Tribal for All!

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honeymomo

19 March 2010

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With every new MTG release there is always one thing that I'm always looking forward to, and that is the new tribal themes! I'm always curious about the new creature types (or reoccurring ones) that will appear. What attracts a lot of people to this type of deck build is usually the consistent flavour of the cards, easy synergy, possible Johnny combo opportunities, or maybe a mixture of all of the above.

When I first started to play, Lorwyn was the set that was out at the time. It was very attractive for me to get into considering all the girly cards and it mainly consisted of making use of the tribal feature. I was instantly addicted to Faerie/Rogue decks and it was easy to build around the “Going Rogue” pre-constructed deck. Each tribe worked together and gave bonuses and ended up being powerful in their own ways. Having a look at everyone’s creature type was very important to take into consideration for any moves that a player would make. For instance, Oona's Blackguard would give my rogues a boost and help me to get rid of my opponents’ hand. She also ate a lot of removal spells in her day when I played her for being an annoying threat!

Now my appeal for tribal has moved into a broader spectrum. My favourite tribal of all time is the Dragon creature type. Maybe this will reveal my voracious Timmy streak but alas, that would be going into a different article. I also enjoy playing with Goblins and for standard I of course picked Vampires. There are many different choices for making a tribal deck and I enjoy it because I can usually find synergy anywhere or force it to happen. I also find that from my experience it’s good for beginners to start out with a tribal deck. It’s easy to see some of the basic mechanics; some complicated ones and learn the strategy of how cards work together when it’s sorted out into a tribal atmosphere.

Tribal is also great for players because chances are you’ll find a tribe that’s perfect for you or fits your style of play. I usually choose Dragon so I have access to huge creatures but thanks to Dragonspeaker Shaman I can have them out for (2) less than usual. That is a great bonus to playing a tribe in my opinion. The choices range anywhere from Efreet to Wizard, Angel to Zombie and span the colours of WUBRG. A great starting point is to pick a creature that interests you. Even if you cannot find a lot of a certain tribe there is always a way to make it work for you. The introduction of Changelings is a great example of that.

Here is a great place to pick out a creature type of your liking:

http://www.magicdeckvortex.com/visual_spoilers_creature_types_text_list.htm

They list most of the creature types on this site. The links that you can click offer more than a few options but it is nice to see that they will still put some of the less populated tribes up.

You can also look at:

http://magiccards.info/search.html

After “Types (Oracle, English):” enter the creature subtype of your choice and a list will be generated of all the cards in your tribal interest area. This has been endlessly useful to me because I have a hard time memorizing all the cards. It also helps me to find some cards that will work in my tribal that I didn’t know about because they were out before I started to play.

Next I would like to highlight some great cards to use for tribal decks! To starts let’s imagine a scenario where you chose “Eye” as your creature type. There isn’t a lot to work with. As I said before, changelings will work out (but some of them are ugly! I know!) But don’t worry there are other cheatyface fun ways to play tribal with only a few creatures available. Conspiracy, is a great card for this instance. Let’s look further into things:

“As Conspiracy enters the battlefield, choose a creature type.

Creature cards you own that aren't on the battlefield, creature spells you control, and creatures you control are the chosen type.”

This is fantastic. Now all your creatures are the types of your choice before they hit the table. Now you have the option to add more creatures to your deck even if their subtype doesn’t say “eye” it will still be considered as an Eye creature. Are your Johnny senses tingling? They should be because look how great this is for an ally tribal deck with Turntimber Ranger.

“Whenever Turntimber Ranger or another Ally enters the battlefield under your control, you may put a 2/2 green Wolf creature token onto the battlefield. If you do, put a +1/+1 counter on Turntimber Ranger

This would mean that you get the ranger that triggers but then when the wolf comes into play it too is an ally and triggers again and again. Because it is a “you may” ability you can stop this from happening whenever you want. I would choose to have 100 wolfs out! I’m not the best at explaining this situation but hopefully you understand the idea I’m trying to convey!

