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CardName: Togk Manytooth Cost: 4RG Type: Legendary Creature - Viashino Warrior Pow/Tgh: 4/4 Rules Text: Trample Whenever Togk Manytooth deals combat damage to a player for the first time in a turn, untap all creatures you control and after this phase, there is an additional combat phase. Flavour Text: Set/Rarity: [ALA] Alara Assorted Rare

Togk Manytooth
{4}{r}{g}
 
 R 
Legendary Creature – Viashino Warrior
Trample
Whenever Togk Manytooth deals combat damage to a player for the first time in a turn, untap all creatures you control and after this phase, there is an additional combat phase.
4/4
Updated on 18 Oct 2020 by SecretInfiltrator

History: [-]

2018-03-03 12:05:21: SecretInfiltrator created and commented on the card Togk Manytooth

Not enough {g} in the mechanics IMO. I would consider playing with some variants that could untap all of your lands as well or perhaps make you choose between untapping your lands or your creatures.

Also, this is quite likely 8+ trample damage to the dome when it's played. Makes me nervous.

I would have liked to use vigilance as the green mechanic in this, but it seems weird with the triggered ability...

How about using that as an excuse to also make the pure damage output a little milder:

Haste, vigilance
Other creatures you control have vigilance.
Whenever Togk Manytooth deals combat damage to a player for the first time in a turn, after this phase, there is an additional combat phase.
3/4

Better? The only real issue is that it's a flavor disconnect with Controlled Instincts. :/

Maybe:

Haste, trample
Other creatures you control have vigilance.
Whenever Togk Manytooth deals combat damage to a player for the first time in a turn, after this phase, there is an additional combat phase.
4/4

Weird to not have vigilance themself.

Vigilance is 'a thing' in {g}, but not so much that it would feel entirely natural to have the color grant the keyword to all of your creatures. The flavor connotations of the mechanic are also in opposition to the ideals of Gruul. Well, Ruric Thar, the Unbowed had vigilance, but I don't know why.

It seems quite unlikely that the variant without trample would be able to hit the player if they control any creatures at all since letting it go through would mean a second round of smack down. Unless they don't have any creatures able to block, which well, that could indeed be described as barbaric beating.

The trample is a very green thing; and is seriously pulling its weight here.

Honestly, I'd make it feel greener by removing the haste - which is terrifying.

Well, Ruric Thar, the Unbowed had vigilance, but I don't know why.

Because some designers consider vigilance more of a green thing than you do. Not saying any side is correct, just stating what lesson I learn from the card about the internal perspective of WotC.

I actually think that something that let's you enter combat twice (once as attacker, once as blocker) seems like a fit for Gruul (which is probably why it use to be red for a few cards to begin with). Even flavorwise if you consider the rule of the clans as defenders of the wild.

Honestly, I'd make it feel greener by removing the haste

Interesting. The opposite was my intention. I wanted to make trample feel like less of the red half by adding haste as the more obvious red keyword.


No haste it is. Worse Medomai the Ageless though.

2018-06-10 10:25:38: SecretInfiltrator edited Togk Manytooth:

removed haste

I don't think that saying I consider vigilance less {g} is the right way to put it. I happily went with Dancing Deer and Shepherd of the Trees for one thing. What I was alluding to is that I feel 'vigilance' is pretty much the opposite of 'reckless' and to a certain extent I think color pairs form a identity of their own that isn't merely a sum of their colors. That's why IMO vigilance (and flying as well) aren't the first things you think of the color combination.

I guess one could argue that this falls under the hybrid design mechanically but eh. Also, this could be the reason why people are at so much odds with the idea of {3}{b}{g} Serra Angel ala Neldanc Coven. This could also come down to guild identity that is separate from the color pair identity (a subset). While flying and vigilance make sense for {r}{g}, mechanically speaking at least, they don't necessarily feel so well at home in Gruul clan specifically.

EDIT: Wait, derp, this card is set in Alara, not in Ravnica. Nevermind. This is probably an indication of a larger issue where if we think of a two-colored card, we might immediately think of the guild specifically since they have become so predominant. We'be been referring to the color pairs for years with the guild names after all. So when people think of {b}{g} Serra Angel, they might say 'The Golgari don't really fly and aren't vigilant either' but not necessarily even that {b}{g} as a color pair couldn't achieve that combination - just that the guild couldn't or at least isn't known for it.


Entering combat multiple times is an interesting point, and I've seen twice or so the mono-{r} design being pushed that has vigilance with 'must attack and/or block each combat if able'.

Removing haste from this makes it a lot less desirable competitively speaking indeed, so perhaps you could buff its stats now to compensate. {r}{g} is a match for beefy creatures after all.

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