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.
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.
Thursday, 2 January 2020
Unusual Tribes 9: Hydras
Introduction
This week’s Unusual Tribes article will focus on Hydras. The
Hydra was a many headed beast slain by the Greek hero Heracles, or Hercules in
adaptations made by the Romans and the Disney corporation. Each time one of the
Hydra’s heads was cut off two more would grow in its place, unless the stump of
the neck was burned away with fire. Hydras are considered green’s ‘iconic
creature type’, a term meaning that they are large creatures typically,
although not always, printed in a single colour. This places them alongside
Angels, Sphinxes, Demons and Dragons, who are the iconic creatures of white,
blue, black and red respectively.[1]
Despite their modern association with green, Hydras were initially printed exclusively
in red. Rock
Hydra, the first Hydra ever printed, was a red card. Rock
Hydra was then followed by several other mono-red Hydras including Balduvian
Hydra, Ancient
Hydra and Molten
Hydra.
The first green Hydra would not see print until 2005 in Ravnica:
City of Guilds. Phytohydra
was a green/white Plant Hydra aligned with the Selesnya Conclave. Phytohydra
would later be joined, in the same block, by Ulasht,
the Hate Seed and Sprouting
Phytohydra. Interestingly, of these 3 hydras, only Ulasht,
the Hate Seed was not a Hydra/Plant. As Ulasht
is the only one of the three to have red in its colour identity this suggests
that red was still the colour primarily associated with hydras, with the green
of the other Hydras coming stemming from their Plant creature type. The printing
of Khalni
Hydra in 2010’s Rise of the Eldrazi marked
the decisive shift of Hydras from red to green. Khalni
Hydra is officially the greenest card ever made. It costs 8
green mana, that is to say it has 8 individual green mana pips in its casting
cost. This gives Khalni
Hydra the single most mana pips of any, black-bordered,
card in the game. It loses out only to B.F.M.
(Big Furry Monster), a joke card printed in Unglued,
which costs 15 black mana. Khalni
Hydra’s cost is
reduced by one green for each green creature controlled by its owner,
demonstrating further that Hydras are now aligned with green.
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
Typically, Hydras many heads are represented through +1/+1
counters. This is made clear when looking at the first hydra printed, Rock
Hydra. Like many of Magic the Gathering’s oldest cards, Rock
Hydra’s original rules text is incredibly bizarre by modern standards. The card costs 2 red mana + X and states, ‘Put X
+1/+1 counters (heads) on Hydra. Each
point of damage Hydra suffers destroys one head unless R is spent. During upkeep new heads may be grown for RRR
apiece’. The first clause of Rock
Hydra’s effect has been replicated on many of Magic’s
later Hydras. Of the 48 Hydras in the game, 18 of them (or 37.5%) have X in
their mana cost. Each of these Hydras enters the battlefield with X +1/+1
counters on it.
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.
Interestingly, Phyrexian
Hydra works in the opposite way to Protean
Hydra. Any damage dealt to
Phyrexian
Hydra is prevented, but in return, a -1/-1 counter
is placed on the card. This, coupled with the card possessing the ability
Infect, demonstrates that Phyrexian
Hydra grows more and more diseased and sickly as it takes more and more damage.
This is an interesting demonstration of the nature of the Phyrexian infection, which
spread across Mirrodin, but a slightly strange take on a Hydra. Perhaps the
card does the opposite of what other Hydras do to reflect Phyrexia’s status as
an absurd and nightmarish world where nothing works as would be expected.
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.
Gargos
is the ideal commander for a mono-green hydra deck. Although Gargos does not
provide +1/+1 to each Hydra you control, he reduces the price of every other
Hydra in his controller’s deck by 4 and fights an opponent’s creatures whenever
one of your creatures is targeted by a spell. Gargos’
price reduction effect is extremely valuable. Being able to bring out Oran-Rief
Hydra or Hydra
Omnivore for a mere two mana is quite intimidating. Furthermore, this cost
reduction ability synergises effectively with the series of Hydras who have X
in their mana cost, such as Protean
Hydra and Hooded
Hydra. As each of these Hydras get +1/+1 equal to the value of X, Gargos
effectively grants each of these Hydras four extra power and toughness. Gargos’
fight ability is also useful, as it essentially turns your opponent’s removal
spells into two for ones. Gargos will fight, and presumably destroy, one of
their creatures in the event that they attempt to target one of your Hydras
with Swords
to Plowshares.
