When it enters the battlefield Double the power of each other creature you control. They gain vigilance.
Seems like a cool card that can do a lot of things.
Seems like the floor with this guy is really low if you play it on an empty board.
The ceiling is really high though and is just screaming to be put into the same deck as Craterhoof and Tooth and Nail.
Due to the wording, any double striker becomes essentially quadruple strike which is really cool, and it can make it really hard to race against this since your creatures gain vigilance.
I might like this more than Gear hulk myself. They both suffer from being pretty bad if they are the only creature you control (granted, this is worse since trample > Death touch usually, but this card is more interesting and can do some interesting things in board stall situations.
I kind of like this card as a package. The pump effect is high ceiling low floor, but deathtouch ensures this will be relevant on any board, and the recursion is actually super relevant in green decks that can struggle with running out of useful threats. I think it competes more than it might seem at first glance.
It's fine, but overall I don't like it.
My green decks tend to be fairly mana elf heavy, so if those decks go wide, generally the total power isn't particularly high.
It seems only good as the top end of a deck focused on beating down, which isn't really what my green decks do... and hyper agressive decks would rather not play 5 drops.
The over-run effect needs to be pretty consistent to make this card good enough. Otherwise it doesn't generate enough value for it's cost.
To contrast with the Red God, that god has a chance to win the game if you un-tap without any other support.. whereas the meat of Rhonas' value in the ETB effect that requires a considerable board presence to do anything at all.
Like I don't think I would play a 5/5 haste deathtouch for 5, and I can't imagine the average scenario being as good as that card.
Now I want green 5s that work along the Surrak, the Hunt Caller plan, and this kind of splits the difference between Nissa, Vital Force and Overrun, putting a body on an open board and multiplying damage when there is board presence.
3GG
5/5 Deathtouch
When it enters the battlefield Double the power of each other creature you control. They gain vigilance.
Seems like a cool card that can do a lot of things.
Seems like the floor with this guy is really low if you play it on an empty board.
The ceiling is really high though and is just screaming to be put into the same deck as Craterhoof and Tooth and Nail.
Due to the wording, any double striker becomes essentially quadruple strike which is really cool, and it can make it really hard to race against this since your creatures gain vigilance.
I might like this more than Gear hulk myself. They both suffer from being pretty bad if they are the only creature you control (granted, this is worse since trample > Death touch usually, but this card is more interesting and can do some interesting things in board stall situations.
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My green decks tend to be fairly mana elf heavy, so if those decks go wide, generally the total power isn't particularly high.
It seems only good as the top end of a deck focused on beating down, which isn't really what my green decks do... and hyper agressive decks would rather not play 5 drops.
The over-run effect needs to be pretty consistent to make this card good enough. Otherwise it doesn't generate enough value for it's cost.
To contrast with the Red God, that god has a chance to win the game if you un-tap without any other support.. whereas the meat of Rhonas' value in the ETB effect that requires a considerable board presence to do anything at all.
Like I don't think I would play a 5/5 haste deathtouch for 5, and I can't imagine the average scenario being as good as that card.
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Pretty sure Verdurous Gearhulk and Wolfir Silverheart will both have better average case scenarios though.