|  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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