Hill Giant

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Hill Giant

Creature — Giant

Rhadamanthus on blocking with more than one …

1 year ago

Unless first/double strike are involved (or last strike if we're getting silver-bordered), all damage is assigned simultaneously and then immediately dealt simultaneously.

For example, let's say the attacking player has Hill Giant and the defending player blocks with 2 Grizzly Bears. The attacking player sets one Bear as first in the assignment order and the other one second. Let's say the attacking player assigns 2 of the Giant's damage to the first Bear and 1 to the second Bear (they're also allowed to assign 3 and 0, but not 1 and 2 or 0 and 3). Both Bears assign 2 damage to the Giant. Now it's time to deal that combat damage, so one Bear takes 2, the other takes 1, and the Giant takes 4.

SteelSentry on Can Venerable Warsinger's ability target …

1 year ago

I have a Venerable Warsinger equpped with a Loxodon Warhammer, and I attack with it. My opponent blocks with their Hill Giant, so the creatures trade in combat and my opponent takes 3 damage from trample. Would Venerable Warsinger be a valid target when the combat damage trigger is put on the stack?

TriusMalarky on None

3 years ago

" . . . to be told you lost because someone just so happens to have --insert incredibly difficult to pull off win con that loses to Eviscerate -- . . . just feels bad."

It sounds to me like you don't run removal. If someone pulls off any of the combos you mentioned, or honestly any of 95% of cards that have the text "you win the game" on them, then they deserved that win. It takes 5 minutes to cut 5 bad cards and add 5 5-mana removal spells to your deck. It takes hours of brewing, careful math, and optimization to be able to get to a board state where those kinds of cards actually win. And even then, outside of suuuuuper casual games, and by that I mean a bunch of nerds throwing Hill Giant s at each other, you need a literal miracle to get all the pieces together before turn 20-30.

Optimator on Giant's Deck

3 years ago

Some more giants that are worth considering:

Kalemne, Disciple of Iroas - Kalemne is bae, but I'm biased.

Realm-Cloaked Giant - this card is mandatory.

Hundred-Handed One

Quarry Colossus - this one is passable.

Grasping Giant - I love this one--just put it in my Giant deck

Oathsworn Giant - Good utility if you are wanting to swing out every turn

Swathcutter Giant - I actually kinda like this one a lot.

Sentinel of the Eternal Watch -

Taurean Mauler - one of the best giants, sadly

Bonecrusher Giant - pretend you're terrorizing Standard!

Arbiter of Knollridge - gimmicky but fun.

Boldwyr Intimidator - I have one in my Warrior deck. Very funny card. Not exactly a powerhouse at 7CMC but the unblockable aspect could win a game here and there.

Siegebreaker Giant - Pretty good for 5 mana IMO

Non-Boros Giants Show

One thing that's tricky with Giants is that they are traditionally commons and uncommons; usually rare large red creatures are Dragons. As such, many giants are pretty low-impact or poor deals for their mana (think of the classic Hill Giant). There are enough good ones to fill out a deck, though, but you gotta hunt for them.

Tylord2894 on Do Luminous Broodmoth and Mystic …

3 years ago

There isn't a clear cut yes/no answer for your question, so I'll talk through an example that will cover most of the cases that could arise.

Let's say you have a Luminous Broodmoth out when your Hill Giant dies. It will come back with a Flying counter. Now, you play Mystic Decree then Wrath of God. The Moth will trigger both for itself and the reanimated Giant because they lost flying due to the Decree. Both will come back with flying counters. Now, the reanimated creatures will still have flying. When determining the characteristics of a permanent, the game uses a system of layers. Both of these effects are applied in Layer 6. Most of the time, we will use "timestamp" (chronological) order to determine how these effects will interact. That is what we will be doing here.

When the original reanimated Giant with a Flying counter was out with the Decree, it didn't have flying. Let's walk through what goes on in Layer 6 for the Giant. The card didn't have any effects to start and then got Flying from its counter. Then the Decree takes Flying away. That's the last of the effects, so the Giant doesn't have Flying. This is similar to what happens to the Moth.

