It does everthing red is known for. Damage. Lots
and lots of damage. Its 3-damage ability will
slowly clear the board of any stragglers not fit
to throw down with the Titans, and the
firebreathing will ensure that you never let a
single red mana go to waste. Played out your
hand? No matter, now all that red mana is free
to pump the Titan! And considering that the
3-damage ability can be directed at the player
you're swinging at, 15 damage in one attack is
frighteningly plausible.
In Norse mythology, the Seeress' Prophecy
foretold that the fire giants would ride to
war against the gods at the end of days, after
the human race had perished in the endless
twilight of Fimbulwinter. Being on the wrong end
of an Inferno Titan is a little slice of
Ragnarok - whenever red has had reusable damage
of any kind, the flexibility and staying power
has often put it well over the top. Like
Monday's card of the day, Inferno Titan is also
strong against planeswalkers, able to make a
dent in the loyalty counts of even the likes of
Elspeth and Gideon.
Magic The Gathering Card of The Day: Inferno
Titan
Welcome back readers continuing our trend
this week we are reviewing Inferno Titan in my
honest opinion the worst of the cycle. Fire
breathing is mana intensive and aside from being
able to Lighting bolt a blocker it has no
evasion and its ability does not justify playing
it. Red in standard has a better finisher in the
form of Kargan Dragonlord who minus the Lighting
Bolt aspect can finish the game faster. I
suppose you could win by not connecting and only
attacking with it but still this card seems to
be the worst in the cycle. In extended and
eternal no way this will ever fly its too mana
intensive and just a poor choice without evasion
or a stupendous ability. In casual and
multiplayer being able to hit multiple players
is good and it could take out weenies, once
again though mana intensive and solid there are
so many cards available to players in casual and
multiplayer settings. In limited its big but
requires a heavy commitment to red for its pump
ability, although you can utilize its removal
ability to wipe some creatures or finish a
player a decent card for limited. Overall I feel
this is the worst titan of the cycle, but the
titan cycle itself is amazing so take that as
you will. If it had haste and the fire breathing
it would have been something and still the worst
of the cycle, an interesting design but I don't
see it get much competitive spotlight.
Today's card of the day is Inferno Titan which
like the other titans is a 6/6 for six, but the
first effect costs a red mana to get a
Firebreathing effect of +1/+0 until end of turn.
This is quite weak on a creature without Flying,
Trample, or any other way of avoiding even a
0/1 blocker. The second ability is quite a bit
better as it deals three damage divided as you
choose whenever it comes into play or attacks.
There is some power here, but it isn't likely to
see much play in the constructed formats as Red
can do more damage with less.
For Limited this is a good large creature to
have, but not nearly the bomb draw some of the
other titans or angels are. The three damage on
the play and attack is his biggest selling point
as his Firebreathing effect is further weakened
by the likely multiple color deck. Despite being
somewhat mediocre for a mythic it probably
warrants being drafted first in Booster
depending on the remainder of the pack as it is
by no means a bad card. For Sealed this is an
easy choice to include when running Red as a
primary color, but as a secondary the value is a
bit reduced and can be left out if the mana
curve is a bit too heavy already.