A lot of cards help you to have a cheaper casting cost with tribal. Urza's Incubator is a great example of this. It can go into any deck because it is a colourless artifact but it is very cost effective at (3) to cast. Not to mention great flavour of “Stop thinking like an artificer, Urza, and start thinking like a father!” for those who enjoy the flavour text. After mentioning this I also have to point out Cloud Key and Helm of Awakening. These can be used in many situations but are great for tribal. The draw back to Helm of Awakening is that your opponents’ spells are less too so you may not want to choose it. Cloud Key is also good for various other combos but it would be up to a Johnny to further this for me.

Another helpful card would be Konda's Banner because it gives not only a tribal bonus but a colour bonus as well. Bonuses like this are great in tribal and have very simple synergy to follow. For those who champion Standard will know that Coat of Arms is another great example of this but useful for standard tribal. The draw back is that your opponent too will have the bonus with Coat. I usually play Coat of Arms when I know that I am dominating the field with my own creature type (Bitterblossom anyone? Slivers?) And I am assured to have the bigger creatures.

A card like Rite of Replication can also be useful in a tribal deck. With its kicker cost you can pump out many creatures of your chosen creature type. Blue is also great for control. I see it as a great milling win condition in an Ally tribal deck with Halimar Excavator.

Taking a deeper look into tribal what it means to me is a more literal “tribe feel” if you will. I usually look for cards that have a race or class as their subtype. In other words, not all cards that give bonuses and have synergy are a tribe if you will. For instance, Master of Etherium isn’t exactly a tribal because artifact isn’t a race or class (to me). Artifacts, from a flavour perspective are like tools. Yes, creatures have surfaced in this realm but I just don’t get much of a tribal feeling from this type of thing. I look at artifacts more of as “artifacts” – an “object made by human beings, esp. with a view to subsequent use.” I consider classes such as rangers or soldiers a tribe because of the community feeling I get when using them for a tribal deck. If we look at the “Affinity” ability from Mirrodin, it is very powerful but to me it does not constitute as Tribal just an ability that works well with other cards. To summarize, just because it has synergy does not make something a tribe. There has to be a fine line drawn. A lot of cards can work together but a tribe is reflected based on creature and class subtype.

When building a tribal deck I usually find myself in trouble sometimes being mainly a tribal player. This trouble is that I will choose a tribal choice over something that wins. For a Spike this would be a no-no but for a honeymomo it is fine (please forgive me, I had to). To keep a theme strong in a Goblin deck chances are I’m going to pick Tarfire over a card like Lightning Bolt. I know that the bolt is better but something like that doesn’t concern me. I have more enjoyment knowing I have a card that will deal 2 damage with a mean little goblin throwing flaming poo over a strong 3 damage bolt. This does seem a bit much, but it is the daily strife a tribal player will face.

The upcoming tribes and current strong tribes are very exciting. To start we have Vampires and Goblins that are making a lot of noise. If you haven’t had a look at Goblins yet you may want to consider both Goblin Guide and Warren Instigator for your next decks. Kors are the major tribe for white and Merfolk are representatives again for blue. Green hosts many elves are per usual but they’re packing more of a punch with each new set. I’m also elated to see the new Eldrazi that are coming out. They look huge (Timmy), strong (TIMMY), and like they have awesome abilities! If you don’t have your Eye of Ugin ready I suggest you get them now! 1 is good for a deck since they are Legendary but you may want 2 incase a deck is packing land hate.

I feel that I’m rambling on now so I will end my first article here! I hope that I perked some interest in people to go tribal and have fun! I know that this is my favourite type of play and hopefully you will all like it too! On a final note if you want to get into tribal quickly and don’t have a lot of pieces pick up a Lorwyn or Shadowmoor pre-con deck!

Xoxo,

honeymomo

TheEpiphanizer says... #1

It was readable. Good job.

March 19, 2010 12:53 p.m.

