by Phoenix Desertsong ![]() Dwarves fans in Magic the Gathering may be able to live the dream of playing Dwarf Tribal in Standard with Magda, Brazen Outlaw from the Kaldheim set. This Legendary Creature is just two mana to play (1 colorless, 1 Red) and gives all other Dwarves +1/+1. Also, whenever a Dwarf you control becomes tapped you create a Treasure token. Treasure tokens are neat enough, giving you an artifact that allows you to sacrifice it for one of any color of mana. It gets better with Magda, though, as you can sacrifice five Treasure tokens in order to search your deck for any artifact or Dragon card and put it onto the battlefield! Already, the wheels are turning for Commander players eager to brew a mono-Red Dwarf deck. The problem in Standard is that before any other Dwarves are revealed in Kaldheim, only four Dwarves exist in Standard. They are Rimrock Knight, Seven Dwarves, Staunch Shieldmate, and Torbran, Thane of Red Fell. The good news is all four of these Dwarves are playable to different degrees. Rimrock Knight is an aggressive 3/1 two-drop that also has the Adventure Boulder Rush, which gives a target creature +2/+0 at instant speed. That seems like an auto-include in any Dwarf Tribal deck. Seven Dwarves is a card that you can play seven copies of in a deck, and each copy pumps other all other Seven Dwarves by +1/+1. Magda would be happy to have these guys in the fold. The other two are the one-drop 1/3 Shieldmate, who becomes a heck of a lot scarier with Magda on-board, and Torbran. As we’ve seen in mono-Red Torbran is very good and his commitment to needing 3 Red mana in his 4-mana casting cost isn’t an issue here. He makes each of your red sources deal 2 additional damage, making Dwarves already a deck to be reckoned with so far. Any additional Dwarves in Kaldheim will make Magda significantly better, and we’ll return soon to cover those Dwarves, as well. Early in the Kaldheim spoiler cycle, we did get to see a Dwarf exclusive to the Theme and Collector boosters, Warchanter Skald. He’s a three-mana White Dwarf who plays into the equipment theme. Whenever he becomes tapped, if he’s enchanted or equipped, you get a 2/1 Red Dwarf Berserker creature token. Not bad at all! Magda is a good playable Legendary already, albeit it’s hard to say how competitive it would be. However, being able to tutor up artifacts or even a Dragon is pretty spicy, especially when it goes directly into play. Standard is full of interesting Dragons, especially Leyline Tyrant and Terror of the Peaks, but neither of them has haste. Korvold, Fae-Cursed King could technically be cheated into play with this effect, but then you couldn’t hard-cast him from hand. Interestingly, Gadrak, the Crown-Scourge, a three-mana Dragon who can’t attack unless you have four artifacts in play, however, may actually be playable in this Treasure happy deck. He also creates Treasure tokens himself for each nontoken creature that died in a turn, including your opponents. This formerly unplayable 5/4 flier suddenly looks interesting, except he doesn’t seem worth cheating into play with Magda’s ability whatsoever. Magda, Brazen Outlaw in Pioneer and Modern In Pioneer, Magda, Brazen Outlaw picks up help in both Red and White, especially thanks to Kaladesh and Aether Revolt. Aerial Responder is a solid 3-drop creature with flying, lifelink, and vigilance. Depala, Pilot Exemplar gives you another Lord that’s Vehicle-friendly, playing to the artifact-theme of Magda. Of course, the best Dwarf in Pioneer is Sram, Senior Edificer, who draws you a card each time you cast an Aura, Equipment, or Vehicle spell. Toolcraft Exemplar helps with that plan, too. While Depala is nice at pumping your Dwarves, it’s most likely that you want to look to cheap Equipment instead with that plan. In Pioneer, though, the Dragons are strong with Glorybringer and Stormbreath Dragon probably your best options with Haste. It’s well worth sacrificing five Treasures to get either of those Dragons! Modern doesn’t add much to the Dwarves, but it adds incredibly to the Equipment stock, plus you could even play the Mirrodin-block and Modern Horizons Swords, plus Stoneforge Mystic (who isn’t a Dwarf but who cares). You also get the option of playing Thundermaw Hellkite, which absolutely demolishes decks with lots of fliers. The potential core already exists for Standard, Modern, and Pioneer Dwarf Tribal lists, and that’s before you ever see the rest of the Dwarves in Kaldheim! Dwarf Tribal in Commander The only issue with Magda, Brazen Outlaw in Commander is that many of the best Dwarf creatures exist in White. That means that Depala, Pilot Exemplar, for better or worse, is a strictly better Commander than Magda. Even Mono-Red has a better option with Torbran giving all of your Red sources of damage those extra 2 points of hurt. She’s plenty good, but pretty much doomed to be one of the 99, and one of the 59 even in Brawl! That being said, Magda, Brazen Outlaw is a fun Dwarf Tribal card that will definitely see play in some context. Magda is hopefully just one of many fun, potentially powerful tribal synergy cards we will see in Kaldheim!
