Ferocious: Difference between revisions

From MTG Wiki
Jump to navigation Jump to search
>Neoheart
No edit summary
 
(20 intermediate revisions by 15 users not shown)
Line 1: Line 1:
{{Infobox ability
{{Infobox ability
| name = Ferocious
| name = Ferocious
| icon = MTGA Ferocious.png
| first = Khans of Tarkir
| first = Khans of Tarkir
| last = Fate Reforged
| last = New Capenna Commander
| reminder = …, if you control a creature with power 4 or greater, …
| reminder = …, if you control a creature with power 4 or greater, …
| stats = {{stats|G=9|R=7|U=3}}
| stats = {{stats|U=3|R=7|G=9}}
| storm = 7
| storm = 7
| storm_ref = <ref>{{DailyRef|making-magic/storm-scale-khans-tarkir-block-2016-02-29|Storm Scale: Khans of Tarkir Block|[[Mark Rosewater]]|February 29, 2016}}</ref>
| storm_ref = <ref>{{DailyRef|making-magic/storm-scale-khans-tarkir-block-2016-02-29|Storm Scale: Khans of Tarkir Block|[[Mark Rosewater]]|February 29, 2016}}</ref>
Line 11: Line 12:


==Description==
==Description==
Ferocious triggers an advantage for the player if they control a creature with power 4 or greater.  
Ferocious triggers an advantage for the player if they control a creature with power 4 or greater. It could appear on any card type, though it has yet to appear on artifacts (or battles, due to recency). Often for instants and sorceries that have ferocious, the wording is written to check for 4 power on resolution. Hence, it would synergize with a creature like <c>Bloodfire Expert</c> as a 3-power creature with prowess.
 
<c>Shaman of the Great Hunt</c> and <c>Shamanic Revelation</c> have the alternative text of "for each creature with power 4". Conversely, <c>Temur Ascendancy</c> does not have Ferocious as it fails the "if controlled" clause.


===History===
===History===
After ''Khans of Tarkir'', the mechanic was also featured in ''[[Fate Reforged]]''<ref>{{DailyRef|feature/mechanics-fate-reforged-2014-12-29|Mechanics of ''Fate Reforged''|[[Matt Tabak]]|December 29, 2014}}</ref> and on one card in ''[[Commander 2019]]'' (<c>Shamanic Revelation</c>).
After ''Khans of Tarkir'', the mechanic was also featured in ''[[Fate Reforged]]''<ref>{{DailyRef|feature/mechanics-fate-reforged-2014-12-29|Mechanics of ''Fate Reforged''|[[Matt Tabak]]|December 29, 2014}}</ref>. While the concept returns on occasion, reusing the ability word has been considered unnecessary.
 
====As a mechanic without the ability word====
The mechanic was brought it back on single cards in ''[[Shadows over Innistrad]]'' and ''[[Amonkhet]]'' and as mini-themes in ''[[Core Set 2019]]'' (three cards), and in ''[[Ravnica Allegiance]]'' (four cards), but every time without the ability word. This is perhaps the most times that a returning and previously named mechanic appeared without getting a name.<ref>{{WebRef|url=https://www.hipstersofthecoast.com/2020/03/managing-mini-mechanics/|title=Managing Mini-Mechanics|author=Zach Barash|date=March 3, 2020|publisher=[[Hipsters of the Coast]]]}}</ref> Some of these are due to expansion of the design to more than simply controlling a "ferocious" creature. These are expansions of the classic {{R}}{{G}} archetype of playing large creatures on rate that force opponents into difficult or risky combat steps.
 
Over the following year, the {{R}}{{G}} draft archetype used Ferocious effectively as the default:
*''[[War of the Spark]]'' brought Ferocious back on five cards. This time, it was a bit stronger and focused in two colors, with the multicolored creature (<c>Rubblebelt Rioters</c>) being not explicitly Ferocious, but works especially well with Ferocious.
*''[[Theros Beyond Death]]'' had it as the {{R}}{{G}} theme as shown by the multicolored signpost <c>Warden of the Chained</c>, and was featured, still unnamed, on seven cards.
*''[[Core Set 2021]]'' brought back a Ferocious card each from War and Theros alongside four other new cards. The signpost was <c>Leafkin Avenger</c>.


