Sunday, January 26, 2014

100 Uniquely Strong Magic Creatures Part 5/5

100 Uniquely Strong Magic Creatures Part 1/5
100 Uniquely Strong Magic Creatures Part 2/5 
100 Uniquely Strong Magic Creatures Part 3/5
100 Uniquely Strong Magic Creatures Part 4/5 

Goliath Sphinx
 photo GoliathSphinx_zps86ed13a3.jpg
You could do much worse for seven than a giant flyer with no drawback. If Mahamoti was a decent deal at six, then your extra colorless mana nets you +3/+1.

16 CPT

Stormtide Leviathan
 photo StormtideLeviathan_zps94c90fcd.jpg
You're getting a Moat and a 8/8 unblockable creature for eight mana. That's pretty awesome. The drawbacks are - you are getting a Moat yourself, not a big deal if you are swinging for eight a turn, - triple blue requirement, ehh - your opponent gets all islands which may help them out, but it might help you as well.

Greater Gargadon
 photo GreaterGargadon_zps62da9f1e.jpg
A pretty good one drop. I don't know how often you would even cast it for ten mana. The best part of the card is the ability to sacrifice permanents at will causing fizzles and such. The payoff of all the waiting and sacrificing is a big beastie.

17 CPT
Sundering Titan
 photo SunderingTitan_zpsb239f239.jpg
The stats are kind of odd, it isn't much of an attacker though it can block just about everything non evasive. The ability can be wicked if you don't actually play basic lands.

Eater of Days
 photo EaterofDays_zps0da830ac.jpg
Such a unique card. Giving your opponent two turns can go very badly for you. The creature is nothing to sneeze at of course. Be sure and save some instants to protect the thing. It works better losing turns 5 and 6, opposed to later in the game.

18 CPT
Inkwell Leviathan
 photo InkwellLeviathan_zpsa98edeba.jpg
Nine is quite a lot for only seven power. Shroud ensures that you can't make it bigger. Trample and Islandwalk help, but it still might not be worth the cost.

 photo Terastodon_zps80beaa26.jpg
The biggest elephant ever. You get a weaker version of Beast Within albeit copied two times. In-itself wouldn't be the worst card for 8 mana. I would argue a giant green elephant should have trample, but that's pretty much the biggest downside.

19 CPT
Artisan of Kozilek
 photo ArtisanofKozilek_zps543a8159.jpg
You get an animate dead on top of a giant annihilating baddie for only nine. This is a pretty good one. It can be hard to get to nine naturally, though it is achievable in the right format. I would have liked it better with more toughness or maybe annihilator 3, but still worth playing.

20 CPT
 photo Doomgape_zps2ca67736.jpg
Perfect colors. It's really rare to get a creature this big without a giant cost. Seven is a good deal. It doesn't have flying like Lord of the Pit, but it always gains you life even if Doomgape is the last creature left. The worst case scenario you paid seven mana for ten life.

22 CPT
Polar Kraken
 photo PolarKraken_zpsb75f5569.jpg
Used to be the king baddie back in my day. It could even eat a Leviathan. Eleven is not in the realm of playable in normal circumstances. You would need a high tide or some other way to get it out. After that it's all roses though. You can't block with it on turn one, that shouldn't be a huge problem. Sacking a land or even two the next turn is worth the continuing price of swinging with that 11 trample power.

23 CPT
Autochthon Wurm
 photo AutochthonWurm_zps5cbde459.jpg
Tied with Emrakul as the second most expensive card in the game right behind Draco. Like Draco, it comes with an ability to play it easier. Fifteen creatures and lands is still a ton, even for a fourteen toughness creature. Thankfully it has trample, but even then it's barely worth the cost.

24 CPT
 photo Jokulmorder_zps691d4ab9.jpg
Don't let the seven casting cost fool you. You need a ton of land to play this thing correctly. You should be holding at least two islands in your hand before playing this. You won't be playing much else after losing five so you need to make sure your able to attack. Pacifism just loses you the game.

So here's where I ran out of unique creature power toughness combinations, but there's only 94 and I sure couldn't keep this list at that number. So here are a couple of giant duplicates.

Phyrexian Dreadnought
 photo PhyrexianDreadnought_zpsa3fd690b.jpg
People found ways of abusing it with Stifle and Illusionary Mask. If you aren't playing cards to abuse it, you probably shouldn't be playing it. Sad it can die to artifact removal. Adding Flash and making it an Eldrazi would make this much nicer.