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by Phoenix Desertsong, Magical Gatherer & Trading Card Game Enthusiast ![]() For Magic the Gathering competitive veterans, Birthing Pod was one of the most powerful (and polarizing) cards ever printed. As a way to cheaply and quickly tutor bigger and better creatures from your deck, Birthing Pod decks dominated both the Standard and Modern scenes for quite some time. Eventually, the Pod was banned in Modern, pushed in Legacy where it never quite took off, and of course has become a solid card in Modern. Since the Modern banning of Birthing Pod, we’ve seen several “fixed” versions of the card. The most obvious was Prime Speaker Zannifar, a very good Legendary creature who had a few flings with competitive play, and is also excellent as a Commander. To a lesser extent, Fiend Artisan from the Ikoria: Lair of Behemoths served a similar function, but on a very brittle body to begin with, so its competitive scope has thus far been a bit limited. With the release of Kaldheim spoilers, though, Magic players were greeted with a new artifact that is yet another “fixed” version of Birthing Pod. However, despite their being some new restrictions to this card, it’s not quite as “fixed” as it would first appear. Let’s dig into this very spicy Pyre of Heroes. Pyre of Heroes VS Birthing Pod Without further ado, here is what makes this artifact, Pyre of Heroes, different from Birthing Pod. 2, T: Sacrifice a creature: Search your library for a creature card that shares a creature type with the sacrificed creature and has converted mana cost equal to 1 plus that creature's converted mana cost. Put that card onto the battlefield, then shuffle your library. Activate this ability only any time you could cast a sorcery. First of all, the Pyre limits you to a specific creature type. As we’ll see in a moment, Birthing Pod didn’t have this restriction. But, before we get into the pros and cons of Pyre of Heroes, let’s see what the card that inspired it does and circle back to comparing and contrasting them. Birthing Pod was a four-mana Green artifact. The ability was somewhat inspired by a very powerful Sorcery called Natural Order, so powerful that it became banned in pretty much every competitive format except for Legacy, Vintage, and Commander. It allowed you to sacrifice a Green creature you control, then put any Green creature from your library into play. Of course, it was limited to Green creatures, but that didn’t stop it from being a ridiculous card. What made Birthing Pod special is that it’s functionally colorless, thanks to the Phyrexian mana costs associated with many New Phyrexia set cards. So, instead of paying the Green mana, you could instead pay 3 colorless mana and 2 life to cast Birthing Pod. While in Commander the Birthing Pod is restricted to Commanders with Green in their color identity, this is not the case in ordinary Constructed decks. Yes, pretty much every Birthing Pod deck played Green creatures with powerful enter-the-battlefield abilities, but you could run any deck with Birthing Pod in it. Plus, it wasn’t restricted at all to Green creatures. Still, what Birthing Pod does is powerful, but seemingly very narrow when you first read the card at face value. (1}{Green/Phyrexian Mana), (Tap), Sacrifice a creature: Search your library for a creature card with converted mana cost equal to 1 plus the sacrificed creature's converted mana cost, put that card onto the battlefield, then shuffle your library. Activate this ability only any time you could cast a sorcery. While Birthing Pod did place deck-building restrictions on those pilots who wished to play it, there are so many creatures that naturally “curve” into one another that Birthing Pod simply created a ridiculous value engine, especially in the late game. The fact that its activation cost doesn’t even require colored mana makes it even more ridiculous. About the only safety valve built into this card is that you can only use