Mirrodin is no stranger to planeswalkers. After all, the artificial plane was originally made by one. Now, three more planeswalkers will be visiting the metallic world. What will their impact be on Mirrodin and Standard?
While two of the new planeswalkers are familiar, there is one fresh face; Koth of the Hammer. Koth looks like a local boy, a member of the Vulshok tribe, to be exact. Mountain barbarians, known for their metalworking skills as well as the fiery magic they use in battle.
Lets see what homeboy brings to the table.
+1 Loyalty: Untap target Mountain. It becomes a 4/4 red Elemental creature until end of turn. It’s still a land.
What does this do? Untaps a mountain and makes it a 4/4 hasty monster as well as a land. The body on these elemental lands makes them pretty relevant; able to take down blockers and tangle with all but the biggest critters. Don’t forget, they still tap for R.
-2 Loyalty: Add R to your mana pool for each Mountain you control.
What does this do? essentially doubles the amount of Red mana you can produce. Having access to powerful spells and creatures earlier than usual is a pretty tried and true path to victory. This second ability can also make up for any elemental land monsters lost in combat by making remaining mountains do double duty. It can also help with mana screw.
-5 Loyalty: You get an emblem with “Mountains you control have T: This land deals 1 damage to target creature or player.'”
What does this do? Gives you the ability to pay 1 R to deal one damage to target creature or player for the rest of the game. The effect persists even if Koth bites it. Mountains played after the ability is triggered can still deal damage. These killer mountains can do a lot of things like clear the board, sneak in a few extra points of damage each turn or deliver the final, fiery blow. I would call this a pretty fair victory clock. No opponent can stand for long with this kind of firepower trained on them.
Koth is my favorite planeswalker of the set. I like it when I know exactly what a card does, and Koth doesn’t put on any airs. Koth is a powerful tool for aggressive decks. He helps you to put the pressure and keeps you from running out of gas, something that has always plagued aggressive players. Koth does this masterfully, by giving Mountains extra utility. With him in play, lands can be monsters, produce extra mana and burn your opponent’s world down around him. Running out of burn spells or relevant monsters isn’t so much a problem. Drawing too few lands isn’t so much of a problem. A land glut turns into a boon.
I’m not going to speculate on whether or not Koth will make mono red a sustainable archtype or not. I will say Koth addresses some of the failings of mono red and other agressive decks, but doesn’t keep other decks from evolving to stymie red’s tactics as they usually do.
Koth will make playing red a lot of fun. Imagine combining him with Valakut, the Molten Pinnacle? There are plenty of fun, aggressive red creatures out there too, not to mention some fun new ones, like Galvanic Blast.
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