Pattern Recognition #7 - Tribal
Features Opinion Pattern Recognition
berryjon
10 November 2016
2624 views
10 November 2016
2624 views
Hello, and welcome back! For those of you joining me for the first time, my name is berryjon, and I'm the writer of this series of articles, Old Fogey, and general nice guy. Pattern Recognition is a series in which I pick a subject (or have one suggested to me) and talk about it. Usually, but not always, this subject is bounded by a certain theme, or 'Pattern' if you will.
Today's article is perhaps my most audacious yet. Not because I'm going to be writing loads and loads of words about it - I think that particular crown is still held by the last two articles - but because what I plan to cover is so comprehensive, and so much a part of the structure of the game at this point that despite being purely optional from a mechanics point of view, it can't be removed at all. Or ever.
Thankfully, there is one card that perfectly encapsulates everything about this concept. I present to you ...
(sounds of crickets chirping go here)
So... I take it none of you have heard of this guy before. Weird. The last time there was a serious Mistform Ultimus Update was Theros block, which wasn't that long ago.
Fair enough then. Let me break down the subject matter a little further. What I am going to talk about today is Tribal. For those of you who are new to magic, and don't know many of the causal or non-casual terms and shorthand thrown around by players, Tribal is both a concept and a keyword that is used to describe creatures that share a common creature type.
You see, on every creature there is a line of text between the card art and the text box itself that reads "Creature - something", and that something is the creature's Type or Types.
If the card you have reads "Summon - something", get a card printed in the last decade, please. I don't want to confuse the new people by having to explain to them that the Summon card type was replaced wholesale by Creature as part of the Great Creature Update around the time between 7th and 8th Editions.
New guys? Be glad you live in this enlightened era, and not in the bad old days.
Now, Tribal is also a Keyword, which doesn't exactly mean what I just said. Here, let me cite the rule in question from the 30 September update to the Comprehensive Rules;
308. Tribal
308.1. Each tribal card has another card type. Casting and resolving a tribal card follows the rules for casting and resolving a card of the other card type.
308.2. Tribal subtypes are always a single word and are listed after a long dash: “Tribal Enchantment — Merfolk.” The set of tribal subtypes is the same as the set of creature subtypes; these subtypes are called creature types. Tribals may have multiple subtypes. See rule 205.3m for the complete list of creature types.
In more plain language, the card type "Tribal" is a Supertype along with "Snow" and "World" that indicates that this non-creature card also has a creature type, and counts for such things that look at creatures types - even if they're not on a creature. The first time this happened was in (Drinking Game!) Time Spiral. Or to be more specific, in the Future Sight with Bound in Silence, an enchantment that was also a Rebel, allowing to be participate in the Rebel search mechanic that was also in the block. It returned in Lorwyn, and was last used in Rise of the Eldrazi before being retired for good.
So, what makes a 'Tribe' tribal, beyond sharing what would otherwise be a piece of fluff? Well, the first and most widely accepted criteria is that a Tribe will have a Lord. Now, not all Tribes have one, so it's not an exclusive criteria.
Lord used to be a creature type itself that indicated that the card in question had an ability that affected the whole of a certain Creature type. However, the word was removed between 9th and 10th Editions as part of the effort of Wizards to cut down on the number of creature types that were redundant or just plain useless. And what makes a Lord a Lord? Well, the traditional definition dates back all the way to Alpha with the three Lords in that set - Lord of Atlantis, Goblin King and Zombie Master.
A basic Lord will give all other members of its Tribe a mere +1/+1. Now, if you look at the three Lords above, you can see that even this doesn't apply to the prototypes of the concept - the Zombie Master skips out entirely. And I'm glad for this as it established from the start of the game that this aspect to creatures can and should be more than a minor buff.
Lords are not a concept that has been dropped over time either. In fact, as of this writing, the most recent set included a Lord for an old creature type - Depala, Pilot Exemplar is both a Vehicle Lord for the block, and the Dwarf Lord (whether or not she has a Ring of Power, or a Hall of Stone is up for debate).
Another aspect to consider about Lords is that they aren't Legendary. You would expect the opposite to be true, but given that these creatures aren't powerful in of themselves, but rather make other creatures stronger, Wizards has decided to allow them to have multiple copies in play. Creatures such as Depala, Pilot Exemplar are the exception, while Chief of the Foundry are the rule.