Kozilek, Butcher of Truth
 photo KozilekButcherofTruth_zpsa9336240.jpg
The second best pound for pound creature in the game. Drawing four cards can typically cost six with either Opportunity or Braingeyser. So what's an extra four mana? Well if you can live to drop ten it's very unlikely you will lose.

26 CPT
Death's Shadow
 photo DeathsShadow_zps2d48a630.jpg
A card that gets better with the less life you have - how wonderfully unique. Works flavor-fully well with lots of Black cards that cause life loss. Sure it can't actually be a 13/13, but it's still likely a giant creature for little mana.

Krosan Cloudscraper
 photo KrosanCloudscraper_zps5d0bd496.jpg
Pales in comparison to Kozilek. Morph helps, but it's only a one mana difference. It has a stupid upkeep cost. No trample on a beast that is clearly trampling in the picture. Just not a good idea.

30 CPT
Worldspine Wurm
 photo WorldspineWurm_zpsb0e9d42a.jpg
It's big, it's fat, it can never truly die. It leaves little 5/5 babies in it's place. Eleven isn't completely out of reach for green. It does get shut down by different types of removal, but what card doesn't.

Emrakul, the Aeons Torn
 photo EmrakultheAeonsTorn_zps7d754882.jpg
The greatest thing to happen in the history of ever. I don't feel like regurgitating those abilities. They are all pretty dumb and combined onto one card. 

And finally the last two...

B.F.M. (Big Furry Monster)
 photo BFMBigFurryMonster_zpse206df7d.jpg
Not a real thing, but still pretty funny.

Sunday, January 19, 2014

100 Uniquely Strong Magic Creatures Part 4/5

Tsabo Tavoc
 photo TsaboTavoc_zps2c38b27e.jpg
Really hates on other Legendary creatures. Seven power on first strike is good. It does die to more popular types of removal. Kind of iffy if it's worth occupingy a seven slot in a Rakdos deck.

12 CPT
Indomitable Ancients
 photo IndomitableAncients_zpsdc6a9de8.jpg
I'm really not sure if this is good or not. I suppose if you need good blocking you can't do much better for four mana. No defender means it can even swing when the board is low.

Isleback Spawn
 photo IslebackSpawn_zpsed79ac7b.jpg
Probably too expensive for most decks. I personally don't care for shroud. It nerfs you from abusing creatures. Hexproof is just much better. No evasion of any kind also really hurts this. Even Islandwalk would have been flavorful. Assuming you can consistently mill yourself 8/16 is much better though it has the same problem that it can be stopped by anything and you have no ways of getting it in there.

Arachnus Spinner
 photo ArachnusSpinner_zps07a385e6.jpg
Nice deal for the stats and Reach on a larger than normal Giant Spider. The ability to grab a mini Arrest from anywhere is kind of strange in a good way.

Protean Hulk
 photo ProteanHulk_zps79cbccb7.jpg
I really like this guy. Seven mana on a generic 6/6 is kind of bad. I do like the fact that it can pull some nasty creatures back onto the battlefield when it dies. In the right deck I can see it being a staple(4 of), probably a bit too much of a play around card to be a must start.

Maelstrom Wanderer
 photo MaelstromWanderer_zps038e71ae.jpg
A Ceta card which gives everything you control haste. Add a 7/5 body and it should probably cost seven, six? Then you add the other abilities for 1-2 mana? Double cascade is awesome, especially when it's likely going to be anything else in your deck. Yeah this guy is good. If you can cast him, that's some fantastic advantage.

Hunted Troll
 photo HuntedTroll_zpsa23b0e2e.jpg
Maybe your deck is running some Skylashers or Mistcutter Hydras. Blue isn't a big deal to Green. Fliers can possibly be an issue, but Green is also loaded with Reach. For four mana though this guy won't be walking through unblocked for quite a long time.

Nova Chaser
 photo NovaChaser_zps356b1489.jpg
It's probably balanced enought to be considered fair. Haste would make it good. Championing an Elemental is a big problem for most regular decks, making him a play around card. At least Trample ensures he is going to hit at least for some damage.

13 CPT
Tree of Redemption
 photo TreeofRedemption_zps3de49370.jpg
Very unique. It certainly could be powerful and has multiple used as both a blocker and additional life gain. It's so defensive, do you play four of these? Just one? I'm sure there are ways of abusing toughness and this guy would certainly be a piece of that.

Avatar of Hope
 photo AvatarofHope_zps92e5454e.jpg
A flying super-blocker is pretty decent. I suppose if you are at three or less life there are much worse things you could be doing. If you are getting swarmed, the nine toughness might not be enough. Great sideboard against the right deck - mid aggro without great ability to deal late game damage.

