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In this web page, I hope to present to you strategies, combos, and obscure uses for a new
Magic: The Gathering card every single day.
The Card of the Day is...
Cave People
The Dark, 4rth Edition, 5th Edition Uncommon
1RR Summon Cave People
1/4
"If Cave People attacks, it gets +1/-2 until end of turn.
1RR, T: Target creature gains mountainwalk until end of turn."
A brief rundown of the card:
Cave People isn't a bad card without the prospect of giving a creature mountainwalk. Compare it to Grey Ogre--the Ogre is 2/2 always whereas Cave People are 2/2 to attack and a competent 1/4 blocker (for almost the same mana). As for that mountainwalk thing, I sure like Cave People much more than Burrowing. Burrowing is cheaper to use (much cheaper), but the ability to dole out moutainwalk every turn to a different creature outweighs the cost in my opinion. Here are some cards I use with Cave People in my mountainwalk deck:
- Blood Moon
Non-basic lands are in most decks nowadays. Who isn't using Gemstone Mine, Lotus Vale, Kjeldoran Outpost, Maze of Ith....? Our good friend Blood Moon will turn all non-basic lands into mountains. Perfect for hiring out the Cave People as guides.
- Mystic Compass/Phantasmal Terrain...
Since the Cave People are willing to show anyone/thing the way of the mountains, you're going to need your opponent to control at least one mountain (duh). There are many ways of altering land types, but the two I mentioned here are some of the cheapest.
- Cinder Giant
Since your mountainwalk deck will probably be all/mostly red, you'll need some choice creatures to give mountainwalk to. Cinder Giant has an incredibly high power for all the more he costs (5/3 for 4 mana). Sure, he has a downside of dealing 2 damage to each of your creatures each turn. The Cave People can survive this easily. It won't take many turns of whaling away with 5 unblockable damage each turn to win.
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