Here's the next part in my series looking at the history of Magic: the Gathering. This time we're going to Lorwyn, Shadowmoor and Alara to explore some sets built around tribal gameplay, using Hybrid Mana and 3-colour synergies. I hope you all enjoy.
Sunday, 27 December 2020
Sunday, 22 November 2020
The History of Magic the Gathering Told Via a Card From Every Set 7: Ravnica: City of Guilds-Future Sight
Saturday, 31 October 2020
Unusual Tribes 15: Scarecrows
Intro
Welcome back to Unusual Tribes, a series which evaluates the
viability of several of the Magic the Gathering’s more niche creature types. This
article marks the one year anniversary of this series. Unusual
Tribes 1: Skeletons came out on Halloween 2019. Due to my increased focus
on producing video essays for the Macready
Musings Youtube channel these articles haven’t been coming out quite as
regularly as they used to. In fact the last of them, on Dogs,
came out in June. I figured that given that it’s the anniversary it was time to
dust this series off and write another entry.
This article will focus on Scarecrows. Partially because it’s
Halloween and Scarecrows literally have the word ‘scare’ in their name. Partially
because they often have pumpkins for heads. But primarily because Scarecrows are an interesting example of a
tribe which have an interesting combination of an absolutely amazing lord/commander
card in Reaper
King, whilst also having many, many members which are completely forgettable
like Wicker
Witch and Field
Creeper.
The game, at time of writing, features 35 Scarecrows. Almost
every single Scarecrow in Magic is a colourless artifact creature. There are
only two exceptions: the aforementioned Reaper
King who is 5 colours and Straw
Soldiers which is blue and not an artifact. Although Straw
Soldiers is unique as the only non-artifact Scarecrow
in the game, it is also very expensive, due
to being from Portal: Three Kingdoms which only saw a very limited
release.
The Scarecrows of Shadowmoor
Shadowmoor is the plane which has provided us with by far
the most Scarecrows. As Shadowmoor exists as a dark counterpart to the light
and jolly plane of Lorwyn, Scarecrows were brought in to provide the
transformed world with a generally creepy aesthetic. A cycle of Scarecrows was
printed in both of the sets of Shadowmoor block. The first cycle, containing
cards such as Blazethorn
Scarecrow and Watchwing
Scarecrow, buff themselves when you control a
creature or multiple creatures of a set of two allied colours. The next cycle, known
as the ‘skulkin’, were released in Eventide, and can provide beneficial effect
to your other creatures if they are a certain colour. Antler
Skulkin can grant a white creature Persist, Jawbone
Skulkin can grant a red creature Haste etc. Both of these sets of Scarecrows
combo rather nicely with another Scarecrow from Shadowmoor, Scrapbasket, which can (for
the cost of one mana) become all colours until the end of turn. This turns on
the abilities of all of the Scarecrows from the first cycle, and means that Scrapbasket
can be targeted by the effects of all of the Scarecrows from the second cycle.
Beyond playing around with different colours, many of the
Scarecrows of Shadowmoor also give out -1/-1 counters in some way. Several of
them, such as Lockjaw
Snapper, have Wither a mechanic unique to Shadowmoor where combat
damage to creatures is dealt in the form of -1/-1 counters. Wither has
never been seen again, however, Infect arguably acts as its spiritual
successor and will surely be terrorising commander tables for years to come. There
is also Scarecrone,
a card which provides a very slight slice of tribal synergy, as it allows you
to sacrifice Scarecrows in order to draw cards.