Additionally, you have to remember that the power levels on Lords can vary widely. I cannot say which one or ones would be considered to be the best, but if I had to pick the lowest powered ones, I would have to argue that Chief of the Scale and Chief of the Edge would be the ones that qualify. Which still doesn't make them unplayable at all.
Now, a full list of Lords would be massive, and actually going in the wrong direction for this article.
Yet, Lords to not end there. Let's take a small detour for a second back into Alpha and examine the two colours that didn't get a Lord - Green and White. White actually did get a Lord, but not in the way you would expect. What White got was Crusade, a enchantment based bonus to a whole colour, rather than creature based for other creatures. Green didn't get anything like that, though going over the card list for that set, I think that Green was given Living Lands instead. Instead of going taller by making creatures larger, Green went wider by making all their Lands into Creatures as well!
Artifacts get in on the act as well. Coat of Arms is my favourite Tribal affecting artifact, though Adaptive Automaton, Brass Herald, Door of Destinies, etc...
So, a Tribe often has a Lord. But the definition does not, and cannot end there. A Tribe also has a degree of synergy among its members. This is more difficult to describe, but the best way to describe it would be to argue that a Lordless Tribe has has similar enough mechanics, or a certain degree of being able to work well together with mutually supportive abilities that they create something better than the individual cards would suggest.
The most recent example of this style of Tribe is the Eldrazi. Vehicles don't count because apparently 'Vehicle' isn't a Creature type, but an Artifact type.
Eldrazi don't have a traditional Lord, though I can see why people can make the argument that Herald of Kozilek or Tide Drifter would count. However, those two examples fail as Eldrazi Lords because they affect Colourless creatures as a whole, and not just the Eldrazi. After all, Artifacts are colourless too (for the the most part). But this doesn't stop the Eldrazi from being a Tribe on more than just paper. Their interactions with cards in Exile is more than enough to justify calling them a proper Tribe.
It was suggested to me by my reviewer / editor Simon_Williamson that Eldrazi Temple can act as a pseudo-Lord by making Eldrazi cards a little easier to cast. I don't agree in this case, but the suggestion does have merit.
Now, Wizards has, in their search for positive interactions rather than negative or destructive ones, has shied away from counter-Tribal cards. This does not mean that they don't exist, but that they are quite old and are out of Modern for the most part. I would like to direct your attention to Harsh Mercy and Engineered Plague. These two cards are dedicated counter-Tribal cards and not the end of it either.
Harsh Mercy plays the Tribal game in the player's favour by excluding your chosen Tribe from being hit by the destruction effect, while Engineered Plague is a consistent drain on a Tribe. Then we get things like Ego Erasure, a temporary means of taking out a Tribe, Consuming Bonfire, a hilarious Red Burn spell that specifically does nothing to its own Tribe, but has an enhanced effect when targeting a different Tribe.
Another thing that Wizards has flirted with in the past is the concept of the 'Tribal Block'. That being a Block where all the sets are built, from the ground up, to incorporate the Tribal concept as the basic starting point for everything.
New Players are probably thinking about Innistrad, with it's strong Tribal theme. Modern Players are thinking about Lorwyn/Shadowmoor. Really old players are shaking their heads at those new sets, and recall Onslaught. No, not Onslaught, as fun as that card is.
Onslaught was the last of the old-school blocks, and the culmination of the plotline that started in Odyssey. The next block was Mirrodin, and start of 'Modern'.
Onslaught was the first tentative steps into Tribal as a focused concept rather than something that 'just happened'. We were given a set where Beasts and Birds and Clerics and Wizards (Oh my!) counted and mattered. A set where Ancestor's Prophet, Aven Brigadier, Foothill Guide, Heedless One and others existed, can you start to see the picture? Onslaught was a creature focused Tribal deck. With only a couple of exceptions, every time a Tribe mattered, it was due to a creature card that was also a member of that same Tribe.
And as a first outing, it wasn't that bad actually. I still enjoy breaking out a Cleric deck on occasion thanks to Starlit Sanctum. Wizards dedicated a block to exploring a design space that players recognized was viable, and it worked. It was a good start. Yes, there were missteps, but that's to be expected when they were testing the waters with regard to what could or could not work when addressing Tribes are more than something incidental.
