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Target creature gets +3/+3 until end of turn.
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| Want (1) | Comicalflop |
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Anything I suggest, consider it a 4 of unless otherwise noted. Also, some may or may not be in your price budget. You will want the concept of a "mana curve" in your mind. For example through the game you almost guaranteed to have 1-2 mana unless you didn't mulligan. In aggro deck you want a lot of these so you keep playing them turn after turn. Then you want slightly less 3 drops, fewer 4 drops, and then only 1-3 "bombs" like Aurelia, the Warleader .
1 Drops:
Boros Elite
:
Rakdos Cackler
:
2 Drops:
Ash Zealot
/ Precinct Captain
:
Truefire Paladin
:
Wojek Halberdiers
:
3 Drops:
Boros Reckoner
:
Frontline Medic
:
Pyrewild Shaman
?: Maybe have a pump effect in this deck with Bloodrush?
Viashino Firstblade
: Turn 3 you want to be able to play a creature and attack with Battallion.
Skyknight Legionnaire
: Same as Viashino Firstblade
but no Battalion.
4 Drops:
Firemane Avenger
:
Rubblebelt Maaka
: Giant Growth
for your deck like Pyrewild Shaman
Tajic, Blade of the Legion
:
Again, these are "ideal" suggested cards and if you don't have them you can put other things in like Firefist Striker in place of a Truefire Paladin etc.
Wild Beastmaster has a triggered ability (which always start with "when", "whenever, or "at") and triggered abilities always go on the stack. When multiple abilities trigger at once, players can order them onto the stack however they want, starting with the active player (whose turn it is) then going to the inactive player. If you have a 3/3 Wild Beastmaster and a 1/1 Wild Beastmaster and order it so the 3/3 resolves first, the 1/1 will get +3/+3, and become a 4/4. When the second beastmaster's ability goes to resolve, she is now a 4/4 and everyone else will get +4/+4.
Wild Beastmaster s ability will trigger as soon as she is declared an attacker, so it will resolve before any blockers are declared.
If you Giant Growth one, it'll pan out a lot like the example above, as long as you pump the beastmaster who's ability will resolve first. So the buffed 4/4 will pump everyone +4/+4, making the second one a 5/5, then the second beastmaster will pump everyone else +5/+5.
Wild Beastmaster
's ability triggeres only once per attack in the Declare Attackers step of the Combat phase. This is before the game proceeds to the Declare Blockers step. When you declare the Beastmaster as attacking, its ability goes onto the stack. When it resolves, it checks the Beastmaster's power and buffs your creatures accordingly. If you want the bonus to be bigger, you need to pump up your Beastmaster before it attacks, or at the latest, after the ability triggers but before it resolves. If you proceed to the Declare Blockers step, the trigger has already resolved and further boosts to the Beastmasters power will not affect the bonus it gives to other creatures.
If you have more than one Beastmaster, you need to apply boosts before attack or before the resolution of their abilities too. Example: You attack with two Beastmasters and one 3/3 centaur token. After you declare attackers, Beastmaster #1 ability and Beastmaster #2 ability go onto the stack. Because you control both abilities, you choose the order in which they are placed onto the stack. Let's say you put #1 there first and then #2 on top of it. Before they resolve, you use your priority to respond to those triggers and you cast Giant Growth
on Beastmaster #2. The Growth resolves first making Beastmaster #2 a 4/4 creature. Then, you resolve its ability which then checks its power. Seeing its power is 4, it gives +4/+4 to the other creatures. Now you have a 4/4 Beastmaster #2, a 5/5 Beastmaster #1 and a 7/7 centaur token. Then, Beastmaster #1 ability resolves and checks its power. Seeing that its value is 5, it gives all other creatures you control +5/+5. The result is: Beastmasters #2 is 9/9, Beastmaster #1 is 5/5 and the centaur token is 12/12.
Assuming you attack with two Wild Beastmaster s:
At the beginning of the declare attacker's phase (after attacks have been declared, before blocks are declared), you put both Beastmaster abilities on the stack in the order of your choice. Then, you can respond with a Giant Growth on Beastmaster A (who's ability you probably put 2nd on the stack to resolve first). Before any of the Beastmaster's abilities resolve, that will make her a 4/4, barring other buffs. When the Beastmaster A's ability resolves, she will be 8/8, and Beastmaster B will be 5/5. Then, when the Beastmaster B's ability resolves, Beastmaster A will be 13/13 and Beastmaster B will be 10/10.
If no players do anything at this point (aka. pass priority), the next step is declaring attackers, in which step you again could buff the Beastmasters, but this will not "multiply" through their abilities.
Okay, so if I put counters on Beastmaster after they declare no blockers, how does the ability check? And if I have two, and put a Giant Growth on one, how does that play? Please just play out the entire scenario for me, because i'll use this to prove to my friends.
UR Crazy!
I tried implementing green as my original thoughts led me to Giant Growth , Ranger's Guile and Phytoburst but the mana base got a bit sloppy. I will give it another test and see if it's viable.
Armed / Dangerous I completely forgot about, the double strike could be really good.
Signal the Clans is an interesting one, I will test it out when I give green a go.
Thanks. :)
Insect Horde
Spells get played off whatever. If a Giant Growth is flipped from an ant hill, it'll get played as long as it has a target. Same with Overwhelming Stampede , which means that strategic killing of queens is necessary. And they wont attack just for that turn. So if you kill a Hornet Queen on Hive turn 5, they won't attack turn 5, put will turn 6 (assuming back-to-back turns happens then).
Again, any amendments that'll make it more playable is entirely welcome. I was just trying to figure out how to give a swarm some flavor.
No Beauty. Just Beast.
Oh and I like like playing instants like Titanic Growth because it saves you from some nasty Pillar of Flame deaths. If you want a faster save, play Giant Growth because it's great for boosting, and saving.
| Low | Avg | High |
|---|---|---|
| $0.02 | $0.11 | $0.49 |
| Color(s) | G |
| Cost | G |
| Converted cost | 1 |
| Avg. draft pick | 7.60 |
| Avg. cube pick | 12.36 |
| Format | Legality |
| MTGO | Legal |
| Heirloom | Legal |
| Standard | Legal |
| Extended | Legal |
| Legacy | Legal |
| Vintage | Legal |
| Commander / EDH | Legal |
| Modern | Legal |
| Pauper | Legal |
| Set | Rarity |
| Return to Ravnica | Common |
| 2011 Core Set | Common |
| Duel Decks: Garruk vs. Liliana | Common |
| 2010 Core Set | Common |
| Tenth Edition | Common |
| Ninth Edition | Common |
| Eighth Edition | Common |
| Seventh Edition | Common |
| Starter 2000 | Common |
| Classic Sixth Edition | Common |
| Fifth Edition | Common |
| Ice Age | Common |
| Fourth Edition | Common |
| Revised Edition | Common |
| Unlimited Edition | Common |
| Limited Edition Beta | Common |
| Limited Edition Alpha | Common |
| Promo set for Gatherer | Rare |
| Masters Edition II | Common |
| Battle Royale Box Set | Common |
| Duel Decks: Elves vs. Goblins | Common |