The Painter and the Reaper
Of all of the Scarecrows of Shadowmoor, however, none can
compare to the plane’s two most famous: Painter’s
Servant and Reaper
King. Painter’s
Servant is notorious
due to a combo which it enables. The Servant
makes every card in the game, even those not in play, a specified colour. This allows you to immediately empty an
opponent’s deck when combined with the effect of Grindstone,
a card from Tempest which mills the top two cards of any player’s deck
and then repeats the effect if those cards share a colour. This led to the card being banned in Commander
for 10 years from 2009 until 2019. On top of this specific infamous combo, Painter’s
Servant has many more
uses. It turns ‘colour hoser’ cards (cards with strong effects which can only
target cards of a specific colour) from being situational into being exceedingly
powerful. For example, whilst Painter’s
Servant is in play, Persecute allows you to discard the entirety of an opponent’s hand
and Blue
Elemental Blast and Red
Elemental Blast become unconditional removal spells
which can also be used to counter anything for only a single mana.
It is clear then that Painter’s Servant has very broad usability and that it doesn’t necessarily need to slot into a Scarecrow tribal deck. This stands in marked contrast to Reaper King, which almost single handily creates and upholds Scarecrow tribal as an archetype. Reaper King is the only real choice to be the commander of a Scarecrow EDH deck. Reaper King has a peculiar mana cost, containing a single hybrid mana symbol for each of the five colours. This hybrid mana can be be paid for using either the specified colour or two mana of any colour instead. Though rather unusual, Reaper King’s variable mana cost is a fantastic trait for a commander to have as it enables you to run as many, or as few, colours as you want to in your Scarecrow EDH deck. As almost all Scarecrows are colourless, the colours which Reaper King grants you access too can be used exclusively on supporting spells, enchantments and other beneficial effects.
Of course a novel mana cost is far from the only thing which Reaper King has to offer. The king provides +1/+1 to every other Scarecrow you control and when another Scarecrow enters play it allows you to destroy any permanent on the battlefield. Reaper King is the defining lynchpin which holds Scarecrow decks together. Without this lone card the strength of Scarecrow decks takes a significant tumble, but with their King at their head Scarecrows can frighten off far more than just birds.
Scarecrows Since
After Shadowmoor, Innistrad is the plane which is home to
the second greatest number of Scarecrows. One-Eyed
Scarecrow marks another attempt to convey the role Scarecrows play in well…
scaring crows. It gives your opponent’s fliers -1/-0 mildly shocking them by
reducing their attack, rather than freezing them to place in terror like the
original Scarecrow. One-Eyed
Scarecrow is also one of only two Scarecrows with Defender (the other being
Wild-Field
Scarecrow) a logical choice for an ability given that most Scarecrows
offensive capabilities are limited, given that they are immobile bundles of
straw and wood. Harvest
Hand is another notable Scarecrow from Innistrad. Harvest
Hand turns from a ploughshare into a sword (well a strawman into a scythe)
upon death, becoming a +1/+1 piece of equipment. Geist-Fueled
Scarecrow also bears mentioning. Though not a terribly powerful card, as a
4/4 for 4 mana which makes other creatures you cast cost 1 more, Geist-Fueled
Scarecrow is important as it is only Scarecrow to actually depict a crow
being scared in its artwork.
Another plane which features some Scarecrows is Eldraine. Signpost Scarecrow is an unremarkable mana fixer, with Vigilance. Whilst Jousting Dummy otherwise known as ‘Syr Nobody’, at least according to their flavour text, bears a unique combination of creature types as a ‘Scarecrow Knight’. Jousting Dummy primarily exists in order to provide a colourless knight to work in Eldraine’s limited environment, where Knight tribal is a prominent theme.
We are returning to Innistrad over the course of two sets in 2021. Although much of the focus of this trip will be upon the Werewolves, Vampires and other horrors who make the plane their home, perhaps we may see a handful of new Scarecrows come our way. The best bet for anyone looking to scavenge some new parts for a Scarecrow deck lies in a return to Lorwyn/Shadowmoor, something which has got to happen eventually… Right?
Arbitrary Grades
Flavour: B-
As stated earlier several of the game’s Scarecrows weaken
flying cards, conveying their real-world purpose nicely. Beyond that things
gets a bit blurrier however. The ability of some Scarecrows to generate or fix
mana could show their connection to the land in which they are literally planted.