And it worked.
Wizards returned to the Tribal approach two sets down the line with Kamigawa. And while there was definitely a Tribal theme running through the block, it wasn't as pervasive as Onslaught's was. The entire thing was half-baked the more I look at it. Samurai, Spirits and Ninja all had a unifying ability (Bushido and Ninjitsu respectively) while Spirits existed in a very much "Us vs Them" mentality. Such a mode of thought can be exemplified by cards such as Clash of Realities, Hisoka's Defiance, and especially the paired cards of Rend Flesh and Rend Spirit. Yet there were also the Moonfolk, Demons and Snakes for other colors, Tribes without unification.
Yet, despite this, Kamigawa wasn't really a 'Tribal' block. It had themes, but it wasn't deep enough to really count.
Now we come to Lorwyn and Shadowmoor. The undisputed champion in Tribal mechanics and integration, these four sets were designed from the ground up to incorporate the various Tribes and their mechanics (in no particular order - Merfolk, Fairies, Kithkin, Giants, Goblins, Elementals, Treefolk, Scarecrows, Dwarves, Elves and Shapeshifters) into each individual set. Each tribe was given something unique to work with, and it wasn't a Keyworded mechanic, but rather something that each member of the tribe could do or synergized with.
Lorwyn Shadowmoor worked as a Tribal block because it knew what it wanted out of the mechanics and Tribes and worked toward it. The Tribes were unique as more than just a name on the card, and had flavour and play styles that mattered to each other as more than just a bit here and there like Odyssey. It's woven so finely into the fabric of those four sets that you can't remove it and still have Lorwyn/Shadowmoor.
Looking at Zendikar, it is a weird case where Tribal is concerned. It has the Ally creature type running through it, with cards that checked for that Tribe when a creature came into play, but little was done to make it a more cohesive whole. Instead, focus was placed on the Lands, with Allies being relegated to second-string status.
Then along came Rise of the Eldrazi, and the eponymous creatures. And with them, Wizards tried to cram an entire Unique tribe into a set, upsetting the balance they were developing. Looking at some of the old Development Blogs from afterwards, Wizards has since admitted that it was like trying to develop two separate blocks and cram them into one, which didn't work out. Designed top-down to be different, Eldrazi were the first colourless creatures that weren't also Artifacts, and they were huge! The actual Eldrazi that weren't also Drones or Spawn bottomed out at 7/7. The Tribe was meant to end games, and do so with overwhelming force.
MaRo has since agreed that the Annihilator mechanic was a mistake, and it will rightly never be reprinted.
The next block I view as Tribal would be Innistrad. Now, in retrospect, Innistrad is more like Odyssey or Kamigawa in terms of how it handled Tribes. Zombies and Vampires and Werewolves, oh ... wait. I already did that joke. Darn. Anyway, Tribes ran deep in that block, but it didn't carry forward the mechanic of Tribal itself - Rise of the Eldrazi was the last time that was printed, and MaRo has since stated that the concept is redundant, and just added text for no reasonable gain. I can understand that decision.
But Innistrad, in a way, was the thematic opposite of how Zendikar handled Tribes. Whereas in the prior set, Tribes were almost casual then the Eldrazi showed up and made everything about them, in Innistrad, the definitions were clearly marked, even when the Tribes hated each other on cards such as Spare from Evil and Zombie Apocalypse. And when the Angels showed up in force for Avacyn Restored, they fit into the paradigm already established, rather than overturning it as the Eldrazi did. Is it any wonder then, that these two merged in Shadows over Innistrad and Eldritch Moon? They were two sides of the Tribal coin, and I'm probably reading too much into this. Oh well - onward!
After that, the idea of the the Tribal set or Block lay fallow. The most recent example is Kaladesh - but Vehicles aren't a creature type, they're an Artifact type, like Contraptions.
So, what's the difference between a Tribal Set or Block and a Non-Tribal one?
Well, I would have to draw the line at how much intentional synergy there is. A set can be Tribal simply by having creatures in it, and by making sure that those creature types have existed before. But what makes something Tribal lies in how well they work together.
Now, some of you have been wondering. I've managed to go ... over 2500 words and not once have I mentioned the ultimate expression of what it means to be a Tribe. Not once have I said that Tribe's name. I've only mentioned a block they appeared in once. And for very good reason. I wanted to talk about all the lesser Tribes first before coming to them.