For all of Gargos’
strengths, the card has one major flaw as a commander. Sadly, due to only
possessing green in his colour identity, a deck led by Gargos
loses access to several of the most powerful members of the tribe. This includes
such cards as Hydroid
Krasis and Savageborn
Hydra. This leaves EDH decks which want to run many non-green Hydras with
several potential alternatives, namely, Gyrus,
Waker of Corpses, Ulasht,
the Hate Seed and Progenitus.
Although each of these cards are Hydras, they do not synergise nearly as well
with other Hydras as Gargos’
does, and pull you towards other strategies. Gyrus,
Waker of Corpses works best in a graveyard reanimation deck. Ulasht,
the Hate Seed wants to be in a go-wide deck. Progenitus,
as one of only two cards to bear the clause ‘protection from everything’, wants to act
as the centrepiece of a battlecruiser strategy. [2] In summary, despite losing
access to several members of the tribe, the sheer impact of Gargos’
ability in a Hydra deck makes him the premier choice for Hydra tribal. The
other legendary Hydras encourage you to run alternative strategies.
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
Hydras have always been powerful creatures, yet green has no
shortage of strong threats. Gargos has done a lot to make the tribe more
viable collectively as he circumvents Hydras’ most significant weakness, their
high cost. Given how recently Gargos was released, and Hydras’ status as
green’s iconic creature type, it seems highly possible that more Hydra tribal
support is incoming in the future. The many Hydras who rely on +1/+1 counters
also make them a great fit in decks that revolve around Proliferate and other
mechanics which increase the number of +1/+1 counters in play. Kalonian
Hydra is an essential component in any EDH deck in which
+1/+1 counters are a major component, and works well alongside other Hydras. Furthermore,
as was discussed above, there are several Legendary Hydras who make interesting
centerpieces to novel deck concepts.
Best and worst cards:
Hydroid
Krasis is certainly the most used card of the tribe at the present moment.
Simic Ramp decks are currently very popular in Standard, even if they don’t dominate
the meta as they once did in the days prior to the banning of Oko. Hydroid
Krasis is able to offer these decks the dual utilities of card draw and
life gain attached to an incredibly evasive threat. A Hydroid
Krasis, with enough mana
thrown into it, effectively
makes its caster’s victory an inevitability.
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.
Not every Hydra can get ahead like
those mentioned above. Molten
Hydra is one of the absolute worst cards of the tribe. It hits
the battlefield as a 1/1 for 2 mana. Though Molten
Hydra has the ability to place +1/+1 counters on itself,
and to remove these counters to damage opponents, the fact that placing each of
these counters costs 3 mana ensures that you’re merely sinking more mana into
an already overcosted card. Balduvian
Hydra is another member of the tribe headed straight for
the trash. Unlike every other Hydra with X in its casting cost, Balduvian
Hydra places +1/+0 counters on itself, rather than +1/+1
counters, ensuring that it will only ever enter play with a single point of
toughness. this is somewhat mitigated by
the fact that a counter can be removed to prevent a point of damage from being
dealt to the Hydra. Having a 4/1 for six mana is a terrible deal. This is especially
notable, considering that Balduvian
Hydra grows weaker every time it is blocked by creatures
with a single point of power or more.
[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'.
Wednesday, 25 December 2019
A Christmas Update & The Future of Macready Musings
Merry Christmas everyone. Just a quick update today to share two pieces of news...
1. I am taking Christmas off, so there will be no Unusual Tribes column this week. I hope you all have a happy holiday season and that you have a good time, whatever you are getting up to. Maybe try a Christmas Chaos Draft?
2. I felt it was best to say something here regarding my plans for the future of this blog. I have been pleasantly surprised, and quite humbled, by the attention my articles have received. Thank you all, sincerely, for your views and your support.
Whilst writing this column is a tremendous amount of fun, and I intend to continue writing new Unusual Tribes articles into the foreseeable future, I am also hoping to expand the sort of content I upload here in several ways.
Primarily, I would like to supplement my written articles with videos. I have something in the works already which I am hoping to be able to share early in 2020.
Additionally, I am considering expanding the sort of content I discuss here. This blog's tagline has always been, 'A blog where I ramble about gaming, history and how history has influenced gaming'. Currently I have only discussed Magic the Gathering which, whilst a significant interest of mine, is far from my only hobby. I am planning on creating new content discussing more forms of games, whether they are played digitally or on a tabletop. I would also be keen to try and bring some historical analysis into the mix. I want to discuss the inspiration which top-down sets like Theros, Amonkhet and Kamigawa take from real world cultures.