Although just what Wither and other effects that spread -1/-1 counters represent
is anyone’s guess. Maybe it represents the straw binding the Scarecrows together,
or the crops they are guarding, wilting? Though this is just speculation.
It is a bit odd that so few Scarecrows have Defender,
but then the viability of the tribe would be absolutely tanked if they were all
rooted in place and unable to attack. Of all of the mysteries of the multiverse
which Magic the Gathering has shown us, mobile men made of straw are not too
big a stretch of the imagination.
Special mention should be given here to the card Scaretiller.
Whenever it is tapped you can put a land either from your graveyard or your
hand onto the battlefield tapped. Part Scarecrow, part farming implement, Scaretiller’s effect is perfectly conveyed by its flavour
text ‘fields of battle turn to fields of
grain’.
Viability: C
As mentioned above Scarecrows are an exceedingly strange tribe to assess. At first glance Scarecrows seem entirely mediocre and forgettable. There are only 35 of them, and many of these cards are decidedly unimpressive. There are a few scattered themes about spreading -1/-1 counters, providing mana fixing and caring about the colour of other cards. It seems that none of these ideas are developed in any great depth, to come together to give the tribe a coherent identity or game plan. But then you look at Reaper King who alone welds each of these disparate parts into a powerful whole, or at least in Commander where the King can be played reliably. Although each individual Scarecrow may be weak, when even the least impressive among them are turned into a Vindicate due to the effect of your commander they become a powerful force. Furthermore given that all of them, who aren’t named Straw Soldiers, are artifact creatures you can support them using cards like Tempered Steel and Foundry Inspector.
Best and worst cards:
Perhaps this category has already been spoiled above, given
that Reaper
King and Painter’s
Servant have a
section exclusively dedicated to them, but they are definitely the front
runners when considering which Scarecrow is best. When comparing the two,
arguably, Painter’s
Servant is the better card due to its broader utility. The Servant enables all sorts of crazy, game-winning
combos whilst Reaper
King is only really useful in the context of a Scarecrow
tribal deck. Reaper
King is absolutely
fantastic at carrying out its one role, and there are many other tribes which could
dearly use a card like it, but ultimately this is its only real use and it will
never see play in a deck which doesn’t feature a large number of Scarecrows or Changelings.
Just as the best
Scarecrows were given away prematurely, it will likely come as no surprise when
I announce that Scarecrow is the weakest card of the tribe. Although very evocative
the original Scarecrow is incredibly weak, costing a huge amount of mana whilst
only providing an incredibly underwhelming stat block and an overcosted effect.
Conclusion
I know that normally I end these articles with the grades but since this is the blog’s one year anniversary, and I am feeling sentimental,
I think I’ll use this opportunity to offer some quick thanks.
First I want to thank MagisterSieran a.k.a Nakatamun
Archives a.k.a ‘The Minotaur Guy’. He makes the Magic the Gathering
subreddit a brighter place for everyone, and makes every set release a more
exciting event due to his minotaur reviews. He has provided frequent encouragement
to me in writing this column, and is just all around the friendliest bull-enthusiast
you are likely to meet.
I would also like to give thanks to Tasty
Cardboard another Magic the Gathering Youtuber. He makes some fantastic
videos and has been very supportive of me as we both develop our respective
followings.
Thanks for reading another Unusual Tribes column and here’s
hoping that next year we have more wacky and weird tribal cards and fewer Okos and Uros.
Friday, 9 October 2020
The History of Magic the Gathering Told Via a Card From Every Set 5: Mirrodin-Saviours of Kamigawa
Here's another new video on Magic the Gathering's history to check out. This one covers Mirrodin and Kamigawa blocks.
Also, this Halloween is the 1 year anniversary of this blog. So I am planning a fun Unusual Tribes article to celebrate.
Sunday, 13 September 2020
The History of Magic the Gathering: Let's Talk About Formats
Here's my latest video where I talk a bit about Magic the Gathering's various formats and provide a brief history of several of them. I hope you enjoy.