====As mechanic without ability word====
For sets without the explicit theme, ''[[Ikoria: Lair of Behemoths]]'' has one card with Ferocious and ''[[Kaldheim]]'' has two cards.
The mechanic was brought it back on single cards in ''[[Shadows over Innistrad]]'' and ''[[Amonkhet]]'' and as mini-themes in ''[[Core Set 2019]]'' (three cards), and in ''[[Ravnica Allegiance]]'' (four cards), but every time without the ability word. This is perhaps the most times that a returning and previously named mechanic appeared without getting a name.<ref>{{WebRef|url=https://www.hipstersofthecoast.com/2020/03/managing-mini-mechanics/|title=Managing Mini-Mechanics|author=Zach Barash|date=March 3, 2020|publisher=[[Hipsters of the Coast]]]}}</ref>


Over the following year, the RG draft archetype seems to have taken on Ferocious effectively as the default. The following set, ''[[War of the Spark]]'' also brought Ferocious back on five cards. This time, it was a bit stronger and focused in two colors, with the multicolored creature (<c>Rubblebelt Rioters</c>) not explicitly Ferocious, but works especially well with Ferocious. In ''[[Theros Beyond Death]]'' it was back again, this time as the RG theme, and was featured on seven cards but still unnamed. [[Ikoria: Lair of Behemoths]] has one card with Ferocious.  ''[[Core Set 2021]]'' brought back a Ferocious card each from War and Theros alongside four other cards.
Three years later, ''[[The Lord of the Rings: Tales of Middle-earth]]'', ''[[Wilds of Eldraine]]'' and ''[[Outlaws of Thunder Junction]]'' returned to using Ferocious as a draft theme, all in {{R}}{{G}}.


==Rulings==
==Rulings==
All rulings obviously work identically if the power would be any other number than 4.
All rulings obviously work identically if the power would be any other number than 4.
* Some ferocious abilities that appear on instants and sorceries use the word "instead." These spells have an upgraded effect if you control a creature with power 4 or greater as they resolve. For these, you only get the upgraded effect, not both effects.
*Some ferocious abilities that appear on instants and sorceries use the word "instead." These spells have an upgraded effect if you control a creature with power 4 or greater as they resolve. For these, you only get the upgraded effect, not both effects.
* Ferocious abilities of instants and sorceries that don't use the word "instead" will provide an additional effect if you control a creature with power 4 or greater as they resolve.
*Ferocious abilities of instants and sorceries that don't use the word "instead" will provide an additional effect if you control a creature with power 4 or greater as they resolve.
* If an ability says "target creature with power 4 or greater," it checks that creature's power twice: when the creature becomes the target, and when the ability resolves. Once the ability resolves, it will continue to apply to the affected creature no matter what its power may become later in the turn.  
*If an ability says, "target creature with power 4 or greater," it checks that creature's power twice: when the creature becomes the target, and when the ability resolves. Once the ability resolves, it will continue to apply to the affected creature no matter what its power may become later in the turn.  
* If an ability affects a number of creatures with power 4 or greater but doesn't target them, it checks the creatures' powers only once: when the ability resolves. Once the ability resolves, it will continue to apply to the affected creatures no matter what their powers may become later in the turn.  
*If an ability affects a number of creatures with power 4 or greater but doesn't target them, it checks the creatures' powers only once: when the ability resolves. Once the ability resolves, it will continue to apply to the affected creatures no matter what their powers may become later in the turn.  
* If an ability triggers when a creature with power 4 or greater comes into play, it checks that creature's power only once: when that creature comes into play. The trigger checks a creature's initial power upon being put in play, so it will take into account counters that it comes into play with and static abilities that may give it a continuous power boost once it's in play (such as the one on <c>Glorious Anthem</c>). After the creature is already in play, boosting its power with a spell (such as <c>Giant Growth</c>), activated ability, or triggered ability won't allow this ability to trigger; it's too late by then. Once the ability triggers, it will resolve no matter what the creature's power may become while the ability is on the stack.  
*If an ability triggers when a creature with power 4 or greater comes into play, it checks that creature's power only once: when that creature comes into play. The trigger checks a creature's initial power upon being put in play, so it will take into account counters that it comes into play with and static abilities that may give it a continuous power boost once it's in play (such as the one on <c>Glorious Anthem</c>). After the creature is already in play, boosting its power with a spell (such as <c>Giant Growth</c>), activated ability, or triggered ability won't allow this ability to trigger; it's too late by then. Once the ability triggers, it will resolve no matter what the creature's power may become while the ability is on the stack.  
* Some cards have abilities that say "At the end of your turn, if you control a creature with power 4 or greater, [effect]." These abilities have "intervening 'if' clauses." That means (1) the ability won't trigger at all unless you control a creature with power 4 or greater as your end step begins, and (2) the ability will do nothing if you don't control a creature with power X or greater by the time it resolves. (It doesn't have to be the same creature as the one that allowed the ability to trigger.) Power-boosting effects that last "until end of turn" will still be in effect when this kind of ability triggers and resolves. An ability like this will trigger a maximum of once per turn, no matter how many applicable creatures you control.  
*Some cards have abilities that say "At the end of your turn, if you control a creature with power 4 or greater, [effect]." These abilities have "intervening 'if' clauses." That means (1) the ability won't trigger at all unless you control a creature with power 4 or greater as your end step begins, and (2) the ability will do nothing if you don't control a creature with power X or greater by the time it resolves. (It doesn't have to be the same creature as the one that allowed the ability to trigger.) Power-boosting effects that last "until end of turn" will still be in effect when this kind of ability triggers and resolves. An ability like this will trigger a maximum of once per turn, no matter how many applicable creatures you control.  
* Some cards check the power of creature cards that aren't in play. If a creature card you look at this way has "*" in its power, the ability that defines its power works in all zones.  
*Some cards check the power of creature cards that aren't in play. If a creature card you look at this way has "*" in its power, the ability that defines its power works in all zones.  