For all you new players, you may have heard hushed whispers from your elders of a certain Creature type to be feared and respected above all others. Whose name sparks dread and horror in those who have survived this Tribe at its worst.
I am talking about Slivers.
Just... just read the cards that are there. Then come back.
So Slivers. The Tribe of Tribes. It is my opinion that Slivers are the single most disliked Tribe in the game - beyond even Elves - while in the same breath I will defend them as legitimate and viable. Slivers exemplify everything that is right and wrong with the Tribal, and the problem is that every one of them (except for the M14 and M15 ones) is a Sliver Lord. Remember how I defined a Lord as granting something to the other creatures of that Tribe? Well, because that's the Sliver's entire mechanic, I knew I was going to have to eat my words here.
Though the other conditional I pointed out comes into play here. There are four Legendary Slivers, the Sliver Hivelord, Sliver Legion, Sliver Overlord and Sliver Queen *oversized*. They are considered the Lords of the tribe. Those of you considering a Sliver Commander deck, get Sliver Overlord for the tutor effect.
Because Slivers are all 'lords' to some degree, the problem arises when you start to get multiple different slivers in play. I once ran a UG Mill deck (yes, really) that ran 4 Manaweft Sliver and 4 Screeching Sliver. I didn't run any more, as the deck didn't need more Slivers to do the job. And because of that, my opponents didn't see it as a Sliver deck, just a deck that had Slivers.
Yet when a deck is all Slivers? That becomes a problem. Each Sliver is an exponential increase in the capabilities of all Slivers, and failure to control them from an early start can see you lose very quickly. So much so, that I actually built a very old deck designed to deal with Slivers in a multiplayer format.
Slivers in moderation? Good! Great for limited formats, and even in constructed when the available pool os Sliver types is limited. Slivers in excess? It can be meta-warping. That's the problem with Tribal. Too much of a good thing is bad.
This is getting long, so I should wrap things up. I think that Wizards has done a good job of balancing tribal interactions and synergy over the years, enough that running a Tribal deck isn't seen as a positive or a negative, simply another way to play the game. Which is great! It means that Wizards can add to existing Tribes, and add new ones (hopefully) without upsetting anything.
And the best thing is that Tribes aren't required. They just are. They exist, and you can ignore them all you want.
Oh, and to answer a question unasked - Kavu. They have a special place in my heart for they were the first Tribal deck I deliberately built as a tribe.
For those of you wondering, here is the current (30 September 2016) list of Creature Types. Remember, each of these is a tribe until itself, and a creature can be members of multiple tribes at the same time!
Advisor, Aetherborn, Ally, Angel, Antelope, Ape, Archer, Archon, Artificer, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Badger, Barbarian, Basilisk, Bat, Bear, Beast, Beeble, Berserker, Bird, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Caribou, Carrier, Cat, Centaur, Cephalid, Chimera, Citizen, Cleric, Cockatrice, Construct, Coward, Crab, Crocodile, Cyclops, Dauthi, Demon, Deserter, Devil, Djinn, Dragon, Drake, Dreadnought, Drone, Druid, Dryad, Dwarf, Efreet, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Frog, Fungus, Gargoyle, Germ, Giant, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Hag, Harpy, Hellion, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Hound, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Insect, Jellyfish, Juggernaut, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Lamia, Lammasu, Leech, Leviathan, Lhurgoyf, Licid, Lizard, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mole, Monger, Mongoose, Monk, Monkey, Moonfolk, Mutant, Myr, Mystic, Naga, Nautilus, Nephilim, Nightmare, Nightstalker, Ninja, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Pegasus, Pentavite, Pest, Phelddagrif, Phoenix, Pilot, Pincher, Pirate, Plant, Praetor, Prism, Processor, Rabbit, Rat, Rebel, Reflection, Rhino, Rigger, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scion, Scorpion, Scout, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Sheep, Siren, Skeleton, Slith, Sliver, Slug, Snake, Soldier, Soltari, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Tetravite, Thalakos, Thopter, Thrull, Treefolk, Triskelavite, Troll, Turtle, Unicorn, Vampire, Vedalken, Viashino, Volver, Wall, Warrior, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.
