Pojo's Magic The Gathering news, tips, strategies and more!

Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor Dolf BeJoSe

Columnists
Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
IQ
Aburame Shino
Rare Hunter
Tim Stoltzfus
WiCkEd
Judge Bill's Corner


Trading Card
Game

Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports


Other
Color Chart
Book Reviews
Online Play
MTG Links
Staff



This Space
For Rent

Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Heir of the Wilds
Image from Wizards.com

 Heir of the Wilds
- Khans of Tarkir

Reviewed Dec. 9, 2014

Constructed: 2.75
Casual: 3.00
Limited: 3.63
Multiplayer: 3.56

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

Click here to see all of our 
Card of the Day Reviews 

BMoor

Deck Garage

Heir of the Wilds

This is a Temur card that fits in oddly well with the Mardu tribe, since it wants to attack and thus trigger Raid. I suppose "attacking with creatures" is too general an aspect of Magic to be rightly called the dominion of one faction in a block-- attacking with creatures is how you're assumed to be winning, and every color and every faction gets to do it. Likewise, the Temur's fercious ability only asks for creatures with power 4 or greater-- not something any one color or faction can call dibs on. Are Tarkir's clan mechanics especially vague compared to past blocks? Is it because it's harder to find color pie intersections for a color and its two enemies? Or was it a deliberate attempt to smooth Limited decks by allowing each clan to make use of on-color but off-tribe cards?

Constructed- 2.5
Casual- 3.5
Limited- 3.5
Multiplayer- 3.75

David Fanany

Player since 1995

Heir of the Wilds
 
It's tempting to compare this to Qasali Pridemage - both are 3/3s when attacking, both have a secondary ability, but the conditions around those traits make them play quite differently. Using deathtouch to deter blocks or trade with larger creatures is much more linear than interacting with classes of permanents that often cause problems for creature decks. The +1/+1 bonus is also more useful when your opponent doesn't have blockers anyway, when deathtouch is irrelevant. On the plus side, it's arguably easier than ever to control a creature with four power on turn three, and the ferocious keyword by its nature encourages you to have more attackers and thus a more difficult-to-handle game state.
 
Constructed: 2/5
Casual: 2/5
Limited: 3/5
Multiplayer: 2/5
Michael "Maikeruu" Pierno

Today's card of the day is Heir of the Wilds which is a two mana Green
2/2 with Deathtouch and Ferocious which gives it +1/+1 until end of turn if it attacks while you control a creature with four or more power. 
This is a Grizzly Bear with the somewhat supported types of human plus warrior and the added bonus of Deathtouch and the situational +1/+1.  It will see play in Casual and likely get slots in a few decks in Constructed or Commander, but just being a 2/2 isn't enough to make a major impact offensively or defensively and it is unlikely to reach high into the competitive scenes.
 
In Limited this is an excellent addition to any Green deck in Sealed as a 2/2 for two with the highly beneficial Deathtouch at no added mana cost.  An easy second or third pick in Booster to support a Green rare and works well early for pressure and late as a defensive topdeck.
 
Constructed: 3.0
Casual: 3.5
Limited: 4.0
Multiplayer: 3.5

Mattedesa

Deck Garage

Heir of the Wilds
 
This guy is a little unassuming at first, but is a very solid creature. 2/2 for 2 is pretty underwhelming in green, but his deathtouch is a big deal. He's small enough that people don't want to waste a bigger blocker or a kill spell on him, so he can often attack unblocked. Or, if you find your opponent with a big threat on the board, Heir makes a very imposing blocker.
 
He only gets better if you have ferocious. Just the fact that you have ferocious means Heir is only the second best threat you have - at best (Unless, of course, you have buffed Heir to give himself ferocious). He is then a 3/3 that you only spent 2 mana on, and you have at least 7 power of attacking creatures. That's exactly what green likes to do - put out creatures that are bigger than the opponent can handle.
 
After watching football this weekend, he reminds me of the imposing defensive lineman. He'd not flashy, and doesn't get a lot of publicity, but he's a key part in a solid lineup. Don't overlook him for your deck or ignore him when he's across the table from you.
 
Constructed: 3.5
Casual: 3.0
Limited: 4.0
Multiplayer: 3.0


Copyrightę 1998-2014 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.