==Example==
==Example==
Line 35: Line 45:


==Ferocious cards without the ability word==
==Ferocious cards without the ability word==
* {{card|Bolt Bend|War of the Spark}}
*{{card|Beastbond Outcaster|Outlaws of Thunder Junction}}
* {{card|Bonders' Enclave|Ikoria: Lair of Behemoths}}
*{{card|Blessing of Frost|Kaldheim}}
* {{card|Clear the Stage|Ravnica Allegiance}}
*{{card|Bolt Bend|War of the Spark}}
* {{card|Colossal Majesty|Core Set 2019}}
*{{card|Bonders' Enclave|Ikoria: Lair of Behemoths}}
* {{card|Drowsing Tyrannodon|Core Set 2021}}
*{{card|Boundary Lands Ranger|Wilds of Eldraine}}
* {{card|Flames of the Raze-Boar|Ravnica Allegiance}}
*{{card|Bristlepack Sentry|Outlaws of Thunder Junction}}
* {{card|Furious Rise|Theros Beyond Death}}
*{{card|Clear the Stage|Ravnica Allegiance}}
* {{card|Garruk's Uprising|Core Set 2021}}
*{{card|Colossal Majesty|Core Set 2019}}
* {{card|Goreclaw, Terror of Qal-Sisma|Core Set 2019}}
*{{card|Drowsing Tyrannodon|Core Set 2021}}
* {{card|Ilysian Caryatid|Theros Beyond Death}}
*{{card|Entish Restoration}} (''[[The Lord of the Rings: Tales of Middle-Earth]]'')
* {{card|Lambholt Pacifist|Shadows over Innistrad}}
*{{card|Flames of the Raze-Boar|Ravnica Allegiance}}
* {{card|Leafkin Avenger|Core Set 2021}}
*{{card|Furious Rise|Theros Beyond Death}}
* {{card|Nessian Hornbeetle|Theros Beyond Death}}
*{{card|Garruk's Uprising|Core Set 2021}}
* {{card|Ornery Dilophosaur|Core Set 2021}}
*{{card|Ilysian Caryatid|Theros Beyond Death}}
* {{card|Rhonas the Indomitable|Amonkhet}}
*{{card|Lambholt Pacifist|Shadows over Innistrad}}
* {{card|Shatter the Sky|Theros Beyond Death}}
*{{card|Leafkin Avenger|Core Set 2021}}
* {{card|Stampede Rider|Theros Beyond Death}}
*{{card|Nessian Hornbeetle|Theros Beyond Death}}
* {{card|The First Iroan Games|Theros Beyond Death}}
*{{card|Ornery Dilophosaur|Core Set 2021}}
* {{card|Turret Ogre|War of the Spark}}
*{{card|Picnic Ruiner|Wilds of Eldraine}}
* {{card|Undercity's Embrace|Ravnica Allegiance}}
*{{card|Rhonas the Indomitable|Amonkhet}}
* {{card|Warden of the Chained|Theros Beyond Death}}
*{{card|Ruby, Daring Tracker|Wilds of Eldraine}}
*{{card|Scalestorm Summoner|Outlaws of Thunder Junction}}
*{{card|Shatter the Sky|Theros Beyond Death}}
*{{card|Stampede Rider|Theros Beyond Death}}
*{{card|The Bears of Littjara|Kaldheim}}
*{{card|The First Iroan Games|Theros Beyond Death}}
*{{card|Turret Ogre|War of the Spark}}
*{{card|Undercity's Embrace|Ravnica Allegiance}}
*{{card|Warden of the Chained|Theros Beyond Death}}
 
