’s
favourite horseshoe arthropod was paid homage in 2010 with the release of Rise
of the Eldrazi. The enchantment Crab Umbra grants
any creature Horseshoe Crab’s ability at a slightly higher cost.
A final point of trivia, though this is perhaps a bit of a
reach, is that Thassa’s Emissary from Theros may represent Karkinos. Karkinos is a crab from Greek mythology who
attacked Heracles during his fight with the hydra, as well as the constellation
which represents the star sign cancer.
The Hardy Hides of Homarids and Amassing an Army in Artwork
As only 7 Homarids exist there aren’t really enough of them
to have a truly developed identity. Nevertheless, there is consistency binding
the design of several Homarids. Homarid Warrior
and Deep Spawn possess an early take on the
ability Shroud, becoming untargetable at the cost of a single blue mana and
tapping themselves down for several turns. This reflects the Homarid’s protecting
themselves using their exoskeleton in order to avoid danger. [2] An improved version
of this ability, which no longer required self-tapping, would later find its
way onto Magic’s first crab, Giant Crab. King Crab,
printed in Urza’s Legacy,
would also take inspiration from its Homarid predecessors. Being a green hoser, just like Homarid Shaman had been
before it.
A final point worth noting about Homarids is why the cards Homarid and Homarid Warrior possess several pieces of alternate artwork. Fallen Empires
featured only 102 cards with which to tell the story of a fight between 10
distinct factions. As such several cards from each of the factions in the set received
alternate pieces of artwork. This manages to communicate how Homarids, and
their counterparts, are populous and diverse tribes despite the limited number
of cards available to portray them in their debut set.
Deckbuilding
Regrettably neither crabs nor Homarids have received much in
the way of tribal support. Neither tribe has a lord, excluding the Mystery
Booster Playtest card Khod, Etlan Shiis Envoy
which is unfortunately illegal in every format.
Due to many crabs having high toughness, one possible means
of brewing a deck with them is to make use of cards such as Assault Formation or High Alert to switch
their power and toughness and transform them into aggressive threats. Such a
deck would, however, be more of a ‘high-toughness matters’ themed deck than a crab
themed one.
As mentioned above, it is perfectly possible to build a
functional combo deck around Horseshoe Crab.
Hedron Crab, printed in Worldwake, is also a
highly effective mill card which can be combined with Scapeshift
to chuck huge swathes of your opponent’s deck into the graveyard in a single
swing, as well as gradually through their library as the game progresses.
Putting Magic the Gathering’s other two milling crustaceans Iceberg Cancrix and Homarid Explorer in such a deck, though an excellent show of solidarity between
Magic’s two crabfolk tribes, is far from recommended.
Arbitrary Grades
Crabs
Flavour: C
The flavour of crab cards is clear, yet never particularly complex.
They are sturdy, and thus have high toughness. Their meat is tasty, thus
enabling card draw when they die. Mechanics such as Evolve and Adapt also
reflect how the crabs of the Simic Combine are constantly undergoing mutations.
The effects of crabs are perhaps unexciting, but they are consistent and it is generally
apparent what they are trying to convey
Viability: C-
Though viable decks can be built featuring crabs, such as
the aforementioned Horseshoe Crab and Hedron Crab engines, actually building a crab tribal
deck is, at least at present, a challenging task. Given that bears recently received
a lord in Ayula, Queen Among Bears perhaps
the day is not so far off that crabs will receive the same treatment and
become more usable collectively, even if only marginally.
Best and worst cards:
Perhaps unsurprisingly, given that they have already been
praised several times throughout this article, Horseshoe Crab and Hedron Crab are possibly the
best and most played members of the tribe. Growth-Chamber Guardian is also worthy of a mention. Its low cost, coupled with
its ability to buff itself, whilst fetching more Growth-Chamber Guardians from the library, makes it an intimidating threat
whether it is brought out in the early or late game. Armored Cancrix is possibly the weakest crab. It is strictly worse than Wishcoin Crab, costing one extra mana for the same
stats, yet it isn’t remarkably bad, being merely an overcosted vanilla
creature.
Homarids
Flavour: D
Given the incredibly small number of Homarids in the game,
assigning any rating here is even more arbitrary than usual. The use of a shroud-like
effect to demonstrate their tough exoskeletons is innovative for its time. It
is slightly uncertain why Homarid Explorer mills
cards from the opponent’s library. Perhaps it reflects how the flavour text describes
the explorer ‘raiding coastal settlements for supplies’. With this exception most
Homarids have clear, if simple, effects. They would have qualified for at least
a C were it not for one complaint. The splitting of the tribe into Homarids,
Viscerids and Camarids seems unnecessary. In what way have Viscerid ‘evolved’
from their predecessors? Why do young Homarid’s need to have a different
creature type from their elders? This keeps the tribe at a D, though this low
rating is handed out with an almost heavy heart. The idea of a tribe of ‘crabfolk’
is conceptually interesting, and it would be nice to see them receive greater
focus in the future.
Viability: F
Don’t build a Homarid tribal deck! The fact that there are only 7 of them makes
the task essentially impossible even in freeform formats like Commander. Furthermore,
none of the 7 cards have any real synergy when played together, nor are any of them individually powerful.
Best and worst cards: The card Homarid
itself is possibly the worst of its tribe. A 3 mana 2/2, which enters
play as a 1/1 and briefly buffs itself into becoming a 3/3 several turns later.
Viscerid Drone is possibly the best of its kind,
for as much as that is worth. At the cost of sacrificing a swamp and another
creature, Viscerid Drone destroys a single creature. A bad removal effect to be sure, but a
removal effect nonetheless.
[1] https://magic.wizards.com/en/articles/archive/arcana/homarid-armor-2002-04-18
[2] Reddit user 'sanctaphrax' pointed out how Homarid untargetability could instead represent them submerging themselves beneath the waves to avoid danger. This interpretation makes a lot of sense, Dive Down from Ixalan grants hexproof, which also links diving deep underwater to becoming untargetable. My thanks to sanctaphrax for sharing this interpretation, and I felt I should mention it here.
[2] Reddit user 'sanctaphrax' pointed out how Homarid untargetability could instead represent them submerging themselves beneath the waves to avoid danger. This interpretation makes a lot of sense, Dive Down from Ixalan grants hexproof, which also links diving deep underwater to becoming untargetable. My thanks to sanctaphrax for sharing this interpretation, and I felt I should mention it here.
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