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.
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