David Fanany
Player since
1995 |
Tarmogoyf
Last week, we reviewed some of the gears, if you
like, that make Modern Masters turn as a format.
This week, we're going to the opposite end of
the set: five mythics, five cards that define
the set and define Modern itself. Tarmogoyf is
perhaps the most well-known of those, and the
most controversial. I still remember when this
little guy was originally released. Some people
experimented with him right away and found he
was even better than they expected; others wrote
him off, and many of those later regretted it.
Some people later called for him to be banned in
Standard, even as he single-handedly introduced
non-artifact aggro to Vintage. That feels like
an awfully long time ago, now.
How has Tarmogoyf stood the test of time? Yes,
he still gets ridiculously powerful just as a
result of the game being played, and there are
very few creatures that do that, but in this era
of everyone and their brother having one to
three enters-the-battlefield abilities, is that
enough? The fact is that even in this era, speed
still counts for something, and they'd never
print a two-mana 5/6 creature. Tarmogoyf is
always a threat, and is always a
bargain-basement price (compare Feral Hydra et
al). That is good enough for me, and it should
be good enough for you, too. In the more casual
settings, you don't always need the exact
combination of cost and stats that he offers;
you can certainly make do without him, but he's
certainly far from useless there. Just be aware
that until the Titans came around, Tarmogoyf was
the most controversial creature of the modern
era, and you might well draw certain kinds of
reactions by casting him.
Constructed: 5/5
Casual: 3/5
Limited: 4/5
Multiplayer: 3/5
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Michael "Maikeruu" Pierno |
Today's card of the day is Tarmogoyf which is a
two mana Green creature with power equal to the
number of card types in all graveyards and
toughness of one greater than that. This
is an extremely popular and valuable card that
counts artifact, creature, enchantment, instant,
land, planeswalker, sorcery, and tribal for a
maximum of 8/9 if all are present in a
graveyard. Typically you won't see tribal
while planeswalkers, enchantments, and artifacts
may not all be available which puts 4/5 as a
solid strength. It lacks any evasion or
avoidance, but for the cost of Grizzly Bears it
is definitely worth playing in the Modern format
if you happen to own any.
In a Limited setting where this is available it
is a low cost creature that will likely be
bigger than 2/3 when it comes into play making
it an automatic inclusion. Even if it
isn't in your colors the potential power and
actual value of the card make it a first pick no
matter what else is in the pack.
Sidedecking it to rare or hate draft is a
reasonable course of action and even forcing
some Green with mana fixing to include it is a
consideration anyone drafting it should
consider.
Counting the additional graveyards in
Multiplayer improves the chances of nearing the
maximum and reaching 4/5 or larger earlier,
making it a top card in these settings as well.
Constructed: 5.0
Casual: 5.0
Limited: 5.0
Multiplayer: 5.0
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