Now, after both creatures get reanimated, what happens in Layer 6? Let's take the Moth as our example this time. The Moth starts out with the abilities printed on its card (so it has Flying). Since Decree was out before the Moth got a counter, the effect from Decree will apply next. The Moth then loses Flying and then gets Flying again from its counter. In the end, the Moth and Giant both have Flying. So, the Moth won't trigger when either creature dies.

There are a couple of things that I want to point out that don't directly pertain to the question at hand. Effects like Mystic Decree are very different from something like Archetype of Imagination's "can't" ability. Second, if you're somewhat familiar with layers, you might think that this is a dependency question. It is not, though. The Decree effect is applied to all creatures, not just the ones with Flying. It would have to say something like "All creatures with Flying lose Flying" in order for this to form a dependency. In that case, the answer to your question would be very different.

To recap, any creatures with flying due to an effect will lose Flying once Decree hits the table. Anything that gains Flying through an effect after Decree is out will have Flying.

Hope this helps!!

psionictemplar on None

3 years ago

I wouldn't consider myself exceptionally knowledgeable about this topic but yes, there have been an increasingly large number of bans in recent years. I started playing around 2000 for the record.

I believe a lot of this has to do with both the need to sell packs and general gameplay experience. Obviously wizards is a business and they have to sell things to make money. The best way to accomplish this is to offer new and exciting things to do in the game. With that being said, there is normally an ebb and flow to how powerful cards are at different time periods in the game. After all, who would want to buy a new Hill Giant every expansion. And if you make the next version weaker than the first, then nobody will want to use it or buy the product that has it. So naturally things become more powerful over time since it gives players something new to enjoy and keeps money coming in for wizards.

There is also the general feeling that as player, you want to be the most awesome or powerful mage you can be. Who would want to be just an ok wizard. I know I wouldn't. But if you look at games in general it is that way in several different kinds of games. Take an old rpg game for example. You would start off the game doing just a couple points of damage and by a games end something around 100. If you look at a modern game the numbers are blown way out of proportion comparably. Nowadays you start doing 10+ damage and deal 1000s like its nothing at the end. Bigger numbers are just more exciting. Things are heading that way with magic as well. Players like pushed cards because it makes them feel powerful using them. A big part of that problem however lies in the fact that the starting life totals haven't grown to accommodate the power creep. Because of this things are more impactful than they used to be and as a result are overpowered and end up banned. This in itself leads people to start using the next most powerful thing and you have the same situation again. From what I understand, playing limited (draft/sealed) is where you see a lot of the sets balancing being done. Moreso than between different sets. They try to give things some crossover but its not the biggest priority for them.

My final thought for the time being is that it has to do with how far out sets are made and the length of time they stay in a format. The rotation schedule has changed several times in recent years and you end up with more sets being legal at the same time than before. And with more cards come stronger decks. Its increasingly hard to test formats when you dont know what cards will be in the card pool. (Side note, wizards has admitted to not being able to test things as much as they want to.)

LordBlackblade on Can someone enlighten me on …

4 years ago

So Phyrexian Obliterator is a sweet card for starters. One of my all-time favorites.

In response to your first question, this ruling makes it so they can't sacrifice a creature that would be going to the graveyard anyway due to dying from combat damage. That would lessen Phyrexian Obliterator 's impact.

To answer your second question: Yes they would sacrifice as many permanents as the damage dealt to Phyrexian Obliterator . e.g. You attack with Phyrexian Obliterator and they block with a Hill Giant . The Hill Giant would die from combat damage and the defending player would have to sacrifice three other permanents.

triproberts12 on

5 years ago

Mostly just the good ones. Basically, if you don't want to be drawing and casting it, then don't put it in just because Gishath grabs it. You'd rather have a solid deck with good ramp and interaction that gets 1-2 free dinos a turn starting on turn 5-6 to a deck that puts out a horde of Hill Giant s starting on turn 8.

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