Intro
After a long hiatus making video-essays, it’s back to
business as usual with another Unusual Tribes column. In line with the,
relatively, recent release of Theros: Beyond Death this week’s piece
will focus on analysing the viability of Centaurs, a common tribe on this plane
inspired by the myths of Ancient Greece.

Centaurs are available in every colour, with the exception
of blue, but are primarily printed in Green. Their association with the
Selesnya and Gruul on Ravnica means that there are many Green/White and
Green/Red Centaurs.
As well as Creature cards, a number of Magic’s Instants and
Sorceries generate Centaur tokens. Centaur
Glade is able to repeatedly generate new Centaurs, albeit for a steep price
in mama. You can also give your opponents some Centaurs by playing Hunted
Horror or Rampage
of the Clans. Just like, arguably, the most famous member of the tribe Centaur
Courser each of these Centaur tokens is a 3/3.
Many Centaurs possess the ability Trample. Obviously this is
logical in terms of their position in the colour pie, as they are primarily
printed in green. Flavourfully it is also makes sense as they are half horse
and thus naturally have the ability to run roughshod over their foes.
Centaur Identity


Yet depictions of the Pheres-Band do not only focus upon
their love of combat. A card simply called Pheres-Band
Centaurs contains a passage of
flavour text which portrays them in a different light. An observer of the clan In
the Theriad, Theros’ equivalent of the real life Homeric Epic ‘The Iliad’, states
that the’ true strength’ of the Pheres Band lies in their, ‘unwavering loyalty
to one another’. Although this quote sound a little more like it was
plucked from a Saturday morning cartoon than a Greek epic, it offers a nuanced
look at the Pheres-band, and presents them as being more than simply violent
thugs. This kind of multi-faceted presentation is always essential for more
fully fleshing out a faction.

The Centaurs of Dominaria fuse these two contrasting
depictions together. They act as the defenders of the forest of Krosa and were
formerly led by the pit fighter Seton,
Krosan Protector. Seton bears the flavour text ‘Survival of the fittest is
not only the law of the pits, it is the law of nature. That is why I fight’.
This demonstrating the merging of the violent and druidic presentation of
Centaurs in other portrayals. Seton fights, but do so to ensure that nature
takes its course and that the fittest survive, merging these two contrasting ideologies
in a suitably green way.
Although the forest of Krosa rotted away towards the
conclusion of the storyline of the Odyssey-Onslaught arc, over the years since
it has slowly returned to its former state of grandeur. This restoration was
achieved partialy through the aid of its centaur protectors. Krosan
Druid, a centaur healer, demonstrates this through its flavour text ‘Druids
endure disaster as seeds endure winter. Now Krosa blooms once more’. The card’s
role in the healing the forest is made clear as, if Krosan
Druid enters play kicked, she heals her controller for 10 life.
Notable Centaurs

Nikya
of the Old Ways is both the leader of the Zhur-Taa, one of the Gruul clans
of Ravnica, and a very interesting commander. Nikya
adds an additional mana to your mana pool each time you tap one of your lands,
but in return prohibits you from casting non-creature spells whilst she is in
play. This has some fascinating deck building possibilities as it allows you to
race out incredibly powerful creatures incredibly quickly, but obviously
majorly restricts your ability to deck build with non-creature spells. In a
nice piece of flavour, Nikya’s
ability synergises well with Bloodrush, the Gruul mechanic from Gatecrash.
Creatures with Bloodrush can be discarded from the hand and used as combat
tricks, which will surprise any opponent facing down a Nikya
deck who will not expect combat tricks to go off in a creature based deck.
Stonebrow,
Crossan Hero is another notable centaur
commander, although one who is used rarely. Stonebrow
can also be placed at the head of a deck featuring lots of other cards with
Trample, as he gives every creature you control with the ability +2/+2 when
they attack.

Arbitrary Grades
Flavour: C
The Centaurs of Magic have a dual character. Some, such as
the Centaurs of Selesnya and those of the Lagonna band, are peaceful and
pacifistic. Whilst some, such as the Centaurs of the Gruul clans and the
Pheres-Band, are more warlike and extreme. This is a nice demonstration of
Green’s interaction with its allies, the two colours adjacent to it on the
colour wheel. Red brings out nature’s more violent and impulsive side, whilst
White brings out its more serene and communal character. Additionally, As mentioned above, some of them have trample
demonstrating their horse-like nature. Beyond this Centaurs do not offer
anything overly exciting or novel.
Unlike tribes such as Hydras, who demonstrate their many
heads through creative use of +1/+1 counters, or Rats, who amass and swarm both
through your library and the battlefield, Centaurs don’t really offer anything
incredibly unique. So a solid C seems
fitting here, a well done execution of the dual character of nature, but one
which doesn’t venture too far outside of the box.
Viability: C

Best and worst cards:
Courser
of Kruphix is fairly unambiguously the best members of the tribe for all of
the reasons listed above. Although Courser
of Kruphix emerges significantly ahead,
there are some lesser known Centaur who deserve a bit of light shed onto them.
Although too expensive to play outside of Commander, Stonehoof
Chieftain massively impacts the game when he hits the field. The largest
member of the tribe, at 8/8, Stonehoof
Chieftain has both Trample and Indestructible and grants these two
abilities to other creatures you control whenever they attack.
Herald
of the Pantheon is a very useful card to make
use of in Enchantment matters decks. Making each of your Enchantments one mana
cheaper, and granting a trickle of life whenever one is played. Spellbane
Centaur acts as a brutal answer to any opponents playing Monoblue decks. He
renders them completely unable to target creatures you control with blue spells
or abilities.
Also, though it’s far from the best card in the tribe Centaur
Courser deserves an honourable mention here. Printed across five different
core sets, and a pretty decent pick in each of them, the Courser
is the most reprinted card in the tribe and serves as an eternal reminder to
that Centaurs are marginally stronger than Bears.

Ghor-Clan
Savage is another bad Centaur. With the, widely considered to be
underpowered, Bloodthirst mechanic Ghor-Clan
Savage costs five mana and enters play as either a 2/3 or a 5/6 depending
on whether the opponent has taken damage this turn or not. Horribly weak
for it’s cost if the condition has not been met, and only marginally above
average if it has, Ghor-Clan
Savage is not a great card. Despite this, Ghor-Clan
Savage still stands head and shoulders above many of the previous ‘worst
cards’ discussed in this column.
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