the ability whenever you would be able to cast a sorcery (a.k.a. your own turn). Of course, there are ways that you can get around the restriction of tapping it once per turn. But, Birthing Pod is so powerful that one activation per turn is plenty enough to make it a busted card in competitive play. It’s not quite as bad in Commander, where having only a single copy limits just how often it actually comes into play. Of course, in Commander where the card pool is so huge, there are enough redundancies of this sort of effect that playing a “Birthing Pod” style deck is easy to do. All that being said, what makes Pyre of Heroes so special? First of all, it costs just 2 to play and 2 mana to activate. Yes, it is limited to searching a creature of the same creature type, but with how much Wizards of the Coast has pushed tribal decks, that’s not nearly as much of a restriction as you might think. Also, many creatures have one or two subtypes, making it easier than you’d think to find “tribal” cards that all work together. Is Pyre of Heroes More Like Aether Vial Than Birthing Pod? In effect, I see Pyre of Heroes as being more similar to a powerful artifact called Aether Vial. This isn’t a comparison that I saw mentioned early on when the Pyre was first spoiled. The Vial is a one-drop artifact that has made many tribal decks possible in Modern, Legacy, and Vintage. For reference, here is what Aether Vial does: At the beginning of your upkeep, you may put a charge counter on Aether Vial. (Tap): You may put a creature card with converted mana cost equal to the number of charge counters on Aether Vial from your hand onto the battlefield. In many ways, Aether Vial and Pyre of Heroes have more in common than they do at first glance. Of course, Aether Vial isn’t at all limited to tribal decks - the popular Death and Taxes archetype in Modern, Legacy, and Vintage is far from tribal for example). The idea here is that Pyre of Heroes can serve a similar purpose in purely tribal decks. Today’s Magic scene is littered with tribal decks, such as Warriors, Soldiers, Elves, Goblins, etc. Especially in Standard, Pyre of Heroes seems like a card begging to be included in many decks. One Standard deck extremely popular prior to the release of Pyre of Heroes is Dimir Rogues, which is a deck as you would expect runs Rogue creatures. Of course, seeing a seemingly obvious place for a card to contribute begs the question if it actually works within the context of the deck. With Rogues, the deck actually wants to keep its creatures in play in order to grind out value by milling cards from the top of an opponent’s library, or even your own library depending on the circumstances. You could build a version of the deck that would be built around Pyre of Heroes, but it would be somewhat awkward. Many other top decks in Standard aren’t Tribal at all, such as Gruul Adventures, Mono-Green Food, Temur Ramp, etc. However, Tribal themes have continued to be played up in recent Standard-legal sets, and whatever Kaldheim has to offer can mean brand new decks to brew around with Pyre of Heroes as a key value engine for consistency. What Magic the Gathering Tribes Benefit the Most from Pyre of Heroes?The most popular tribes in competitive Magic, especially when it comes to formats other than Standard, are Elves, Goblins, Dragons, and Merfolk. Elves probably don’t have a need for the Pyre, Merfolk already have Aether Vial, and Dragons don’t curve out from one mana up to really be consistent in most competitive formats (although it is doable in Commander thanks to a deep card pool and Changelings who we will get to in a moment). Goblins are the one deck that may seem to benefit the most from Pyre of Heroes, as sacrificing Goblins for value is a theme of the deck to begin with. Thing is, Goblin decks are explosive enough to win the game without an added value engine like Pyre of Heroes. You could have builds, Red/Black builds for example, that become more consistent with Pyre of Heroes, but it would take a lot of testing to prove if those builds would be competitive enough to keep up with fast formats such as Modern. Where Pyre of Heroes could really shine is the Pioneer format, which has a much smaller card pool than Modern, and the Historic format on Magic Arena which has an even smaller card selection. Neither of those formats have access to Aether Vial, but do have access to cards like Fiend Artisan and Prime Speaker Vannifar that would potentially give the Pyre of Heroes some redundancy. Both Merfolk and Elf Tribal decks in those formats could be