And Mistform Ultimus is all of them.
TheRedGoat says... #2
First tribal deck I ever built: Minotaurs. I do miss my casual build that ran them with Heartless Summoning.
Incidentally, what would you say is the reasoning behind certain less popular tribes being aligned to a specific color(s)? Like, why are there so many cats in G and W?
November 10, 2016 11:59 p.m.
JonathanSamurai says... #3
Favorite tribe is Samurai. Followed by Dragons, who recently got a pseudo Lord in Thunderbreak Regent. If you look at my decks though, they are all tribal. I love tribal more than any deck archetype. Affinity is probably the most popular tribal deck right now though.
November 11, 2016 2:03 a.m.
zyphermage says... #4
While affinity is very synergistic I wouldn't call it tribal. I would say that elves are the most played tribe.
November 11, 2016 7:31 p.m.
TheRedGoat - There are Red Cats as well, you know! I even talked about Blistering Firecat a couple issues ago.
The real answer is that there is none. Tribes are technically independent of color, but the basic conceits of the game tend toward certain creatures types being found in certain regions which are associated with certain colors. There is nothing stopping Wizards from publishing a Goblin for example, except flavor.
JonathanSamurai: Affinity is a Mechanic, not a Tribe.
November 11, 2016 8:03 p.m.
JonathanSamurai says... #6
Affinity decks are full of creatures, artifact creatures, and typically run two lords. Currently also a top 8 deck. Elves are heavily played as well.
I would absolutely consider it tribal.
November 11, 2016 10:45 p.m.
JonathanSamurai: Tribal is not a mechanic (anymore). It's Creature type. Affinity is not Tribal any more that First Strike is Tribal, or Flying is Tribal (yes, I know Thunderclap Wyvern exists, I stand by my statement).
November 11, 2016 11:49 p.m.
JonathanSamurai says... #8
Affinity the deck, not mechanic. I think that's where the misunderstanding lies. I should have properly clarified.
November 12, 2016 6:28 a.m.
Still love my Soldier deck. Really encapsulates that building up a quickly massive threat piece by piece.
November 12, 2016 2:51 p.m.
zyphermage says... #10
If affinity is a tribe, then what tribe is it exactly?
November 12, 2016 7:02 p.m.
SupremeSnowSpork42 says... #11
Sand is a cool tribe because its only tokens exception being Mistform Ultimus
November 12, 2016 9:38 p.m.
Erastaroth_The_Duchess_of_Hell says... #12
I am really sad that this article and the comments have yet to mention an important keyword relating to this topic: Changeling
I feel like if they did the Errata on Mistform Ultimus properly it would just give him that keyword.
... and wait, what dwarfs were printed in lorwyn? I mean they printed maybe four of them in eventide, but that tribe had little to no place in that world. that would be like saying hag, noggle or troll played a major part in that world.
Otherwise great article! I am glad to see someone talking about this. Rumors of a Return to Lorwyn are in the wind, and I would love to see that. I am sure that most people who made it to this page would too. :)
November 13, 2016 7:40 a.m.
Erastaroth_The_Duchess_of_Hell; Mistform Ultimus' status is something of a Grandfathered in state. Yes, he could be erratted, but there is a difference between a static ability and a keyword ability. The Time Shifted printing didn't help either.
And yes, there are a measly four Dwarves in Lorwyn/Shadowmoor. http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&subtype=+[%22Dwarf%22]&format=+[%22Lorwyn-Shadowmoor%20Block%22]
I don't put much stock in the rumors of where sets are going. Wizards has to keep a balance of new and old, and they've been focusing on the old quite a bit recently. Time for new stuff!
November 13, 2016 12:26 p.m.
One of my favorite anti-tribal cards is Tsabo's Decree. I had an esper colours sliver deck during the time of the Invasion block, and Tsabo's Decree gave me the perfect answer for when I ended up playing against another sliver deck. Playing a Sliver mirror isn't much fun when your own Crystalline Sliver and Clot Sliver are saving your opponent's slivers from your spot removal.
November 13, 2016 4:51 p.m.
Havok.Bane says... #15
Cool article! My personal favorite tribe is either kor with the help of Armament Master, or the myr from mirrodin!
November 13, 2016 6:42 p.m.