Elesdee says... #2

I enjoyed it. Write more often.

March 19, 2010 12:54 p.m.

yeaGO says... #3

Funny as hell title. =)

March 19, 2010 1:25 p.m.

Siegfried says... #4

Would you consider my Artifact Crush deck a tribal deck? I know it's artifacts, but the deck is centred around the creatures, who just happen to be artifacts. At this stage it's looking to turn into a pure Alara block deck, which means complete and utter Esper.

I don't think your infinite Turntimber Ranger combo works. Conspiracy specifies creature cards and creature spells, and tokens fall under neither of these categories. The only gap I can see is when the token is considered to 'enter the battlefield', and whether Conspiracy changes the type of a token before or after this time. Rulebook someone?

March 19, 2010 1:54 p.m.

zimek22 says... #5

It works because of the line creature spells you control. So as they come into play they attain an ally type.

March 19, 2010 2:48 p.m.

honeymomo says... #6

Oh no, what happened to all the indentations and apostrophes? Maybe it doesn't format so well from gmail.

@Siegfried While everything feeds off one another I don't think it represents a tribal theme but more so good synergy.

And I think Zimek cleared anything else up :).

March 19, 2010 5:35 p.m.

KrazyCaley says... #7

@honeymomo Hm. I'll format it in a bit. The indents, I still don't know how to do without ruining the article (the site has a weird markup language), but the apostrophes I can fix.

-C

March 19, 2010 6:17 p.m.

Siegfried says... #8

@zimek: But a token is not a spell. You aren't casting it from your hand, it's coming into play as part of an ability. The more I think about it, the more I think that the wolves you generate aren't affected by Conspiracy until they are already on the battlefield, which means it's too late for any 'enters the battlefield' triggers like Turntimber.

March 19, 2010 8:06 p.m.

Your combo doesn't work. It isn't an ally as it enters the battlefield but it is when it has entered.

March 20, 2010 12:49 a.m.

yeaGO says... #10

@9 - I dunno about that. Conspiracy says its the type even when its not in play.

March 20, 2010 11:41 a.m.

suppressed08 says... #11

it might just be me, but where on turntimber does it actually say put a 2/2 wolf ALLY creature token into play?

if it's because turntimber's an ally, that also means the creatures that other ally guy who searches graveyards for creatures brings out are also allys. This seems rather wrong. Wizards (shouldn't/)wouldn't print such a blatant abuse of a subtype.

March 20, 2010 5:30 p.m.

suppressed08 says... #12

oh, i misread him talking about conspiracy, my bad

March 20, 2010 5:31 p.m.

KrazyCaley says... #13

I believe that honeymomo's combo works. Generally, "when (x) comes into play effects" are checked, in game time, immediately AFTER the thing comes into play. I know for a fact that you get to draw an extra card when you cast Dormant Sliver , even though it has to grant itself its ability.

Also note that Conspiracy could only get at the token via its last effect; a token is not a "card," nor is it ever a "spell."

-C

March 20, 2010 6:17 p.m.

thaimaishuu says... #14

Woot for tribal! I'll be the first to admit it, I just can't stop making them. >_<

They may not always be competitive, but when you win it feels great.

March 22, 2010 5:28 p.m.

Alzhander says... #15

Well, quite the debate over Conspiracy . I would have to jump in to this and say that the combo will not work. Here's why: 1) The tokens aren't anything when not in play, so the first effect would not apply. 2) Tokens never count as a spell, they are produced through spells or abilities, so the second effect would not apply. 3) The tokens wouldn't get the creature type "Ally" until they already in play, so they wouldn't trigger Turntimber Ranger 's ability, as they are not entering the battlefield as a "Wolf Ally", but merely just "Wolf" types and then gaining the "Ally" type after.

and @KrazyCaley: Dormant Sliver 's ability works because it grants itself the ability as it enters the battlefield, thus allowing it to trigger itself. Also note that it's ability says "All Slivers" not "All Slivers you control".