nicely boosted by Pyre of Heroes. What tribes could benefit most in Modern to me would be Allies, Slivers, and Changelings. Allies are probably the most interesting to me since Aether Vial has never really made them a winner in Modern, despite their massive support in Magic. There are enough synergies that have made them powerhouse decks in Commander, but not consistently in Modern. Yes, Allies decks have won events before, but they have often been relegated to “rogue” status. Slivers are a powerful enough deck to sometimes win an event out of the woodworks, but never consistently, even with the power of Aether Vial. Changelings are extremely deadly in Commander, and since they are all in the Modern card pool, give you plenty of options to work with. Both are at their best when you can play all five colors, which makes them often inconsistent and awkward in Modern. Pyre of Heroes, like Aether Vial, bypasses many of the mana-fixing issues that beleaguer these decks. For me, the best decks for Pyre of Heroes are tribal decks that operate best when they use the best cards they have in either four or five colors. That’s extremely easy to do in Commander, so I can see Pyre of Heroes being a staple in so many decks, as it’s purely colorless. A couple of other tribes that come to mind are Humans, Elementals, Vampires, and Zombies, but we’ll get into why I don’t immediately jump to those tribal decks in a moment. Pyre of Heroes as a “Win More” CardMany times that a card with an effect that’s been explored before is spoiled, people flock to it immediately because it’s both familiar and new. In many decks that want this sort of tutor effect, the decks are already able to find consistency with existing cards (such as Aether Vial or other tutor/recursion effects) or are synergistic within their tribes already that Pyre of Heroes is sort of just there as a “win more” card. For example, many decks have used the powerful tutor Collected Company to great effect, including Humans, Merfolk, and recently even Zombies. The aforementioned Slivers and Allies have also used Collected Company to great effect on the fringes of competitive play. As I’ve already mentioned, four and five color decks, which Humans and Elementals lend themselves to, can benefit from Pyre of Heroes. But, I’m not sure that there’s much that Pyre of Heroes can do at sorcery speed, which also costs you a creature, that Collected Company doesn’t do at instant speed, even with the obvious chance that “Co-Co” can whiff. Company decks are also very limited in that they have to play three-mana or less creatures, but in a way, that makes them inherently more consistent to begin with. Another place that I’ve considered Pyre of Heroes being good is in decks that don’t mind sacrificing, such as the aforementioned Vampires and Zombies. Clerics are another tribe that can actually benefit from sacrificing. Sacrifice-themed decks probably do well to consider Pyre of Heroes, but again, those decks (better known as Aristocrat decks) already have solid engines to power their strategy. As such, Pyre of Heroes becomes a card that’s nice to consider, but “win more” cards aren’t always good and can end up being dead draws at certain points of the game. Pyre of Heroes as a Budget Replacement for Birthing Pod (Or Even Aether Vial?)Besides four and five color tribal decks that benefit from a colorless tutor, Pyre of Heroes could also fill two other voids. One, decks that could play Birthing Pod, but don’t want to spend the extra $60+ for the play set can instead play Pyre of Heroes. The tribal restriction can actually streamline deck building choices as well as the consistency from playing tribal synergies. Colorless lords like Adaptive Automaton help that cause, too. The other voids are decks that would but can’t play Birthing Pod because of it flat-out being banned, like in Modern, or have color restrictions, such as in Commander. For example, can you imagine Mono-Brown Tribal, such as Myrs or even Constructs having access to a Birthing Pod-type effect? I’ve certainly thought about it, and Pyre of Heroes gets to benefit from artifact synergies that can abuse its tap abilities, too! I can see Wizard Tribal benefitting too, as well as other decks that may not tutor creatures as well, especially in Red and Blue - whereas White, Black, and Green naturally have many creature tutors available. Also, many colorless tutors exist, but they happen at much higher mana costs, such as Planar Bridge. Early game consistency created by Pyre of Heroes, especially in decks that can easily