Quakebringer – Kaldheim
Date Reviewed: February 8, 2021
Commander [EDH]: 4.25
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Yggdrasil shakes, and shiver on high the ancient limbs, and the giant is loose. There are a couple of dimensions to this guy, and when you put them all together, you get a card made to rule multiple formats. First of all, his mana cost is quite fair for his disruptive effect, and the discount and the mind games that come from foretell make him potentially devastating. Lifegain doesn’t need hosing as a pure strategy, but a mass of cards with incidental lifegain give aggressive red decks a real wolf-time in games (see: Hydroid Krasis), and such an ability on a creature that dominates the assembly of swords and does such massive damage to opponents is surely unprecedented.
Large, not particularly subtle, and very rude, Quakebringer is a one-sided Sulfuric Vortex that can also bash some faces. Foretell lets you put this out on turn 4 if you’ve nothing better to do, and a 5/4 isn’t an awful body on its own. But 2 free damage each turn is nothing to scoff at, especially when it can keep bringing the pain after it’s died. You just need a Giant to get the damage, and while the tribe isn’t known for its low mana costs, there are changelings running amok, and Bonecrusher Giant is still running around Standard for now (and is quite good).
Worth noting is that Quakebringer will trigger even in multiples, and 8 damage in 1 turn is very obnoxious. There’s a lot to be intrigued by, and I think Quakebringer is going to bring the pain early and often in this Standard (with some possibility for chaos elsewhere).
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