As always feel free to message me with any feedback, comments or questions at macreadymusings@gmail.com
Thanks and best wishes,
-Macready
Thursday, 19 December 2019
Unusual Tribes 8: Rats
Introduction
Having spent
the last few weeks looking at Dwarves, Orcs and other high fantasy races, it’s time
to return to reality and analyse some tribes of real creatures. This week we’ll
be looking at Rats and exploring how they are portrayed in Magic the Gathering,
and whether you can build a viable decks around them. Despite their
seemingly mundane and unassuming nature Rats possess some of the tightest
synergies of any of the tribes discussed in this series so far. Magic’s
premiere rodents offer some incredibly fun and unique deck building
possibilities.
Magic the Gathering currently features 55 Rats. Every
single Rat which has ever been printed has been black. There are, however, 3 Rats
which are black/red, namely: Gobhobbler
Rat, Sanity
Gnawers and Hellhole
Rats. As the overwhelming majority of Rats are mono-black, it is usually advisable
to run Rats in a mono-black deck.
This is both because other colours don’t have many Rats to offer, and for
budgetary reasons. You probably don’t want to spend too much money on an expensive
land base for a fun, yet gimmicky, deck full of Rats.
Relentless Rat Packs
Rats in Magic the Gathering are known for commonly
possessing 2 sorts of effects. Discard and what is known unofficially as the ‘Relentless
Effect’. This effect lifts
the typical deck building limitation of only being able to run 4 copies
of any given card. This unofficial term derives its name from the card Relentless
Rats, the most famous bearer of the effect. The ‘Relentless
Effect’ demonstrates how rats
live in huge packs, which grow increasingly threatening as they gain more
members. Relentless
Rats gains +1/+1 for each other iteration of Relentless
Rats in play, encouraging players to fill their decks with as many copies
of the card as possible. Rat
Colony also possesses the ‘Relentless
Effect’. When compared with Relentless
Rats, Rat
Colony is one mana cheaper and gets stronger for each other rat your
control, regardless of name. Unfortunately, unlike Relentless
Rats, it has only 1
toughness and only gains +1/+0 for each other Rat in play, leaving it much more
vulnerable.
Several other Rats possess abilities which are similar to
the ‘Relentless Effect’. Plague
Rats was the first Rat ever printed, back in Alpha. It was clearly
intended to be run in decks similar to those structured around cramming in many
copies of Relentless
Rats or Rat
Colony. Unfortunately, due to changes to the rules, Plague
Rats is easily the worst of the three. As Plague
Rats was printed prior to the rule restricting a deck to 4 copies of any individual card, it does not possess
an effect stating ‘A deck can have any number of cards named Plague
Rats’. As a result, it is now impossible to build a working Plague
Rats deck. Even if this were possible, for
3 mana it hits the field as a 1/1, which is an unexciting prospect and makes it
worse than Relentless
Rats. For all of its flaws, Plague
Rats does earn some style points for
having truly unnerving art work.
Rats nature, as pack animals, is also illustrated on the
card Pack
Rat fittingly enough. Pack
Rat gains +1/+1 for each rat in play, showing how the pack gets stronger as
more Rats join. Pack
Rat also allows its controller to discard a card, and pay 3 mana, to create
a token which is a copy of it.
The discarded card represents the Rats consuming food to feed their growing
swarm. This food is likely carrion, as Pack
Rat’s art depicts the pack in the sewers beneath Ravnica. Discarding a card is the closest mechanical means the game
can provide to dropping an unsavoury snack into the sewers to be consumed by Rats.
Discard
and Disease
Now to look
at discard. Rats association with discard effects can be explained in several
possible ways. On one level discard may represent how Rats are stealing from
the opponent. Burglar
Rat is the most explicit in this regard, though the flavour
text of several printings of Ravenous Rats also support
this interpretation. The card states ‘Nothing is sacred to the rats. Everything
is simply another meal’. This reflects real life rats which are
notorious for pinching food and shiny objects.
There are
several, more abstract, interpretations of what these discard effects may
represent. The hand in Magic the Gathering is often used to represent the
thoughts and mental wellbeing of the player’s character. This is evidenced by cards such as Thoughtseize and Mind
Rot which lead to discard as they are a direct assault on the opponent’s
mind. Using this logic, it may seem strange that Rats cause discard. Unlike
Spectres, another tribe frequently printed with discard effects, Rats are not magical
creatures who directly assault the opponent’s mind. The cards discarded may represent how Rats
induce fear into people’s minds, leading to mental agitation and unrest.
