morgan_coke
09-14-2009, 04:26 AM
Master of the Wild Hunt
2GG
At the beginning of your upkeep, put a 2/2 Wolf token into play.
T: Tap all untapped Wolf creatures you control. Each Wolf tapped that way deals damage equal to it's power to target creature. That creature deals damage = to its power divided amongst those wolves.
I've been playing this card A LOT in standard lately, and have also begun trying it out in extended decks. It's insane. At least in those two formats.
Basically, he's a green bitterblossom without the lifeloss that has built in free creature removal.
It's not fast, and I don't think it's a candidate for thresh, except maybe as a one of for attrition games.
A list of pros and cons goes something like this:
Pros:
1) Green removal
2) Source of infinite chumpers
3) Beats for three
4) Enables lots of combat trickery
5) Can play both offense and defense
6) Requires no mana beyond initial investment
7) Enables you to say "Sic 'Em Boy!" when using his ability.
Cons:
1) Green + three toughness means every removal spell ever printed kills him
2) Green and costs exactly twice what Tarmogoyf does while being half the size
3) Takes a whole turn to "turn on"
4) Takes several turns to kill a large creature
5) Got pre-emptively nerfed by M10 rule changes on stacking combat damage
6) Costs 4 mana and doesn't win the game immediately
I think one of the biggest advantages of this guy is the way he can just completely shut down tribal strategies if he lives for a few turns, using the wolves to block one guy and kill another, plus being a free counter-swarm while picking off their dudes.
I'm not exactly sure what deck he goes in right now, but in my experience so far, he is very, very definitely worth testing out.
Feedback/discuss.
2GG
At the beginning of your upkeep, put a 2/2 Wolf token into play.
T: Tap all untapped Wolf creatures you control. Each Wolf tapped that way deals damage equal to it's power to target creature. That creature deals damage = to its power divided amongst those wolves.
I've been playing this card A LOT in standard lately, and have also begun trying it out in extended decks. It's insane. At least in those two formats.
Basically, he's a green bitterblossom without the lifeloss that has built in free creature removal.
It's not fast, and I don't think it's a candidate for thresh, except maybe as a one of for attrition games.
A list of pros and cons goes something like this:
Pros:
1) Green removal
2) Source of infinite chumpers
3) Beats for three
4) Enables lots of combat trickery
5) Can play both offense and defense
6) Requires no mana beyond initial investment
7) Enables you to say "Sic 'Em Boy!" when using his ability.
Cons:
1) Green + three toughness means every removal spell ever printed kills him
2) Green and costs exactly twice what Tarmogoyf does while being half the size
3) Takes a whole turn to "turn on"
4) Takes several turns to kill a large creature
5) Got pre-emptively nerfed by M10 rule changes on stacking combat damage
6) Costs 4 mana and doesn't win the game immediately
I think one of the biggest advantages of this guy is the way he can just completely shut down tribal strategies if he lives for a few turns, using the wolves to block one guy and kill another, plus being a free counter-swarm while picking off their dudes.
I'm not exactly sure what deck he goes in right now, but in my experience so far, he is very, very definitely worth testing out.
Feedback/discuss.