get back the sacrificed creatures, could be the key to helping some previously clunky decks create value where it would’ve been hardly possible before. In any case, Pyre of Heroes should be a solid budget replacement for Birthing Pod, plus give tribal decks a new weapon. Whereas Tribal decks have often won by power and toughness boosts and enter-the-battlefield synergies, Pyre of Heroes gives tribal decks an additional tutor while also enhancing the boost and ETB effects. It’s also a pseudo-draw engine that cashes in early-game plays into more value. Yes, I even expect tribes that like lots of their kind in the graveyard, such as Rogues and Zombies, will eventually develop builds that utilize Pyre of Heroes. All in all, I could write for days about Pyre of Heroes just from a speculative standpoint. I can’t wait to see some of these potential brews I’ve conceptualized actually played in real life Magic. We will definitely be revising this article in the future to see just how Pyre of Heroes fares in actual gameplay. Pyre of Heroes is one of the more fascinating “rabbit hole” type cards we’ve seen in quite some time. I’d love your thoughts on this card. Am I on to something with my esoteric ramblings about tribal deck consistency? Please let me know what you’re thinking about this and other Kaldheim cards! Happy magical gatherings! DISCLAIMER: Portions of LifeSuccessfully.com Magic the Gathering related content are unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. The literal and graphical information presented on this site about Magic: The Gathering, including card images, the mana symbols, and Oracle text, is copyright Wizards of the Coast, LLC, a subsidiary of Hasbro, Inc. The content on this website is not produced by, endorsed by, supported by, or affiliated with Wizards of the Coast. by Phoenix Desertsong, Old School Duelist ![]() Cascade has always been one of my favorite mechanics in Magic the Gathering since the days of the Alara Reborn set. Bloodbraid Elf was the first card to become a competitive staple with the mechanic. Now, Apex Devastator from Commander Legends takes Cascade to a brand new level. What does Cascade do exactly? When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Yes, ten mana is a lot to cast a card. But, not only do you Cascade once when you cast him, but rather four separate times consecutively. The initial reaction from many Commander players was that this card was simply too high a mana cost to be much use to any competitive deck builders. But, is that actually true? Cascade has been a pretty good strategy in Commander, thanks to cards printed exclusively in Commander products such as Yidris, Maelstrom Wielder, as well as Maelstrom Wanderer printed in Planechase. Commander Legends took Cascade to a brand new level with a handful of new cards, including a couple of Legendary Creatures. We’ll take a look at these potential Commanders in particular and how Apex Devastator fits in with them. Averna, the Chaos Bloom and Apex Devastator A three-mana, three-color creature, Averna costs just one Green mana, one Red mana, and one Blue mana to cast. While Averna doesn’t cascade herself, her ability does directly impact other cards with Cascade in a big way. Typically, when you Cascade, any lands that you reveal are sent back to the bottom of the library. Averna now gives you the option to put a land card from among those revealed cards into play tapped. Obviously, Averna, the Chaos Bloom allows you to quickly mana ramp up to your larger cascade spells, such as Apex Devastator. But, the Devastator offers a unique opportunity to put into play not just one, but up to four land cards into play in one fell swoop. With several other key Cascade cards printed in the set all falling well below the nine-mana threshold of Apex Devastator, you can cause a ridiculous Cascade of Cascade effect, as cards played with Cascade are still technically cast. Apex Devastator appears to be an immediate auto-include in any Averna decks. Imoti, Celebrant of Bounty and Apex Devastator The second, and perhaps even more powerful of the two Cascade Commanders in the set, is Imoti, Celebrant of Bounty. This five-mana Blue/Green Legendary Creature is a mere uncommon and has Cascade herself. Being that Imoti lacks Red in her color identity, it seems she is better suited as a complement to other Cascade Commanders. However, I believe her effect covers the potential weakness of her inability to access cards outside of colorless, Blue, and Green. Any card that you cast with a converted mana cost of 6 or