My apologies for commenting on possibly a "dead" topic, I don't get online much anymore.

March 26, 2010 10:02 p.m.

Delta8717 says... #16

Cool article. One of the main draws to MTG for me is tribal and particular themes (devourer, exalted, level-up...). I do hope one day that tribal themes will get some attention again similar to that of lorwynn.

July 13, 2010 12:16 a.m.

cardcoin says... #17

May I go out on a limb here?

If you have Conspiracy in play, and you call "Ally" as the creature type affecting the card, then surely the wolf token would come into play as a "wolf allay token" as a STATE BASED effect because of Conspiracy, therefore making the allay ability trigger off Turntimber Ranger and thus creating the combo loop... But because the ranger's ability is a 'May' ability then you can call how many times and amount of wolf allay tokens come into play.

Don't forget the last part of Conspiracy covers "...creatures you control are the chosen type". And tokens are indeed creatures!

It's much the same way as giving all creatures -1/-1 until the end of turn... even if a creature hits the board after the effect is played, it comes into play with that -1/-1 as a state based effect. thus causing any 1/1 to enter play and go straight to the graveyard. without a chance to be able to respond to it and pump it.

Regarding the article, it's interesting and refreshing. Nicely done!

July 13, 2010 1:25 a.m.

nammertime says... #18

I'll clarify the Conspiracy combo for everybody.

State-based effects are applied before trigger events. From the Comprehensive Rules:

410.10b Continuous effects that modify characteristics of a permanent do so the moment the permanent is in play (and not before then). The permanent is never in play with its unmodified characteristics. Continuous effects don't apply before the permanent is in play, however (see rule 410.10e).
ExampleIf an effect reads "All lands are creatures" and a land card is played, the effect makes the land card into a creature the moment it enters play, so it would trigger abilities that trigger when a creature comes into play. Conversely, if an effect reads "All creatures lose all abilities" and a creature card with a comes-into-play triggered ability enters play, that effect will cause it to lose its abilities the moment it enters play, so the comes-into-play ability won't trigger.
Therefore, with Conspiracy in play and a just-cast Turntimber Ranger :
  1. Turntimber Ranger's ability triggers and resolves.
  2. Put a +1/+1 counter on Turntimber Ranger, put a Wolf creature token into play (which comes into play as both a Wolf and an Ally thanks to Conspiracy).
  3. Turntimber Ranger's ability triggers because an Ally came into play.
  4. Rinse, repeat for an awesome feedback loop that may be stopped at any time (thanks to the 'may' in the Ranger's text... otherwise, the game stalls).
If all this is too much to explain to an opposing player, especially if you're playing casual, just use something a bit easier to deal with: Artificial Evolution .

My comments on the article and related to the article: I liked it, it targets an audience outside of your Standard people and makes them feel more at home here on this site. The writing itself is acceptable, but the content is great. I, myself, played Magic from right after Beta was released (so... not Beta, haha), and had a lot of fun making tribal decks way back when they weren't so synergistic and, well, playable. It was when Coat of Arms hit that every lesser-known tribe (those outside of Goblins and Zombies and whatever) started going CRAZY. I still remember my very first Soldier deck (not a popular tribe at the time). It was pretty contrived, being a highlander, Tempest-Block deck... it often lost, but was fun, and people actually wanted to play with my deck, haha.

Ok, no more rambling. I hope my post clarified something for anyone who is still doubtful.

July 26, 2010 1:08 p.m.

Zylo says... #19

I really liked it honeymomo! I actually have an Ally deck that's not an Ally deck because it uses Conspiracy ! Though I must add that I originally had it B/U instead of B/G because I never thought of the Turntimber Ranger combo lol.

August 15, 2010 6:59 p.m.

p3ndrag0n says... #20

Xenograft is cheaper and would do the same thing.

August 23, 2011 7:24 p.m.

p3ndrag0n says... #21

Sry, not cheaper, just a different color.

August 23, 2011 7:26 p.m.

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