A final interpretation
may be that the discard represents Rats spreading disease. This is backed up by
the fact that many of Magic the Gathering’s Rats are associated with illness, for
example Rotting
Rats. Discard
is not the only way through which Magic’s Rats show their propensity to produce
plagues. Ichor
Rats and Septic
Rats both demonstrates Rats’ ability to spread sickness through the use of poison
counters. Whilst Typhoid
Rats represent Rats’ role as carries of deadly diseases via the ability
Deathtouch. The Rats depicted in Disease
Carriers demonstrate the accuracy of their name by giving opponent’s
creature -2/-2.
Kamigawa
and the Nezumi
Rats were pushed most prominently as a tribe during Kamigawa
block. The Nezumi (which translates from Japanese as ‘rat’ creatively enough) are anthropomorphic Rats native to
the plane. As Kamigawa’s Rats are more humanoid than their counterparts on
other planes, the block provided Rats with a slew of subtypes they would not normally
have access too. Nezumi
Cutthroat is a Rat Warrior, Nezumi
Bone-Reader is a Rat Shaman and, of course, due to Kamigawa being based
on Shinto and Japanese mythology, there are a slew of Rat Samurai and Rat
Ninjas.
On Kamigawa, Rats’ typical focus on discard is present, but it
is also expanded in new ways. Gnat
Miser and Locust
Miser both reduce each opponent’s maximum hand size. These effects play
into Saviours of Kamigawa’s ‘hand size matters’ theme, wherein certain
cards put the player at an advantage for having more cards in their hand than
their opponent, such as Akuta,
Born of Ash.
Every legendary Rat ever printed was released in Kamigawa
block. Marrow-Gnawer, the most notable of these Rat legends, warrants his own
section and will be discussed below. Ink-Eyes,
Servant of Oni is a Rat Ninja bearing the Ninjustsu
effect, as many of Kamigawa’s ninjas, whether they are Rats or otherwise, also
do.
This block also featured two Rat flip
cards, a visually unique card
type exclusive to Kamigawa. Nezumi
Graverobber/Nighteyes the Desecrator and
Nezumi Shortfang/Stabwhisker the Odious. Both of these cards tell interesting,
self-contained, tales of mundane rodents rising to infamy. Nezumi
Graverobber empties out an opponent’s graveyard,
as is perhaps appropriate for a Graverobber, before transforming into Nighteyes
the Desecrator. Nighteyes’
ability to return creatures from graveyards to the battlefield demonstrates how they have advanced from
merely robbing the dead to reviving them through necromancy. Although the two sides of this card are inherently non-synergistic (you
can no longer return cards from the dead who Nezumi
Graverobber has exiled,) it still offers a compelling
story. Nezumi
Shortfang, meanwhile, tells the tale of a small-time thief transforming
into the fearsome, if incredibly stupidly named, master criminal Stabwhisker
the Odious. Nezumi
Shortfang’s discard
effect is used to convey the idea of the Rat Rogue robbing your opponent. Stabwhisker’s
effect, which penalises opponents who have few cards in their hand, then demonstrates
a crime lord preying on the poor.
The Witch, the Piper the Slumlord and Marrow-Gnawer
Although there are no Rat ‘lords’ in the strictest terms, meaning
there is no card which provides +1/+1 to all other Rats in play, there are
several Rat support cards, or cards which grant all Rats beneficial abilities. The
first of these is Marrow-Gnawer, a legendary
Rat Rogue printed in Champions of Kamigawa. Marrow-Gnawer grants all Rats Fear, including
himself and any Rats your opponent may control. He also allows you to sacrifice
a Rat to create a number of 1/1 Black Rat tokens equal to the number of Rats
you control. Although Marrow-Gnawer is an expensive card, both in terms of money and mana, he
remains the most obvious choice for the commander of any Rat tribal EDH deck.
Ogre
Slumlord, printed in Gatecrash, is the next notable
Rat support card. The Slumlord creates a 1/1 Rat token for his controller whenever
another non-token creature dies. He also grants all Rats Deathtouch. This effect is reasonably powerful even in
decks which aren’t running any Rats. The Slumlord is considered an auto include in many mono-black EDH
decks, especially those themed around sacrificing creatures. In Rat tribal
decks the Slumlord’s effect grows even better. Ogre
Slumlord grants a
large swathe of your deck Deathtouch, whilst also generating a potentially huge
number of tokens of a relevant creature type.