-Macready
Monday, 7 September 2020
Magic the Gathering: Set Release Timeline
Hello everyone. So my next video should be coming out either later this week or early next week. It was mentioned in the comments on one of my previous videos that a timeline charting the release date of different Magic the Gathering sets would be useful so I have created one...
You can find it linked here (you'll probably need to zoom in to get a good view)
Along with a key linked here
I hope you're all doing well, the next video will be along soon. It will be about the history of Magic the Gathering's Formats.
Until then best wishes,
-Macready
Thursday, 13 August 2020
The History of Magic the Gathering Told Via a Card From Every Set 5: Odyssey-Scourge
Sunday, 26 July 2020
The History of Magic the Gathering Told Via a Card From Every Set 4: Mercadian Masques-Apocalypse
Sunday, 12 July 2020
The History of Magic the Gathering Told Via a Card From Every Set 3: Tempest-Urza's Destiny
Tuesday, 30 June 2020
Unusual Tribes 14: Dogs
Intro
Core Set 2021 looks set to shake up the game. Another powerful Teferi is on the way to terrorise the meta again, powerful cards from the past like Ugin, the Sprit Dragon and Baneslayer Angel are being reprinted and the Phasing mechanic is set to return after a 23 year long absence. Amongst all of these big alterations one small, but important, change is also occurring. Every single Hound in the game is being errated (a fancy card game term meaning ‘changed retroactively’) into a Dog. This is a small alteration, but one which Magic the Gathering’s chief designer Mark Rosewater has been campaigning for, for years. The flavour text of the card B-I-N-G-O references this debate in its flavour text, quoting the children’s song about a Dog named Bingo but swapping the word ‘Dog’ out for the word ‘Hound’.
This shows that the great Hound/Dog debate has haunted Magic the Gathering since, at least, as far back as 2004. Now this change is finally coming to pass, and to commemorate the ‘great doggening of 2020’ this edition of Unusual Tribes will look at Dogs. We will be analysing the viability of Dogs as a create type and discussing whether it is possible to build a deck of perfect puppers, or if they are just too floofy to fight fiercely.A History of Hounds
There are currently 89 Dogs in the game, and they are spread across all 5 colours, although they appear most frequently in white, red and green. The game even features two artifact dogs: Immolating Souleater and Leashling, with the Souleater serving as a reminder that even the Multiverse’s most malevolent terror, the Phyrexians, have a soft spot for dogs. The first dog printed in the game was Snow Hound who was released in Ice Age in 1995. Snow Hound features flavour text which is somehow simultaneously heart-warming and morbid, stating ‘If you’re starving, eat your horses, your dead, or yourself—but never eat your dog’.
Unfortunately, many of the dogs of the Multiverse are rather
forgettable. Hollow
Dogs is but one of the many Dog cards in the game with bark worse than their
bite, as an overcosted piece of draft chaff. Wild Dogs is another weak card and one which proves
that not all Dogs are loyal by changing sides during each of your upkeeps if
another player has more life than you. The
non-viability of Dogs is made all the more apparent when they are compared to
their ancient rivals, Cats.
Cats have been a viable tribe in Magic the Gathering for
years. Savannah Lions,
was one of the game’s premier aggro cards for many years. Amonkhet block
featured Cat tribal as a prominent theme, as demonstrated by cards like Pride Sovereign
and Regal Caracal.
Finally, Feline Ferocity a preconstructed Commander deck based around
Cats, was released in 2017. Dogs, however, have not been so lucky. This even applies to their humanoid
counterparts. The catlike Leonin are a
regular presence across many planes, from Mirrodin to Theros. The doglike, Ainok, meanwhile, have so far
appeared exclusively on Tarkir.
Until very recently, neither ‘Dog’ or ‘Hound’ tribal have ever been attempted as a theme and no real synergies have ever existed to encourage you to run multiple dogs together. Core Set 2021 and Jump Start are set to shake things up though, by printing a plethora new Dogs.