Always a good read. I love seeing older cards from history and how they built on them! Thanks for the article!
November 14, 2016 5:24 p.m.
gomalarky: AAAAHHHHH!!!!!!!
Wrath of God, Damnation, Breaking Point, Inferno, Blasphemous Act, Chain Reaction, Devastating Dreams, Wildfire...
Are they dead yet?!?!?!?
;)
November 14, 2016 11:46 p.m.
Tyrant-Thanatos says... #19
I really enjoy this article series, though it never fails to make me feel like an Old Fogey myself. Onslaught was a great block. It may have been a bit before "my time" but when I was starting out, I collected a ton of Onslaught stuff because I loved the idea of tribal.
I will say though that I never held Slivers to be more horrifying than Elves. I blame Wellwisher for that one. To all the naysayers that claim "pure lifegain doesn't win games" have fun hacking your way through 300+ life before you run out of cards. Of course that's not to say that Slivers aren't an incredibly powerful tribe, but I'd rather face them than Elves or Goblins to be honest.
Overall a great read though. :)
November 15, 2016 6:22 p.m.
valkhellas says... #20
I started playing MTG Shortly before Innistrad, so looking at all this stuff is really cool to me. My first deck was the Worldwake Vampire starter deck, which I modified with some cards I got from packs, trades, and a big box of cards that I got from an older player. Anowon, the Ruin Sage acts as a mono-black psuedo Lord in my eyes, and was really fantastic for the deck, and I found some copies of an old Kamigawa card, Blessing of Leeches that worked really well for helping me keep stuff alive. I loved that deck.
Nowadays I still love synergistic decks, and run an Elf EDH based on the monogreen preconstructed, but buffed to the 9s with stuff like Omnath, Locus of Mana and Yeva, Nature's Herald. I also have plans/decklists in the making for tribal dragon, werewolf, vampire, spirit, and Ally decks (not that I get excited about new stuff easily). Tribal is probably my favourite kind of deck, even if I cheat with cards like Xenograft :D
November 15, 2016 7:58 p.m.
Game_of_Cones says... #21
Excelente!Tribal might be my very favorite thing of all where MtG creatures are concerned. Several of my decks work on the tribal concept, and my most effective EDH deck might be w/ Sliver Overlord commander (thats where I put my Coat of Arms, Collected Company, etc.). Very proud of my Elf deck, and also pleased w/ my red-black Zombie/Goblin/Vampire triple-tribal!
Drogskol Captain = Spirit Lord
Is "morph" a tribe yet?
November 16, 2016 3:20 p.m.
TheRedGoat says... #23
@HorseFist I feel Morph is more like affinity or metalcraft. Its just a mechanic that can happen to involve a lot of creatures.
So saying though, berryjon, would you feel an article is worth making like this one in regards to base-game mechanics or specific card type stuff? Like how landfall, constellation, prowess, or even metalcraft/affinity are things that obviously support playing a specific type of card, or cards that utilize a specific game mechanic (there was that one centaur that specifically helps out trample creatures).
November 16, 2016 6:22 p.m.
I can put that on the list. I think I'd want some space between this article that those first though.
November 16, 2016 6:27 p.m.
Almost every deck I build and play is tribal in some way. I just feel that it's more fun to have a themed deck than just a random assortment of good cards.
I think I only own one, maybe two decks that aren't tribal based.
November 17, 2016 11:22 a.m.
coltron815: No, but considering that Wizards, when they do an update to the creature type list call it the "". It is the 'face' for what would eventually become the Changeling mechanic.
Hrm, looks like we're due for another update soon.
January 13, 2017 9:36 a.m.
GoldenDiggle says... #27
I have a friend who runs a sliver deck (with Maze's End as a side wincon), piloted by Sliver Hivelord (because he sees Sliver Overlord as unfun.) It's really hard to remove and generates a lot of table hate. Hivelord's 'Mazing Slivers
You're right, they ARE pretty much all Lords.
Ironically, I am the one who likes elves, and I also get hate.
January 19, 2017 7:52 p.m.
Maze's End is kind of a terrible win con in Commander. Since you can only have one of each Gate, if some one manages to destroy or exile a single one from your deck, it's worthless.
shadow63 says... #1
really enjoyed this article. good work id give it +1 if i had the option
November 10, 2016 9:48 p.m.