Throne of Eldraine granted Rat tribal decks three new support cards. Chittering
Witch, from the Savage Hunger Brawl preconstructed
deck, generates a number of 1/1 of rat tokens equal to the number of opponents
you have, and enables you to sacrifice creatures to give target creature
-2/-2. Though obviously non-viable
outside of multiplayer formats, and perhaps more of a sacrifice matters than a
Rats matter card, the Witch is still a potentially fun include in any Rat based
Commander deck. Next up is Mad
Ratter who, sadly, probably isn’t worth including in any Rat
tribal deck. The Ratter is red and is not worth splashing for in an otherwise,
probably, mono-black Rat deck. Furthermore, although its effect generates two
1/1 Rats, it is triggered by drawing a second card in a turn. Although card
draw is always useful, and is available in both red and black, there are no Rats
which provide card draw, meaning that you will need to add draw effects from other
sources.
Although Eldraine’s two prior cards
were perhaps barely worthy of a mention, Piper
of the Swarm is by far the most relevant and
exciting Rat support card from the set. The
Piper grants all Rats Menace. He can also be tapped down to create a 1/1
Rat token, at the cost of two mana, and, for four mana, allows you to sacrifice
3 Rats to gain control of an opponent’s creature. Being able to do all of this
for a mere 2 mana makes Piper
of the Swarm an essential component of Rat tribal
decks, and has certainly increased their viability going forward. Plus, the
card is a neat reference to the tale of the Pied Piper of Hamelin and his
ability to hypnotise both Rats and people through the hypnotic music of his
flute.
Flavour: A
Rats have a consistent mechanical identity. They frequently
have discard or the ‘relentless effect’,
and these repeated mechanics authentically convey life as a rodent. The ‘relentless effect’ shows that Rats are pack animals,
and encourages you to fill your deck with several iterations of the same Rat to
reflect this. Discard is used to represent myriad things including: their
ability to steal, how they induce fear and unrest, and how they spread disease.
Rats’ nature as carriers of disease is also represented in several other ways,
such as giving them Deathtouch or Infect, or having them debuff opponents’
creatures. In summary, Magic has always portrayed Rats creatively, coherently
and effectively.
Viability: B+
There are several potentially fun decks which can be built
with Rats. You can frustrate your opponents with mass discard before
reanimating their graveyard, whether through Ink-Eyes,
Servant of Oni or cheaper, albeit
less rodent-based, means. Decks based around Relentless
Rats or Rat
Colony are also entertaining to play. Last Standard season even bore witness to a number of Rat
Colony decks. Although these decks were far from top tier, due to their
incredible vulnerability to board wipes and direct damage spells, they remained
present on the fringes and were both cheap to build and fun to play.
A Rat tribal deck is highly possible, and far more supported
than many of the previous tribes discussed in these pieces. The plethora of
support cards discussed above, in combination with the sheer power provided by Pack
Rat, makes them an intimidating presence.
Finally, as so many rats are printed at common, they make
good additions to Pauper decks. Chittering
Rats makes for a decent removal spell in the format, and is a key component
of mono-black devotion decks alongside Gray
Merchant of Asphodel.
Best and Worst Cards
Just as Wurmcoil
Engine was the clear winner in the article on Wurms, this week’s answer is
an equally foregone conclusion. Pack
Rat has earned itself an infamous reputation for breaking Return to
Ravnica drafts in half. Pack
Rat’s reputation is well-earned, and it is
deservedly recognised as one of the most format warping Limited cards of all
time. Pack
Rat is so formidable
due to the power of its 2 abilities. Its first ability makes its power and
toughness equal to the number of rats you control, whilst its second allows you
to pay 3 mana and discard a card to create a token which is a copy of itself. This makes Pack Rat, effectively, both the cheapest and most versatile of the
‘relentless’ rats described above. Its ability effectively lets you turn all of
the other cards in your deck into, slightly more expensive, Pack
Rats. This is especially useful in Limited where removal
is less effective and board wipes, the bane of such a strategy, are rarer. Beyond
Limited, Pack
Rat naturally faces more well-constructed
competition, though it is also possible to build more synergistic decks around
the rodent. Making the swarm of giant rats which Pack
Rat will inevitably generate harder
to block through playing them alongside Piper
of the Swarm or Marrow-Gnawer
poses a clear danger to opponents without an answer prepared.
Carrion
Rats is possibly the weakest card of the tribe. Though one mana for a 2/1
creature is a good deal, especially in 2002 when the card was released, any
player may prevent the damage the Rats would deal by exiling a card from their
graveyard. This is an easy price to pay
in just about any game of Magic which has advanced beyond the early game. This condition is especially easy to meet in a game
in which Carrion
Rats is played alongside other Rats, as they will be rapidly filling your
opponent’s graveyard due to their discard effects. Carrion
Rats thus sadly lacks synergy with the rest of the tribe. Unfortunately Carrion
Rats often ends up either continuously striking through for no damage at
all, or being blocked and brought down without trading.
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