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?
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.
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.
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.