One of the best flavours in the games. Homarid has only one weakness: Old Fogey
Styny
★★★★☆ (4.0/5.0)(5 votes)
Is this card really important enough to have 4 different artworks?
mdakw576
★★★★☆ (4.0/5.0)(4 votes)
It's a very interesting card. Unfortunately it's really weak.
Snaxme
★★★★☆ (4.2/5.0)(10 votes)
This is goin' straight into my Chimney Imp/ Stormcrow / Wood Elemental deck.
Kryptnyt
★★★★☆ (4.7/5.0)(6 votes)
Ready to face my HOMARID ARMY at HIGH TIDE? no, didnt think so. Amusing that in the flavor text the homarids annihilated the merfolk. so... print many moar homarids, and less merfolks.
FragNutMK1
★★★☆☆ (3.9/5.0)(4 votes)
Fun mechanic, good for people who want to play an entertaining, light-hearted game. The fact that it's potentially a 3/3 for 3 AND in blue of all colours, is absolutely magnificent.
blindthrall
★★☆☆☆ (2.6/5.0)(4 votes)
FragNut is trolling. It would be playable for UU, but the fact that it gets weak before it gets big kills it.
Tiggurix
★★☆☆☆ (2.8/5.0)(2 votes)
Four stars for flavour!
DrJones
★★★☆☆ (3.0/5.0)(2 votes)
Blue shouldn't get creatures this strong.
MtFrostM
★★☆☆☆ (2.8/5.0)(2 votes)
Doubling Season, now it's a permanent 2/2 that makes you waste time putting counters on it.
garbagegatherer
★★★☆☆ (3.5/5.0)(3 votes)
Crab People...
Ninjazilla
★★☆☆☆ (2.8/5.0)(2 votes)
5/5 just to screw with data
Equinox523
★★★★☆ (4.8/5.0)(6 votes)
Non-Magic players have the best commentary on Magic ever. When explaining to a female friend what this did, she said,
"...so you're telling me, this creature has a period? It's gets weak and strong on a regular cycle?"
Oh, Homarid. I love you. Magic just ain't the same these days...
HuntingDrake
☆☆☆☆☆ (0.0/5.0)
I think "high tide/low tide" would have been sufficiently flavorful. The added flavor of passing through "middle tide" twice per cycle is not worth the added back-bending. . . Especially when there's a Pacifism on him. Could have even utilized old-fashioned +2/+2 counter technology. Man, these things predate Phasing. In Terrible Cube, I've killed these once with Release the Ants, once with Mage il-Vec, and also laughed myself silly to see one blessed with Battle Mastery.
Rudyardo
★★★★☆ (4.4/5.0)(7 votes)
Homarid 2.0 2U Creature - Homarid Homarid 2.0 enters the battlefield with two +1/+1 counters on it. At the beginning of your upkeep, remove a +1/+1 counter from Homarid 2.0. If you can't, put two +1/+1 counters on Homarid 2.0. 1/1
occamsrazorwit
☆☆☆☆☆ (0.0/5.0)
Play Homarid? Why not Zoidberg?
Klutz42
☆☆☆☆☆ (0.0/5.0)
I think it's supposed to be the whole ebb/flow rise/fall of tide thing. While this would be fine, it's way too overcosted. Should just cost {U}
TheWrathofShane
☆☆☆☆☆ (0.0/5.0)
This mechanic is interesting and has potential. Too bad its stapled onto limited fodder.
yousquiddinme
☆☆☆☆☆ (0.0/5.0)
I did a Fallen Empires draft at my LGS recently. This card is freaking unstoppable.
The only reason I was able to win was with my endless army of 0/1 thrull tokens from Breeding Pit.
My opponent decked himself. I couldn't kill Homarid, so I made him deck himself instead. That games lasted about a million turns.
Homarid, man. Homarid at High Tide was just too much.
NARFNra
☆☆☆☆☆ (0.0/5.0)
High tide is cool, but what if you take your Homarids EVEN HIGHER?
Put out two Homarids. When one's at three and the other's at two, Fate Transfer them.
You now have five tide counters on a Homarid; His ability should remove them, but it triggers when he has /four/ counters.
The counters will increase every turn, until the tide is so high the world is flooded.
Homarids rule!
Phelplan
☆☆☆☆☆ (0.0/5.0)
I would really love to see a set that based itself upon the continent of Sarpadia and all the strange species that won out in the end. The story could be told through an explorer's standpoint. There would be a characters like Sisay and her crew that would delve into the wilds of Sarpadia. The place would be overrun with all manner of strange and powerful thrulls, homarids, and thallids. It would also hold many buried treasures from the empires that had fallen. And there might be a couple outposts of grizzled orcs and dwarves that had *GASP* joined forces and adapted into one society that had learned to live in cohabitation with all these strange new creatures. Now that would be a new take on dwarves and orcs wouldn't it? If they had adapted to become the best of friends over the years in order to survive the same circumstance. (Wizards: Feel free to take this idea and run with it.) I would like to see a card named: Droning Queen Summon Homarid Casting cost: U She is a 0/1 that gives all other homarids +2/+2. So the other homarids in this set would have meh casting costs too, but with a queen on the board they are much stronger. With two queens on the board they are really strong and the queens are actually 2/3's then. Some kind of flavor text about how alone they are nothing but together they are powerful and how the dwarves and orcs saw this and learned from it. It would also be nice to see an artifact that costs 2 and for 1:(no tapping) Turn target Camarid (a juvenile Homarid) into a Homarid. Yeah, this would make a really cool set.
Comments (23)
no, didnt think so.
Amusing that in the flavor text the homarids annihilated the merfolk. so... print many moar homarids, and less merfolks.
"...so you're telling me, this creature has a period? It's gets weak and strong on a regular cycle?"
Oh, Homarid. I love you. Magic just ain't the same these days...
Could have even utilized old-fashioned +2/+2 counter technology.
Man, these things predate Phasing.
In Terrible Cube, I've killed these once with Release the Ants, once with Mage il-Vec, and also laughed myself silly to see one blessed with Battle Mastery.
Creature - Homarid
Homarid 2.0 enters the battlefield with two +1/+1 counters on it.
At the beginning of your upkeep, remove a +1/+1 counter from Homarid 2.0. If you can't, put two +1/+1 counters on Homarid 2.0.
1/1
The only reason I was able to win was with my endless army of 0/1 thrull tokens from Breeding Pit.
My opponent decked himself. I couldn't kill Homarid, so I made him deck himself instead. That games lasted about a million turns.
Homarid, man. Homarid at High Tide was just too much.
Put out two Homarids. When one's at three and the other's at two, Fate Transfer them.
You now have five tide counters on a Homarid; His ability should remove them, but it triggers when he has /four/ counters.
The counters will increase every turn, until the tide is so high the world is flooded.
Homarids rule!
I would like to see a card named: Droning Queen Summon Homarid Casting cost: U She is a 0/1 that gives all other homarids +2/+2. So the other homarids in this set would have meh casting costs too, but with a queen on the board they are much stronger. With two queens on the board they are really strong and the queens are actually 2/3's then. Some kind of flavor text about how alone they are nothing but together they are powerful and how the dwarves and orcs saw this and learned from it.
It would also be nice to see an artifact that costs 2 and for 1:(no tapping) Turn target Camarid (a juvenile Homarid) into a Homarid.
Yeah, this would make a really cool set.