Thursday, 16 January 2020
The Importance of Cycles: A Macready Musings Video Essay
As I mentioned in my Christmas update, I've been planning on experimenting with the types of content I provide. As such, I'm very excited to present 'The Importance of Cycles' my debut as a Youtuber. I hope you enjoy it.
Thursday, 9 January 2020
Unusual Tribes 10: Giants
Intro
Welcome to the 10th Unusual Tribes article. It’s
hard to believe that I have been analysing Magic the Gathering’s presentation
of niche Creature types for 10 weeks now, but here we are. Next week look out
for something a little bit different, but still Magic the Gathering related.

There are giants of all five colours, although they are most
commonly printed in Red. 88 of the games 166 giants having red somewhere in
their colour identity. This is followed by white, which features 44 Giants. As they
are a common feature in many different types of fantasy stories, Giants are a
near universal presence across the planes of the multiverse. From Diregraf
Colossus on Innistrad, to Hammer
Dropper on Ravnica.
The Titans
By far the most famous Giants in Magic the Gathering are the
Titan cycle. First printed in Core Set 2011 and then reprinted next year
in Core Set 2012, the Titan cycle contains several extremely powerful
cards… As well as Frost
Titan. Each of the Titans costs 6 mana and has an impactful enter the
battlefield effect, which is repeated whenever it attacks.
Grave
Titan is, arguably, the most powerful member of the cycle. A 6/6 who brings
out two 2/2 Zombie tokens when it enters play for only 6 mana offers incredible
value. That Grave
Titan generates another two Zombies every time it attacks only serves to
make it even more absurdly strong. Grave
Titan also has Deathtouch. This isn’t terribly useful on a 6/6 creature but
is still a nice bonus.


Frost
Titan, as mocked above, has been the member of cycle which has made the
least impact on any format. The card can
usually be purchased for pocket change in contrast to Grave
Titan which will typically set you back $10.00 or more. Though not a bad card by any means, Frost
Titan simply doesn’t impact the board anywhere near as heavily as his counterparts
in other colours. Tapping an opponent’s creature for a prolonged period is
certainly useful. Though this effect is nowhere near as useful as destroying
them (as Inferno
Titan does) or generating 4/4 worth of stats spread out over two bodies (as
Grave
Titan does).
Other Giants


‘Tribal' cards were a short-lived
addition to the game, that was never seen again after Rise of the Eldrazi
in 2010. They were seen as adding too much unnecessary complexity. Whether this
is a shame or a relief largely depends on who you’re asking. The short-lived nature of this card type means that
Giants join a small selection of other creature types in also describing Instants,
Sorceries and Enchantments.
Boldwyr Intimidator is one of the game's most famous giants. A 5/5 Giant Warrior, Boldwyr Intimidator bears the ability 'Cowards can't block Warriors' and, for a small payment in mana, can turn targeted creatures into either Cowards or Warriors. This ability shows Boldwyr Intimidator living up to his name, he is intimidating his foes and cowing them into submission. Boldwyr Intimidator's fearsome nature is further evidenced by the card's flavour text 'Now everyone knows what you are' showing how he has proven the cowardice of his foes to the world.
Boldwyr Intimidator is one of the game's most famous giants. A 5/5 Giant Warrior, Boldwyr Intimidator bears the ability 'Cowards can't block Warriors' and, for a small payment in mana, can turn targeted creatures into either Cowards or Warriors. This ability shows Boldwyr Intimidator living up to his name, he is intimidating his foes and cowing them into submission. Boldwyr Intimidator's fearsome nature is further evidenced by the card's flavour text 'Now everyone knows what you are' showing how he has proven the cowardice of his foes to the world.


In the event that we ever go to Kaldheim (a plane inspired
by Norse Mythology seen only in Planechase and a handful of Core Set
cards such as Dwarven
Priest) Giants will almost certainly be a large theme of any set based
there. As the Giants or Norse mythology are the ancient rivals of the Nordic
pantheon’s gods, some Legendary Giants are practically guaranteed.
Gigantic Synergies

Lorwyn also provided support to Giant decks in the
form of Giant
Harbinger. Each of the major tribes of Lorwyn received a harbinger card
which allowed its controller to place a
card of the corresponding creature type on top of their library. Unfortunately Giant
Harbinger is, arguably,
the worst card of the cycle. He costs, a staggering, 5 mana which is
egregiously expensive. This is especially notable when the card is compared to Treefolk
Harbinger and Flamekin
Harbinger who provide the same effect, for Treefolk and Elementals
respectively, whilst only costing a single point of mana.
To end this, currently quite gloomy, segment on a positive
note it’s worth saying that Giants do possess one thing which few other tribes
do. Realm-Cloaked
Giant’s adventure ability destroys all non-giant creatures in play. This is
a tremendously useful board wipe effect as, in Giant tribal decks, it leaves
your board completely intact whilst, likely, completely eradicating all of your
opponents’ creatures.
Arbitrary Grades
Flavour: B

Viability: C+
Though hardly unsupported (especially when compared to some
of the earlier tribes analysed in this series such as Vedalken and Skeletons) Giants
are not a top tier tribe. Collectively the creatures of the tribe cost too much
mana to see play outside of EDH and, even in Commander, they are scattered
across the colour pie.
Morophon,
the Boundless makes an excellent Commander for Giant tribal decks. Morophon
allows players to gather together Giants of every colour and provides the cost
reduction, which they so desperately need.
Due to their size, many giants can also be utilised in
conjunction with cards which care about having high power such as Colossal
Majesty, Crater’s
Claws and Kiora,
Behemoth Beckoner. There are many individually strong giants, such as the
Titan cycle listed above, so they make worthy additions to many decks and
building a deck incorporating them is certainly a possibility. The future also looks bright for Giants. New
members of the tribe are introduced in almost every set and they are likely to
play an important role in Kaldheim, in the likely event that we eventually
venture to that corner of the multiverse.
Best and Worst Cards:

Looking past the Titan cycle,
however, there are a selection of other Giants worthy of giving an honourable
mention to. Diegraf
Colossus is an essential component of most Zombie tribal
decks and, just like Grave
Titan, is capable of flooding the board with 2/2 Zombie
tokens. Nylea’s
Colossus can
accomplish some truly crazy things. Its ability to double creatures’ power
multiple times per turn is exceedingly powerful, at least in Commander where
expensive creatures are at their most viable. Though perhaps, all things
considered, Nylea’s
Colossus is one of the
more fun members of the tribe, rather than one of the more competitively
viable.
There are two cards worth mentioning as potential candidates
for the worst member of the tribe. Hired
Giant allows your opponents to fetch a land card from their library and put
it onto the battlefield as it enters play. This is a disastrous downside;
especially as non-basic lands can be retrieved enabling combos and other
nastiness. The card also only possesses average stats for its cost, at least by
today’s standards, being a 4/4 for 4 mana.
Karplusan
Giant as a 3/3 for
7 mana is massively overcosted. Although the card can gain +1/+1 through
tapping snow-covered lands you need to tap down 4 such lands each turn merely
to break even and give the cards stats equal to its converted mana cost. Even then, the card has no keyword abilities,
such as Trample, making it not worth the investment.
Thursday, 2 January 2020
Unusual Tribes 9: Hydras
Introduction


Although Theros: Beyond Death will undoubtedly
contain a handful of Hydras, as the plane of Theros is inspired by Greek
mythology, this article will be spoiler free. After the set is released, if any
of these Hydras are notable enough to warrant mention here, information about
them will be retroactively added in.
Heads and Tails

Protean
Hydra is one of the more flavourful Hydras in the game. It perfectly
captures the idea of two heads growing back from the stump each time a single
head is decapitated. Whenever Protean
Hydra takes damage, it loses that number of
heads, in the form of+1/+1 counters. 2 +1/+1
counters are then placed upon it at the next end step, for each counter which
was removed that turn. This shows new heads sprouting from the severed stumps.

Kalonian
Hydra is a peculiar card, in terms of how it conveys the
idea of being a Hydra, but a brilliant support card to other members of the
tribe. Kalonian
Hydra enters play with 4 +1/+1 on it. Whenever it attacks,
the number of +1/+1 counters on it is doubled as well as the number of counters
on every other card its owner controls. This effect works brilliantly when
played alongside other Hydras, as many of them will also be covered in +1/+1
counters. The flavour text of Kalonian
Hydra ,‘Even baloths fear its feeding time’, implies that
the +1/+1 counters on the Hydra are doubled due to it feasting on prey. This is
slightly inconsistent with other members of the tribe, where the +1/+1 counters
are used to represent additional heads. Perhaps feasting on baloths causes Kalonian
Hydra to sprout new
heads?
+1/+1 counters are not the only way that the multiple heads
of Hydras are demonstrated through game mechanics. In multiplayer, Hydra
Omnivore deals its combat damage to every opponent, reflecting how each of
its heads is lashing out at a different foe. Similarly, Savageborn
Hydra possesses Double Strike to reflect how its multiple heads enable it to bite opponents several times simultaneously.
Gargos and Other Hydra Legends
Until the release of Core Set 2020 Hydras did not
really have a lord. That all changed
with the printing of Gargos,
Viscious Watcher.


Arbitrary Grades
Flavour: A
The primary attribute which distinguishes Hydras from each
of the game’s other creature types is their multiple heads. By tying heads into
+1/+1 counters, Wizards of the Coast have created an effective and consistent
means of showing off what makes Hydras novel, and demonstrating them losing and
gaining heads over the course of a fight. It is perhaps curious that this
ability is not universal amongst all Hydras, and some have a predetermined amount
of power and toughness, or else do not interact with +1/+1 counters at all. Overall,
however, it is probably for the best that every Hydra in the game is not simply
a creature with X in its mana cost that gains +1/+1 counters equal to the value
of X. This ensures that the design space for Hydra cards is significantly wider
than merely being a series of, marginally altered, duplicates of Rock
Hydra. Cards such as Hydra
Omnivore and Savageborn
Hydra are also effectively able to portray their multiheaded
nature.
Viability: B

Best and worst cards:

Voracious
Hydra is another member of the tribe made powerful due to its versatility. Voracious
Hydra fits into the long line of Hydras where X can be paid in order to
give it +1/+1 counters. As Voracious
Hydra enters the battlefield it can either fight a creature your opponent
controls, or the number of +1/+1 counters on it can be doubled. The Hydra
can thus be a removal spell attached to a decently powerful creature, or simply
an overwhelmingly powerful threat.
A final Hydra worthy of mention here is Hydra
Omnivore. An 8/8, for a mere 6 mana, Hydra
Omnivore has stats
worthy of its cost. The Omnivore deals damage to every single opponent in multiplayer
games. If it can be made unblockable, such as through the use of Aqueous
Form, then the Omnivore quickly shifts the balance of
multiplayer games in its controller’s favour. Although this comes with the
downside of Hydra
Omnivore being a lightning
rod for removal and often drawing out the fury of the other players at the
table.

[1]
More information about Iconic Creature types can be found in this article by Mark
Rosewater which defines the term https://magic.wizards.com/en/articles/archive/making-magic/building-better-monster-2013-11-11
[2] Hexdrinker is the 2nd card to have 'Protection from Everything'.
[2] Hexdrinker is the 2nd card to have 'Protection from Everything'.
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