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.
As you may have guessed from the title, Giants will be the
subjects of this week’s piece. Giants are both
more populous (with 166 cards printed) and a little bit more popular than the
tribes usually examined in these articles. Nevertheless, as this is the 10th
article it seemed appropriate to explore a tribe that has a lot of members, whilst
still being less supported collectively than the likes or Goblins or Elves. Giants
even received a tribal preconstructed Commander deck with 2015’s Wade Into
Battle although, unfortunately, many do not consider this precon to be paticularly
good. It is constructed in the Boros colour pair, which is infamously
problematic in Commander due to its limited access to ramp and card draw spells.
Furthermore Kalemne,
Disciple of Iroas, the deck’s leader, is generally considered to be one of
the weaker Commanders introduced that year.
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.
Primeval
Titan, if not quite as powerful as Grave
Titan, is arguably the member of the cycle who has most
impacted the game. Primeval
Titan has Trample
and puts two tapped lands from your library into play when it enters the
battlefield or attacks. This ramping effect makes it the centre piece of so called
‘Amulet Titan’ decks in Modern. ‘Amulet Titan’ is a complex combo decks that
relies on rushing Primeval
Titan out quickly, and then making use of Amulet
of Vigour to untap lands. These untapped lands are then used
both to generate mana and to buff Primeval
Titan to insane levels
of power, such as by granting it Double Strike through the effect of Sunhome,
Fortress of the Legion. Outside of Modern, Primeval
Titan was once a
massive presence in Commander. Due to the length of Commander
games, and the variety of powerful lands available in the format, being able to
place multiple lands down every turn often quickly spirals out of control. This
resulted in the card being banned in the format.
Sun
Titan and Inferno
Titan are both reasonably strong cards.
Sun
Titan fetches permeants which cost 3 or less mana from the graveyard,
whilst Inferno
Titan deals 3 damage divided across any number of targets. Though too
expensive, and not quite impactful enough, for use in Modern, these two Titans
see frequent play in Commander.
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
Stone
Giant is one of the first Giants brought into the game. Introduced in Alpha,
alongside Hill
Giant and Two-Headed
Giant of Foryis, Stone
Giant sets himself apart from his two contemporaries by having a very
evocative effect. Stone
Giant can be tapped down to grant Flying to a creature you control with
toughness less than Stone
Giant’s until the end of turn. That creature is then destroyed at the beginning
of the end step. This ability demonstrates Stone
Giant flinging a smaller creature through the air towards the foe. Stone
Giant shows that, as far back as the game’s beginning, Magic the
Gathering has always been home to creative ways of conveying concepts.
As Giants were one of the featured tribes of Lorwyn
Block, a small number of Giant ‘tribal’ cards exist, that is to say non
creature cards with the Giant subtype. Crush
Underfoot, Favour
of the Mighty, Feudkiller’s
Verdict and Giant’s
Ire are a selection of Instants, Enchantments and Sorceries which bear the
Giant subtype. Crush
Underfoot and Giant’s
Ire both reward you for having a Giant in play. Favour
of the Mighty grants the creature with the highest converted mana cost protection
from all colours, implicitly rewarding you for playing Giants due to their high
mana costs. Finally, Feudkiller’s
Verdict encourages you to become a Giant yourself, granting you ten life
and placing a 5/5 Giant Token into play if you then have more life than an
opponent. The flavour text of Feudkiller’s
Verdict states that ‘There are all kinds of strengths, but if you have
strength of soul, the others will follow.’ The life gain the card provides
demonstrates the caster acquiring this ‘strength of the soul’ and the Giant
token created demonstrates how this inner strength lends itself to other forms
of power.
‘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.
Two Giants from Theros block pay homage to characters
from Greek mythology. Bearer
of the Heavens references the Titan Atlas, a being condemned to carry the
sky upon his back for all eternity. The name and art of Bearer
of the Heavens make clear its duty to separate the sky from the earth, as
does its effect. In the event that Bearer
of the Heavens dies, all permeants on the battlefield are destroyed at the
beginning of the next end step, demonstrating the sky crashing into the earth.
Furthermore, the card’s flavour text ‘To hold the heavens from the earth is no
curse, but a titanic responsibility’ surely uses the word ‘titanic’ to
demonstrate how Atlas, the card’s inspiration, was a Titan.
The card Titan
of Eternal Fire is a clear demonstration of the myth of Prometheus. In
Greek mythology Prometheus stole the secrets of creating fire from the Gods and
granted it to mankind. Titan
of Eternal Fire grants all of its controller’s Human creatures the ability
to tap themselves and pay 1 red mana to deal 1 damage to any target. A non-subtle,
yet still neat, reference to him granting mankind the ability to use fire. Prometheus’ punishment, being strapped to a
mountain and having his liver constantly pecked out by gulls, is also
referenced in Theros through the card Chained
to the Rocks.
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
Giants have a lord in the form of Sunrise
Sovereign. Sunrise
Sovereign grants other Giants +2/+2 and Trample. Unfortunately the Sovereign
also bears the weighty drawback of costing six mana, making it significantly
more expensive than most other lords. Furthermore, although the bonuses the Sovereign provides are significant, unlike Gargos,
Vicious Watcher, he does nothing to
reduce the mana cost of other members of the tribe. This is significant as many
Giants, due to their colossal size, have a fittingly large mana cost. Only a
small number of them cost less than 3 mana. Although Stinkdrinker
Daredevil exists, who reduces the mana cost of all Giants by 2, the fact
that these effects are not merged on a single card hurts the viability of the
tribe. These factors render building effective Giant tribal decks
difficult outside of EDH.
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
The primary thing to note about Giants is that… well that
they are giant. Wizards of the Coast demonstrate this by printing Giants as expensive
creatures with large stat blocks. Of course, if this was all, Giants would not
be earning a B here. Giants’ colossal
size is also demonstrated through several other, creative, means. Whether it’s through cards such as Stone
Giant or Brion
Stourarm demonstrating their vastness through throwing
smaller creatures or Realm-Cloaked
Giant being literally so massive that the entire
battlefield sits upon his back and can be cast off. Magic the
Gathering also effectively demonstrates the diversity of Giants, as creatures
present in all manner of popular media. Whether they are the Fee-fi-fo-fum foes
of Fairytales, as demonstrated by cards such as Beanstalk
Giant and Blind-Spot
Giant, or hulking monstrosities from Gothic Horror stories such as Skaab
Goliath .
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:
Unsurprisingly perhaps, due to the entire section dedicated
to how powerful they are above, most of the members of the Titan cycle are
eligible to be considered the best cards of the tribe. Grave
Titan and Primeval
Titan edge out the others and a fair case could be made to declare either
the most powerful Giant. Grave
Titan due to the huge amounts of power it
brings to the board and Primeval
Titan due to its crazy combo
potential.
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.
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