===Other 4 power-matters cards===
*{{card|Aradesh, the Founder|Fallout}}
*{{Card|Anax, Hardened In The Forge|Theros: Beyond Death}}
*{{card|Cactusfolk Sureshot|Outlaws of Thunder Junction}}
*{{card|Challenger Troll|War of the Spark}}
*{{card|Ent's Fury}} (''[[The Lord of the Rings: Tales of Middle-Earth]]'')
*{{card|Goreclaw, Terror of Qal-Sisma|Core Set 2019}}
*{{card|Kavu Lair|Invasion}}
*{{card|Kiora, Behemoth Beckoner|War of the Spark}}
*{{Card|Kronch Wrangler|War of the Spark}}
*{{card|Jolene, Plundering Pugilist|Outlaws of Thunder Junction}}
*{{card|Life Finds a Way|Jurassic World}}
*{{card|Outcaster Trailblazer|Outlaws of Thunder Junction}}
*{{card|Sarkhan's Unsealing|Core Set 2019}}
*{{card|Smuggler's Surprise|Outlaws of Thunder Junction}}
*{{card|Strider, Ranger of the North}} (''[[The Lord of the Rings: Tales of Middle-Earth]]'')
*{{card|Temur Ascendancy|Khans of Tarkir}}
*{{Card|Territorial Boar|Ravnica Allegiance}}
*{{card|Vaultborn Tyrant|The Big Score}}
*{{card|Warbeast of Gorgoroth}} (''[[The Lord of the Rings: Tales of Middle-Earth]]'')


==5-power matters==
==5-power matters==

Latest revision as of 03:30, 25 May 2024

Ferocious
[[File:{{#setmainimage:MTGA Ferocious.png}}|70x70px]]
Ability Word
Introduced Khans of Tarkir
Last used New Capenna Commander
Typical Text Ferocious — …, if you control a creature with power 4 or greater, …
Storm Scale 7[1]
Statistics
19 cards
{U} 15.8% {R} 36.8% {G} 47.4%
Scryfall Search
keyword:"Ferocious"

Ferocious is an ability word introduced in Khans of Tarkir, wherein it was the Temur Frontier clan mechanic.[2] "Ferocious" is also used to indicate a similar mechanic that doesn't use the ability word itself.

Description

Ferocious triggers an advantage for the player if they control a creature with power 4 or greater. It could appear on any card type, though it has yet to appear on artifacts (or battles, due to recency). Often for instants and sorceries that have ferocious, the wording is written to check for 4 power on resolution. Hence, it would synergize with a creature like Bloodfire Expert as a 3-power creature with prowess.

Shaman of the Great Hunt and Shamanic Revelation have the alternative text of "for each creature with power 4". Conversely, Temur Ascendancy does not have Ferocious as it fails the "if controlled" clause.

History

After Khans of Tarkir, the mechanic was also featured in Fate Reforged[3]. While the concept returns on occasion, reusing the ability word has been considered unnecessary.

As a mechanic without the ability word

The mechanic was brought it back on single cards in Shadows over Innistrad and Amonkhet and as mini-themes in Core Set 2019 (three cards), and in Ravnica Allegiance (four cards), but every time without the ability word. This is perhaps the most times that a returning and previously named mechanic appeared without getting a name.[4] Some of these are due to expansion of the design to more than simply controlling a "ferocious" creature. These are expansions of the classic {R}{G} archetype of playing large creatures on rate that force opponents into difficult or risky combat steps.