Rin, Seri, the Pack leader and Others
Upon being revealed, the card Rin and Seri,
Inseparable captured the hearts of
the Magic the Gathering community. The card is widely regarded as an adorable
and evocative piece of design, as evidenced by the dozens of memes which
affectionately parodied it that accompanied its reveal. The card depicts
a heart-warming friendship between a dog named Rin and cat named Seri. Whenever
you play a Dog, you create a 1/1 Cat token and whenever you play a Cat you
create a 1/1 Dog token. The card also has an activated ability which deals
damage to any target equal to the number of Dogs you have in play and the heals
you equal to the number of Cats you control. Rin and Seri
were clearly designed to be a commander which enables you to weld both Cat and
Dog tribal themes together into a single deck. The card enables you to run the
feline/canine strategy of your dreams. Time will tell just how powerful this
will turn out to be, and whether cat/dog decks may even see some fringe play in
standard. At the very least, the card is an interesting experiment.
Pack Leader is the next innovation brough about by Core Set 2021, it’s a lord for Dogs and a powerful one at that. Pack Leader grants all of your Dogs +1/+1 and invulnerability to combat damage whilst they are attacking for a mere two mana, this is a fantastic deal and any Dog deck should run as many copies of it as they can get their hands on. The card is more powerful than most lords, which typically cost more mana and don’t grant abilities as useful as imperviousness to combat damage. This may be balanced out slightly by the relative weakness of Dogs as a tribe prior to this point.
Core Set 2021 is not the only newly released product
to contain new treats for Dog decks. Jump Start contains a collection of
canine cards. Trusty
Retriever is a 2/3 for 4 that can either gain a +1/+1 counter or return an
artifact or enchantment from your graveyard to your hand as it enters play. You
can also let the dogs out by casting Release
the Dogs a 4 mana spell which creates 4 1/1 white dog tokens, although
unless you have some way to buff these dogs their arrival may be slightly anticlimactic.
Finally Jump Start contains a thematically
appropriate plains cards featuring some Dog-based artwork, which you can use to
bling out your deck, possibly alongside a Cat-based forest if you’re running a Rin and Seri deck.
A Side Note on Cerberus
Before we get to the grades, I would just like to take a quick moment to discuss how Magic the Gathering has portrayed one of the most famous dogs of Greek Mythology. Cerberus, the pet of Hades and the guard dog of the Underworld has been represented on several Magic the Gathering cards.
There are also two widely different, but equally flavourful, portrayals of Cerberus, which I feel deserve attention here. Underworld Cerberus from the original Theros can’t be blocked except by three or more creatures, demonstrating the fact that it has three heads. Underworld Cerberus also prevents cards in graveyards from being targeted by spells or abilities, showing that whilst Cerberus is guarding the gates, access to the underworld is sealed off. But when Underworld Cerberus dies, every creature in each players’ graveyard returns to play in a chaotic burst, as the souls of the dead flood back into the mortal world. Kunoros, Hound of Athreos, released in Theros Beyond Death, has an arbitrary collection of Keywords, as many modern legendary creatures often do. In addition, Kunoros prevents creatures and spells from the graveyard from being cast. An effect which was incredibly relevant in the Limited environment of Theros Beyond Death, which was based around the Escape mechanic, causing spells and creatures from the Graveyard to thematically escape from the Underworld and return to play. A feat that can no longer be accomplished whilst Kunoros is on the battlefield.Arbitrary
Grades
Flavour: B
So what comes to mind when we think of dogs? A few words that come to mind are loyalty, companionship, optimism and energy. How well does Magic the Gathering convey these ideas?