more automatically has Cascade when Imoti is in play. This is a perfect combination with another Commander Legends Legendary Creature called Brinelin, the Moon Kraken. The 8-mana Kraken doesn’t have Cascade itself, but has an ability that whenever you cast the Kraken or a spell that costs 6 or more mana, you can return a nonland permanent to its owner’s hand. This is good both for reusing your own Cascade creatures or obviously bouncing opponent’s cards. Apex Devastator is an auto-include in Imoti decks, since Imoti lends herself to playing many six-mana or higher cards. Being able to potentially cast four cards with that high mana cost all in a row - all of which can gain their own instances of Cascade with Imoti in play - is probably a game-ender in Imoti’s favor. While ten mana is certainly a lot, Cascade decks tend to have plenty of ramp tools available to them. It doesn’t hurt that many of the mana ramp spells and mana rocks get cast for free by Cascade triggers on a regular basis. You very likely won’t wait until your tenth turn to cast Apex Devastator. One last deck that can definitely use Apex Devastator is the Hydra Tribal Commander Gargos, Vicious Watcher. As Gargos makes Hydra spells cost 4 less to cast, this 10 mana behemoth suddenly costs just 6, but still offers his Cascade ability as a 10-drop. That’s some serious value. Many other Commander decks are giving Apex Devastator a shot as a potential blowout card. Of course, Cascade triggers are inherently random, meaning you have as much of a chance as hitting a one-mana card as an eight-mana card. But, free card advantage can never be overlooked. How would you use Apex Devastator? by Phoenix Desertsong, Old School Duelist ![]() Guardian of Tazeem from Magic the Gathering’s Battle for Zendikar set may not look incredibly exciting, but this rare Sphinx creature had potential to be a pretty sweet weapon in control decks. The Guardian is a 4/5 flyer for 3UU, already solid stats for a mono-Blue creature. It also has a Landfall ability. Whenever a land comes into play on your side, you tap a target creature an opponent controls. If that land is an Island, that creature doesn't untap during its controller's next untap step. The cool thing about the ability is that the land in question doesn't have to be a basic Island. So, if you have dual lands such as Breeding Pool, Hallowed Fountain, or any other nonbasic land that has the land type Island, you get to freeze creatures for a turn each time you play one of them. Best of all, if you happen to make all lands Islands - such as with Stormtide Leviathan or the Enchantment Prismatic Omen if you're also in Green - every land you play has that effect. What held back Guardian of Tazeem from competitive play is that it was vying for deck space with Icefall Regent in Standard. The Regent can keep a creature tapped down as long as it's on the battlefield. While on paper the Guardian of Tazeem can tap down a lot more things, having to depend on a land-drop makes it less consistent. Also, the Regent being a Dragon made it fit better into many Dragon-centered strategies at the time. The only competitive play that Guardian of Tazeem has seen over the years was in occasional Azorius Aggro deck lists. Even in decks that relied on staying ahead on tempo and winning the game in the air, it was still relegated to sideboard action. About the only consistent home for Guardian of Tazeem came years later in Commander, with the printing of the Sphinx tribal lord, Unesh, Criosphinx Sovereign. As Unesh makes Sphinx spells you cast cost 2 colorless mana less, pretty much every mono-blue Sphinx becomes playable in that context. Like many creatures who have been useful but on the fringe in competitive play, Guardian of Tazeem has found its niche in Commander. The Guardian has also found a home as a tempo piece in Patron of the Moon and Meloku, the Clouded Mirror decks, which involve a lot of Islands leaving and entering play on a regular basis. As generally weak as Battle for Zendikar was as a set, the Guardian of Tazeem was far from one of its weaker cards. by Phoenix Desertsong, Old School Duelist ![]() Chameleon Colossus has always been a fairly valuable Magic the Gathering card. It was originally printed in Morningtide and saw some play in Standard back then. With his versatility and power level, the Colossus has remained popular in tribal decks in casual “Kitchen Table” Magic, EDH, and even Modern. The price of Chameleon Colossus dropped over time thanks to reprints in Archenemy, From the Vault: Twenty, and Commander 