Empyrial Archangel
 photo EmpyrialArchangel_zpseb7b5336.jpg
Shroud is probably okay here as this thing isn't here to attack. You want to keep your eight mana investment alive as long as possible to take as much damage as possible. Perfect colors as all three have ways of preventing damage to creatures.

 photo Borborygmos_zpscaff4748.jpg
Borborygmos is at least very good. He's close to greatness, but for seven mana six power is mehhh. Trample is great and might be able to get through unlike Protean Hulk. Giving your creatures +1/+1 counters is great, but if you're hitting for six more than once you're probably going to win anyway.(EDH not included)

Pestilence Demon
 photo PestilenceDemon_zps537c880a.jpg
Pestilence is one of the best cards in the game at four mana. So can you afford to wait long enough that when you get to eight you also get a 7/6 flier on top of it. Clearly another card that if you can just cast it, good things are going to happen assuming your life isn't too low.

Silvos, Rogue Elemental
 photo SilvosRogueElemental_zpsf133725b.jpg
Good combination of power and toughness given fact that it has the best offensive ability and the easiest way to keep a creature alive. Things have come a long ways since the ole Craw Wurm.

14 CPT
 photo Gurzigost_zpsb1402463.jpg
Five mana for a 6/8? Sign me up. That's not the worst drawback in the world either. Just need cards in your graveyard. Curse of the Bloody Tome yourself or play more instants and sorceries; this thing will be hitting hard in no time.

Shivan Wurm
 photo ShivanWurm_zps670ddc45.jpg
Also a great creature for five mana. Restricted to Gruul decks, this thing has even less of a drawback than Gurzigost. What's so hard about bouncing a goblin or Birds of Paradise for the ability to swing with a 7/7 Trampler on turn 6.

Fell Shepherd
 photo FellShepherd_zps3cae2c1c.jpg
Takes some work for this thing to be a complete bomb, but it is solid. You need creatures, mana and be able to hit your opponent. If you are controlling all of that, odds are the game is going well. From behind though, a generic 8/6 for seven mana is just average.

Panglacial Wurm
 photo PanglacialWurm_zps0f20f9e0.jpg
If you have Worldly Tutor and are sitting on a ton of mana I suppose the second ability could come up. But other than that, you've got a 9/5 Trampler for seven which is about right and not quite awesome.

Lord of Tresserhorn
 photo LordofTresserhorn_zpse70d596c.jpg
I never liked this guy. A 10/4 regenerator for four seems amazing. You are pretty much 3-1ing yourself though. Now of course in the right colors and right situation this really is a bomb. If you are losing lowly creatures it helps. Giving your opponent two free cards isn't good. It might be better to play with five mana and save that black mana to Regenerate because this will surely turn some heads.

15 CPT
Skaab Goliath
 photo SkaabGoliath_zps4d9a0ab7.jpg
I think this card was one of the biggest reasons I made this list. I had just never saw a 6/9 creature before and I wanted to know how many there were(there's only one). Exiling two creatures from your graveyard shouldn't be too hard in an aggressive deck by turn six. And a splashable six mana for a large trampler is always good. It's just so not what Blue does, at least without Islandhome or some terrible drawback.

Sunday, January 12, 2014

100 Uniquely Strong Magic Creatures Part 3/5

100 Uniquely Strong Magic Creatures Part 1/5
100 Uniquely Strong Magic Creatures Part 2/5

Adaptive Snapjaw
 photo AdaptiveSnapjaw_zps4d8a1f6d.jpg
Looks fairly underwhelming at first. If you can evolve it though, 7/3 or 8/4 is much more appealing. It's not hard to evolve either. No trample and easy to kill are knocks on it.

Blistering Firecat
 photo BlisteringFirecat_zps983b7cfc.jpg
A Ball Lightning kitty which costs one more for one more power. It still has to come out on turn four, even if morphed. It gives you more options on the turn you do decide to unleash it.

Force of Savagery
 photo ForceofSavagery_zps1d0bc4be.jpg
It combos decently with some cards, but needs a toughness boost to even survive limits it. Trample is good in case it does survive for a turn. Lack of haste hurts for this kind of card.

Wall of Shards
 photo WallofShards_zpsa0c38b01.jpg
If your point is to hold your opponent off before you can combo or unleash some bomb, you can't get much better than Wall of Shards. In theory you wouldn't care about the life gain and a 1/8 flier for two is remarkable.

