Cultivator Colossus – Crimson Vow
Date Reviewed: January 14, 2022
Commander [EDH]: 4.50
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Cultivator Colossus’ game text really saves the best for last, doesn’t it? In theory, you could cast him and put your entire deck into play, and then let your opponent try and figure out what to do about a creature that large. It seems like a good alternate win condition for the original Innistrad block’s Lost in the Woods limited decks – I’m not joking about that, because Lost in the Woods plus all of the tournament organizer’s extra Forests was viable. And beyond that, he’s a ridiculously-sized monster with a built-in puzzle, and a viable ramp target that works with synergy and combo pieces (where have I heard that before?). I said it about Goldspan Dragon and I’ll say it again: Cultivator Colossus has something for everyone. Play him as much as you can.
Commander [EDH]: 4/5
Seven mana to potentially get an Absolute Unit and a bunch of land drops? Sounds like a plan to me. Cultivator Colossus may not be cheap, but he can help you tear through your deck, drawing a bunch of cards and playing a lot of lands. They might come in tapped…but you can possibly get a lot of them, you get a large body, and you get a bunch of landfall triggers. Turns out that, in Modern…there’s a shell this majestic beast slots into, in the form of the “Amulet Titan” deck that likes to vomit all of its lands on board as to kill with Valakut, the Molten Pinnacle or just a large amount of damage. Trample does mean that you’ll usually be able to tear through boards, and when it comes to ending games for seven mana…while you may not do so all the time, there’s quite a reason Cultivator Colossus is already Crimson Vow’s most valuable card.
Constructed: 4 (it’s quite vicious in a shell built around it)
Limited: 4.75 (if this thing isn’t answered immediately, you can end the game the next turn pretty readily)
Commander [EDH]: 4.5
The best card to come out of Crimson Vow and it is with little debate. Seven mana is no problem in green with so many ways to ramp you could easily get this card out on turn four or five. Then the fun begins! I don’t understand how this was printed with Modern and Pioneer in mind, you’ll be able to keep pumping lands and drawing cards triggering landfalls along the way. Scapeshift is now a thing of the past with this card because now we have a giant beast in addition to the Valukut triggers! In modern this card has a home in Amulet Titan decks and in standard with Zendikar Rising in the rotation and landfall/ramp once again making itself known this card is a no brainer inclusion into any green heavy focus strategy. The hidden beauty of this is, it gives green the ability to draw cards just for playing a land from your hand. You may only get one or two draws but it is certainly better than the drawing power green had before! In the current standard rotation this card is easily one of the best creatures (and cards overall) out right now.
Commander [EDH]: 5/5
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