2015. But, thanks to increased play in Modern sideboards and new Tribal decks popping up in Commander all the time, all printings of Chameleon Colossus have been on a steady rise in demand. Chameleon Colossus in Elves For years, Chameleon Colossus saw a lot of play in Elf decks, thanks to the fact that he's a Changeling. The protection from black is also very useful, as a good deal of popular removal cards are black. That was especially true during his early days in competition. It also means decks with primarily black creatures can't block him. Since the Colossus can double its own power as many times as you can pay 2GG, he can deal a ton of damage, too. So, he made a great versatile companion to Elves decks since he counted as an Elf himself. While Elf decks aren’t nearly the force they once were in competitive play, Elves have never stopped being a popular tribe. But, with the printing of Craterhoof Behemoth in Avacyn Restored, Chameleon Colossus became pushed to being a sideboard option in Black-heavy matchups. Chameleon Colossus in Modern Sideboards While Chameleon Colossus is a strong, efficient creature, four mana creatures that don't have an immediate impact on the board don't see much play in Modern. But, fortunately for the Colossus, he has that protection against black going for him. As it turns out, most of the best removal spells in Modern are still predominantly black. So, has he found any home besides Elves sideboards? Red/Green Scapeshift decks began to adopt a single copy of the Colossus in the sideboard, as did Gruul Land Destruction and Tooth and Nail combo decks. These seem like somewhat odd places for him to go. But, having 4 toughness means he's out of Lightning Bolt range, plus much of the other best removal - Dismember, Fatal Push, Terminate, etc. - can't touch it. All of these decks also depend on keeping a threat on the board, which Chameleon Colossus certainly is. Four mana to double his power and toughness is very doable in these decks. Plus, Protection from Black means that Chameleon Colossus can block major threat creatures like Death's Shadow all day. For what it's worth, the Colossus can also block Bloodghast, Gurmag Angler, and Tasigur, the Golden Fang, not to mention any other Black creature that sees play in Modern. So, just to have a fairly difficult to remove wall against big Black creatures is worth playing Chameleon Colossus in the sideboard of a number of Modern decks. Chameleon Colossus in Commander / EDH According to EDHREC, Chameleon Colossus is played in over 3400 EDH decks. Being a Changeling, it's not surprising that he's found his way into a number of tribal decks. The protection from Black also means that he's somewhat tricky to remove and also can block big Black creatures from getting through on the ground. Most recently, Chameleon Colossus has been picked up by popular Tribal Commanders such as Ayula, Queen Among Bears (obviously, Bear Tribal) and Morophon, the Boundless (all sorts of Tribal). For years, the Commander deck playing Chameleon Colossus the most was Reaper King. This is somewhat unsurprising, since as a Changeling, he automatically counts as a Scarecrow, which Reaper King boosts by +1/+1. Reaper King also has another ability that whenever another Scarecrow enters the battlefield under your control, you destroy a target permanent. So, not only does the Colossus become a 5/5 for 4 mana, but he takes out a permanent when he enters. That makes him and any other Changeling an automatic play in the Reaper King deck. Kaseto, Orochi Archmage has also given Chameleon Colossus a home. Not only is the Colossus perfect for the Snake Tribal deck. but Kaseto can make creatures unblockable. If that creature is a Snake, Kaseto also gives it +2/+2. With the Colossus's ability to double his power and toughness, he can deal a whole ton of damage that can't be blocked. Ouch. Arahbo, Roar of the World, the Cat Tribal Commander, has also taken full advantage of Chameleon Colossus. Not only is the Colossus a very big Cat, but Arahbo can give the Colossus +3/+3 at the beginning of combat, plus he can give him trample AND double his power and toughness. On top of the Colossus being able to double his own power already, you get a very massive trampler. Major ouch. Other Commanders who like to have Chameleon Colossus in the deck include Ezuri, Claw of Progress, Atogatog, Seton, Krosan Protector, Xenagos, God of Revels, Ishkanah, Grafwidow, Gishath, Sun's Avatar, and more. Should I Run Out and Buy a Copy of Chameleon Colossus? Really, any printing of this card is worth