The loyalty of Dogs to their owners
is demonstrated in an often tragic way. Many dogs, such as Selfless Saviour and Resolute Watchdog can sacrifice
themselves in order to grant another creature indestructible, thematically these
doggos are leaping in and taking a lethal blow for their master. Companionship is demonstrated very literally through
Dogs which possess the Companion mechanic such as Chakram Retriever and Pako, Arcane
Retriever. Both of these Dogs can also play
fetch with their companions. This is represented by Chakram Retriever untapping Chakram Slinger each
time you cast a spell and Pako placing
fetch counters on cards from each player’s library which you can then cast through
the effect of Haldan
Avid Arcanist.
Finally the optimism and energy of
dogs is reflected by giving some of them a handful of abilities like First
Strike and Haste, showing how they will bound towards opponents, just as real
dogs bound towards their owners when they return home.
All in all, I think the Dogs of Magic
are authentically portrayed. Perhaps a few more of them could have keyword abilities
like Haste and First Strike as only a small amount have these
flavourful energetic abilities. Furthermore, maybe loyalty could be
demonstrated in new, non-lethal, ways. For example, some Dogs could be printed which
cannot change controller. This would mean that they no longer to sacrifice
themselves in order to prove their loyalty, as I don’t know how many more dogs
forced into martyrdom my poor heart can take.
Viability: D
Awarding a grade here is slightly
difficult. It can only really be
speculative, as the support which Core Set 2021 and Jump Start
will provide have yet to arrive. It seems as though Rin and Seri decks will work in Commander, and
possibly even in Standard, but those decks aren’t really ‘Dog Tribal decks’ as
you’ll need to make use of several cats as well.
So running an independent Dog deck currently seems difficult. Core Set 2021 does represent a massive increase in support for Dog-decks and it is possible that they will become increasingly viable as time goes on. For now, however, a D seems appropriate.
Best and worst cards:
The best Dog is difficult to determine. There have only been a few powerful and impactful Dogs in Magic’s history. Wild Mongrel is a powerful enabler of the Madness mechanic, as it enable you to discard as many cards as you need to at any given moment. Isamaru, Hound of Konda is another powerful Dog who is notable for being the only 1 mana 2/2 creature in the game with no downside, aside from being Legendary. Though the card is, as yet, unreleased (at least outside of arena) Pack Leader is probably a contender here. None of these cards are terribly game breaking, however, and there’s definitely room for more powerful Dogs in the future.
The worst Dog, however, is a clear choice. Filthy Cur is a 2 mana
2/2, but any damage it takes is dealt to you.
Although its stats are far from awful, it is often a massive liability,
especially when you are playing against a Red deck, as their removal suite is
based on effect which deal damage. A Shock or a Lightning Bolt is
twice as painful if it zaps both you and your pet.
I mentioned above that Wild Dogs changes sides during each of your upkeep phases.
As a 2/1, for 1 mana it definitely doesn’t have the stats to justify this deeply
negative ability, it didn’t when it was printed and it certainly doesn’t now.
The fact that the card can simply be cycled away, however, prevents it from
being as bad as Filthy
Cur, as you can just pay a bit of mana and swap it for the top card in your
deck if an opponent has significantly more life than you.
Tuesday, 16 June 2020
The History of Magic the Gathering Told Through a Card From Every Set - 2: Fallen Empires-Weatherlight
Tuesday, 2 June 2020
The History of Magic the Gathering Told Through a Card From Every Set - Part 1: Alpha-The Dark
Tuesday, 19 May 2020
Unusual Tribes 13: Golems
Precursor Golem is a high risk, high reward Golem tribal card to consider. The card certainly offers a powerful effect upfront, bringing out three 3/3 Golems for only 5 mana. Precursor Golem then has an effect which is largely a downside. Whenever an instant or sorcery targets only a single Golem you control, it instead targets every Golem you control. Although this does make combat tricks you cast, like Giant Growth, much stronger, as they power up your entire field, this positive is outweighed by the effects negative implications. Whilst Precursor Golem is in play a single removal spell targeted at one of your Golems will kill them all. Ideally you want to get Precursor Golem killed in combat as quickly as possible, so that you don't have its effect hanging over your head.