Bellowing Saddlebrute

Bellowing Saddlebrute

Creature — Orc Warrior

Raid — When Bellowing Saddlebrute enters the battlefield, you lose 4 life unless you attacked with a creature this turn.

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Set Rarity
Khans of Tarkir (KTK) Uncommon

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Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Bellowing Saddlebrute Discussion

berryjon on Pattern Recognition #24 - Ninjutsu

2 years ago

JimHarbor: The formatting screwed up, and those were Boza's words, not mine. However, it is my article, so I will speak in my defence.

First is that the Storm Scale is not an absolute, set in stone thing. It is literally the opinion of Mark Rosewater, and not some policy of Wizards of the Coast. And even then, his opinion of it has bounced between 3 and 4 over the past couple of years. You cannot point at the Storm Scale, and proclaim that this is what will be.

Raid, as a mechanic, is indeed an excellent example of Storm #3. It is a robust mechanic that is easy to incorporate into future sets due to its simple design. It encourages aggressive play, and acts as a reward mechanic for doing something people would already do.

It's also dead.

Raid was never a well received mechanic. When I played during Khans, I played Mardu as are my primary colors, so why not? The universal response from my group (as I worked in my LGS at the time, I got to a lot of talking) was that Raid was the weakest of the five Khans mechanics, and the cards that supported it didn't do much with it.

When I talk about a lack of support, this is another fine example of it. Raid only appears on 11 cards. 5 Red, 3 White and 3 Black. That's it. Bellowing Saddlebrute is actively detrimental in a way that Suicide Black would hate. Arrow Storm has a laughable improvement for triggering Raid.

The effects triggered to Raid were bland and uninspired. They could be effectively ETB effects given the accepted paradigm of casting spells during your second main phase. The whole 'attacking' thing was just a conditional rider on the mechanic that only made sense when you thought about the mechanic as trying to encourage combat.

Which Dash did far better. And so did Bloodthirst in encouraging combat and damage.

So yeah, Storm Scale 3 or no, Raid is another example of a solid mechanic that's already in the dustbin. I won't hold my breath to see it again.

DruneGrey on Improving on Vanilla

4 years ago

I went through and assigned values to different abilities in the Khans of Tarkir set. Below are what came up as my top 20 with MVT, below that is the list based purely on VT. These are also all based off of my personal thoughts on the value of outlast/conditional abilities/etc...

MVT List;
Name (MVT #)
Monastery Swiftspear (2.5)
Kin-Tree Warden (2)
Ruthless Ripper (2)
Siege Rhino (1.875)
Herald of Anafenza (1.75)
Gurmag Swiftwing (1.75)
Icefeather Aven (1.75)
Mantis Rider (1.6)
Bloodsoaked Champion (1.5)
Master of Pearls (1.5)
Rakshasa Deathdealer (1.5)
Savage Knuckleblade (1.5)
Surrak Dragonclaw (1.4)
Chief of the Edge (1.375)
Chief of the Scale (1.375)
Seeker of the Way (1.375)
Temur Charger (1.375)
Butcher of the Horde (1.375)
Sagu Mauler (1.33)
Pearl Lake Ancient (1.32)

VT List;
Name (VT #)
Disowned Ancestor (2)
Monastery Swiftspear (1.5)
Herald of Anafenza (1.5)
Bloodsoaked Champion (1.5)
Dragon's Eye Savants (1.5)
Embodiment of Spring (1.5)
Meandering Towershell (1.4)
Savage Knuckleblade (1.3)
Anafenza, the Foremost (1.3)
Mardu Blazebringer (1.3)
Chief of the Edge (1.25)
Chief of the Scale (1.25)
Archers' Parapet (1.25)
Surrak Dragonclaw (1.2)
Bear's Companion (1.2)
Ivorytusk Fortress (1.2)
Siege Rhino (1.125)
Butcher of the Horde (1.125)
Bellowing Saddlebrute (1.125)
Kin-Tree Warden (1)

TheWarriorWithoutName on Mardu Warrior Tribal (HELP)

4 years ago

I don't want to play one drop creatures because of all these tap-lands... also brutal hordechief could be good but I prefer Bellowing Saddlebrute as a four drop

Tjips on

4 years ago

Other than the Bloodbond Vampire and the Caves of Koilos, I don't yet see how your deck aims to turn the gained life into advantage. Perhaps add some spells that have life-loss as a downside for powerful effects, like Read the Bones, Pitiless Horde, Bellowing Saddlebrute, or Painful Truths. Gaining life can be a very alluring thing to do in a magic game, but it's not getting you closer to winning on it's own. You're not playing to "not lose", you're playing to win... ;)