having in your Magic the Gathering card collection. If you’d like a cheap foil copy, the From the Vault: Twenty version is worth considering. Anyone who plays Green in Commander or casual play should pick up at least a copy of Chameleon Colossus. It fits into many tribal strategies and will always find homes in casual and Commander decks somewhere. by Phoenix Desertsong, Old School Duelist ![]() Void Winnower from Magic the Gathering’s Battle for Zendikar set is quite an odd Eldrazi. All “can’t even” and other “odd” jokes aside, the mythic rare Winnower is pretty unique in its abilities. Nine mana for an 11/9 body is already pretty good. Being unable to be blocked by creatures with even converted mana costs gives it a rather unusual form of evasion. But, Void Winnower goes even beyond that, preventing opponents from casting spells with even converted mana costs. Obviously, this is a Limited bomb that you can likely drop before turn nine in the typical draft or sealed deck, thanks to all of the colorless mana ramp available in that set. But, how good is it in Constructed? For starters, creature tokens can’t block Void Winnower, since they have a 0 CMC. According to an official judge ruling from Wizards of the Coast, 0 is considered even. Mathematical debates aside, it’s going to be fairly tough to chump block this guy. Then again, plenty of removal options exist at odd converted mana costs, so there are definitely ways to deal with this behemoth. What Void Winnower seems best at is being a metagame answer to the big even converted mana cost spells in Standard. At the time of Void Winnower's release, these were Ugin, the Spirit Dragon at 8 mana and Ulamog, the Ceaseless Hunger at 10 mana being the chief concerns. With Eldrazi Ramp a legitimate deck archetype, especially in Modern, Void Winnower became a legitimate candidate for sideboard play. It can randomly hose a number of decks if their key cards have even converted mana costs. Void Winnower Makes Things Not Even in Pioneer While Void Winnower made a few Top 8 appearances in 2015 and 2017 in Modern, it took awhile for the true power of Void Winnower to be realized. This was a card that for years could be had for as little as a couple of dollars. But, in 2019 with the invention of the Pioneer format - which includes cards from Return to Ravnica forward in its card pool - Void Winnower would soon find new life. It took until 2020 with the release of Fires of Invention to truly see Void Winnower suddenly become a competitive powerhouse. Fires of Invention is a silly enchantment that gives you the ability to cast just two spells in a turn, but it can be any spell with a mana cost equal to or less than the number of lands you control. That means by turn 9 you can play the Void Winnower and another card in one turn. By that point in the game, it’s going to be tricky to stop the Winnower from taking over the board. Void Winnower in Commander / EDH In EDH, Void Winnower is a “just say no” card that will lock some Commanders out of the game. It’s a pretty mean card in the format. While someone will probably find an answer to it in a multiplayer game, it will wreak havoc while it remains in play. It may come down to using Swords to Plowshares on it and gaining the controlling player 11 life. The fact it can help your team get through for extra damage is also another big consideration. Also, because it's colorless, Void Winnower can be included in a wide variety of decks. Naturally, the Commanders that will want to use Void Winnower the most are those that can sometimes cast him for free (Rakdos, Lord of Riots and Animar, Soul of Elements) or cheat him into play (Mayael the Anima and Jhoira of the Ghitu). Also, with the release of Commander Legends, Void Winnower found a new home in Belbe, Corrupted Observer decks. Belbe’s ability can net you a ton of colorless mana, making Void Winnower easy to cast. It also helps that Commander Legends also released Apex Devastator, a ten-drop Green creature that cascades 4 times - literally allowing you to play 4 spells that cost 9 mana or less for free in a row straight from your deck. Void Winnower is an obvious include in any deck that features the Devastator. Pretty much any Commander deck can make use of Void Winnower if you can somehow get him into play on the cheap. Because it doesn't have an on-cast trigger, it's actually a big threat and always worth putting into play no matter how you do it. Void Winnower is definitely a keeper. How would you use Void Winnower? |
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