Palisade Giant
 photo PalisadeGiant_zps4c8f0ad8.jpg
Six mana is a bit to pay for a two power card. It does redirect damage to this guy which is a very powerful ability on a big toughness creature. It still dies to removal and won't stop any serious threat.

Etherium-Horn Sorcerer
 photo Etherium-HornSorcerer_zps6b38e57d.jpg
This thing is pretty nutty, cascade 6 is sure to draw something great. But the fact that it can do this repeatedly is just awesome. Six mana is a bit to spend and I wish it wasn't Izzet, but still a good card.

 photo Memnarch_zpsb67772f5.jpg
Seven mana to gain control of any permanent. Seems pretty good. It might be too slow for 1-1, but as your top of the curve bomb in a heavy blue deck, you can't do much better.

Ink-Eyes, Servant of Oni
 photo Ink-EyesServantofOni_zpsfe3af34e.jpg
Ninjutsu is all about the element of surprise. It's also cheaper to cast. Both good things. This rat ninja can also regenerate and give card advantage in the form of a fallen creature. If this happens to you even once, you will start to reconsider all your blocking.

Laquatus's Champion
 photo LaquatussChampion_zps579f7b58.jpg
Pretty great in a 1-1 matchup. Six life for six mana is a good deal. You almost have to cast it for seven though to keep the black open for regenerating. If you can get it to stay for a turn, you have a nice beastie which won't go away easily.

 photo Thunderblust_zps61aa3e41.jpg
You get your three mana ball lighting which doesn't necessarily go away at the end of turn, but on top of it for two more mana you get a 7/2 haste. Seems like a great deal. Love this guy for an aggressive deck.

10 CPT
Jaddi Lifestrider
 photo JaddiLifestrider_zps71c68a96.jpg
You need to have a sizeable board presence to make this worthwhile and you need your opponent to be short on creatures. If that is really the case, you should probably just be attacking instead of tapping your board. Otherwise you are going to say gain 6 life, only to be open to being attacked and removed of that life.

Nemesis of Reason
 photo NemesisofReason_zpsd44b1091.jpg
Good mill card. 3/7 is mostly irrelevant except it might live to attack more than once. If your opponent is already milling you and get this guy into play it's almost a must kill. Ideally it would have a smaller body and only costing four as there are already many good five drops for milling.

Reya Dawnbringer
 photo ReyaDawnbringer_zpsa847e45a.jpg
Nine is too much for a normal game. It basically requires getting into play through other means. In a re-animator deck which can load the graveyard, this thing is a staple.

Razormane Masticore
 photo RazormaneMasticore_zps062a6331.jpg
Great limited card. If you like drawing lightning bolts then keep your 5/5 first strike in play for five mana. I like it better than the original Masticore. Goes great either in a controlling or aggressive deck.

Pit Spawn
 photo PitSpawn_zpsbb92d557.jpg
Seven mana is too much for a Craw Wurm with first strike. And you have to pay for the upkeep every turn. Oh, it does have super deathtouch. Still a hefty cost even if it takes down some chumps along the way.

Ayumi, the Last Visitor
 photo AyumitheLastVisitor_zps390a2d1f.jpg
Maybe a good sideboard card somewhere. Legendary landwalk can't come up too often, at least in some sets. Five mana is an okay deal for a 7/3. Without the evasion though, it just dies to Righteous Avengers.

11 CPT
Chorus of the Conclave
 photo ChorusoftheConclave_zpsca40ceeb.jpg
Eight for a low power forest walk creature is boring. However at eight mana you can crap out a big fatty every turn. Just imagine... a 6/4 Righteous Avengers!

Jareth, Leonine Titan
 photo JarethLeonineTitan_zps1631226f.jpg
Eats 6/4 Righteous Avengers for breakfast. Hell it even eats the Polar Kraken (wouldn't that be fun to watch). The ultimate blocker can also attack with some protection. This guy is good no doubt. If there was something that needed a power increase to just win the game, it's this guy.

Blazing Archon
 photo BlazingArchon_zps6829a8bf.jpg
Nine mana thing again. Blah blah, if you can actually cast it you have probably won. The one sided Moat which also affects fliers. I'm not actually sure why white has all these fatties which are way above a normal game curve. It makes more sense for black and green.

Avatar of Woe
 photo AvatarofWoe_zpsb19b5485.jpg
Speaking of black fatty. Great stats, great abilities. It works much better in a Golgari deck or re-animator since you can cast the thing for super cheap. Wrath effects are nice with it as well.