Over the following year, the {R}{G} draft archetype used Ferocious effectively as the default:

  • War of the Spark brought Ferocious back on five cards. This time, it was a bit stronger and focused in two colors, with the multicolored creature (Rubblebelt Rioters) being not explicitly Ferocious, but works especially well with Ferocious.
  • Theros Beyond Death had it as the {R}{G} theme as shown by the multicolored signpost Warden of the Chained, and was featured, still unnamed, on seven cards.
  • Core Set 2021 brought back a Ferocious card each from War and Theros alongside four other new cards. The signpost was Leafkin Avenger.

For sets without the explicit theme, Ikoria: Lair of Behemoths has one card with Ferocious and Kaldheim has two cards.

Three years later, The Lord of the Rings: Tales of Middle-earth, Wilds of Eldraine and Outlaws of Thunder Junction returned to using Ferocious as a draft theme, all in {R}{G}.

Rulings

All rulings obviously work identically if the power would be any other number than 4.

  • Some ferocious abilities that appear on instants and sorceries use the word "instead." These spells have an upgraded effect if you control a creature with power 4 or greater as they resolve. For these, you only get the upgraded effect, not both effects.
  • Ferocious abilities of instants and sorceries that don't use the word "instead" will provide an additional effect if you control a creature with power 4 or greater as they resolve.
  • If an ability says, "target creature with power 4 or greater," it checks that creature's power twice: when the creature becomes the target, and when the ability resolves. Once the ability resolves, it will continue to apply to the affected creature no matter what its power may become later in the turn.
  • If an ability affects a number of creatures with power 4 or greater but doesn't target them, it checks the creatures' powers only once: when the ability resolves. Once the ability resolves, it will continue to apply to the affected creatures no matter what their powers may become later in the turn.
  • If an ability triggers when a creature with power 4 or greater comes into play, it checks that creature's power only once: when that creature comes into play. The trigger checks a creature's initial power upon being put in play, so it will take into account counters that it comes into play with and static abilities that may give it a continuous power boost once it's in play (such as the one on Glorious Anthem). After the creature is already in play, boosting its power with a spell (such as Giant Growth), activated ability, or triggered ability won't allow this ability to trigger; it's too late by then. Once the ability triggers, it will resolve no matter what the creature's power may become while the ability is on the stack.
  • Some cards have abilities that say "At the end of your turn, if you control a creature with power 4 or greater, [effect]." These abilities have "intervening 'if' clauses." That means (1) the ability won't trigger at all unless you control a creature with power 4 or greater as your end step begins, and (2) the ability will do nothing if you don't control a creature with power X or greater by the time it resolves. (It doesn't have to be the same creature as the one that allowed the ability to trigger.) Power-boosting effects that last "until end of turn" will still be in effect when this kind of ability triggers and resolves. An ability like this will trigger a maximum of once per turn, no matter how many applicable creatures you control.
  • Some cards check the power of creature cards that aren't in play. If a creature card you look at this way has "*" in its power, the ability that defines its power works in all zones.

Example

Example

Heir of the Wilds {1}{G}
Creature — Human Warrior
2/2
Deathtouch
FerociousWhenever Heir of the Wilds attacks, if you control a creature with power 4 or greater, Heir of the Wilds gets +1/+1 until end of turn.

Ferocious cards without the ability word

Other 4 power-matters cards

5-power matters

Scryfall search: oracle:"power 5 or greater"

"5-power matters" was a theme of Shards of Alara that was a precursor to Ferocious; the Naya shard had a number of cards that look for creatures with power 5 or greater. The theme was not received well in part due to the lack of keyword, which Ferocious later corrected.

"Power 5 or Greater" was featured as rules card 5 of 5 in the Shards of Alara set.

References

  1. Mark Rosewater (February 29, 2016). "Storm Scale: Khans of Tarkir Block". magicthegathering.com. Wizards of the Coast.
  2. Matt Tabak (August 31, 2014). "Mechanics of Khans of Tarkir". magicthegathering.com. Wizards of the Coast.
  3. Matt Tabak (December 29, 2014). "Mechanics of Fate Reforged". magicthegathering.com. Wizards of the Coast.
  4. Zach Barash (March 3, 2020). "Managing Mini-Mechanics". Hipsters of the Coast].