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Magic: The Gathering Card Comments Archive

Riders of Gavony

Multiverse ID: 240015

Riders of Gavony

Comments (28)

.Blaze.
★★★★★ (5.0/5.0) (2 votes)
Certainly a great Block card. Might see standard play but I still like Champion of Lambholt more for getting your team past your opponent's.
Yozuk
★★★★☆ (4.9/5.0) (6 votes)
Our first human lord. I mean Strictly human. Not any of that all lore type stuff. And it doesn't even buff humans. And surprisingly, I'm not upset about that. This is much more powerful then a lot of other lords and we have white buff enchantments all over the place. 5/5
JRE47
★★★★★ (5.0/5.0) (2 votes)
What a nice little surprise gem THIS is. I love it! A very interesting Lord for Human and Knight decks everywhere.
Cyberium
★★★★★ (5.0/5.0) (2 votes)
Lovely art and powerful.
Lord_of_Tresserhorn
★★★★★ (5.0/5.0) (2 votes)
This thing was brutal in the pre-release. I had it AND Champion of Lambholt in a mono-Human GW deck. I usually called humans, which trashed people in several games. Once I choose Elemental because my Opponent had a Soul of the Harvest.
ZEvilMustache
★★★★★ (5.0/5.0) (5 votes)
In tribal formats, this card is going to be bonkers. What deck are you playing? Plants? Okay, my deck has protection from plants.
JaFaR_Ironclad
★★★★★ (5.0/5.0) (1 vote)
No, your Giants are not going to ruin my day.
DarthParallax
☆☆☆☆☆ (0.5/5.0) (2 votes)
I name Uruk-Hai! Because Rohan! Get it? :)
Megapossum
★★★★★ (5.0/5.0) (6 votes)
Sure is game-ending in here.
Madrai
☆☆☆☆☆ (0.5/5.0) (1 vote)
Should read human creatures you control win the game.
dlgn
★★★★★ (5.0/5.0) (1 vote)
Well *yawn* there go all the tribal decks.

Methinks this is a counter to all the Zombie love in Innistrad and Dark Ascension. And also maybe Cavern of Souls.
DoragonShinzui
★★★★★ (5.0/5.0) (3 votes)
"HUMANS!"

*Laughs manically*
Spoo
★★★★☆ (4.1/5.0) (5 votes)
I'm sorry, this card is a nice standard card.
Protection from spirits. Not a problem.
Protection from zombies. Not a problem.
Protection from my 7 evil exes. STILL NOT A PROBLEM!

Not only is it a 3/3 for 4 but it gives all your creatures protection from a creature type. In standard I'm thinking this might be nice since people have been feared into the Cavern of Souls bandwagon and are more tribalizing their decks to suit it. Imagine the humans you can play and send accross turn four without fear of dying on top of the already nasty double strike and first strike capabilliteis of the other white bombs. Of course you still have to fear getting snagged, but with this card your oppononent will have to really worry about where to use their spells. Especially since as a fourth turn drop you can make the fourth turn a one and done. Play this with a cavern of souls where and let your opponent do nothing but tragic slip and snag it. This card is that cool. OVER!

YOU SHALL NOT PAAASSSS!!!!
F THAT!
Paladin85
★★★★★ (5.0/5.0) (2 votes)
I name...

Brushwagg! No wait...

Cowards!
Tiggurix
★★★★★ (5.0/5.0) (3 votes)
"I choose... protection from wombats!"
Cheza
★★☆☆☆ (2.0/5.0) (2 votes)
A good and flavorful card, but somehow I want it to cost 3WhiteWhite instead, including lifelink or some other ability. It would support the "overrun" effect against tribal decks.
B_Quad
☆☆☆☆☆ (0.5/5.0) (1 vote)
So here's a question - what happens to the Protection effect when he leaves play? The card text doesn't say anything about "while this creature is in play" or "for as long as you control this creature" or anything. Can you Cloudshift/Flicker/whathave you and build up Protection from multiple creature types?
RedJaron
★★★★★ (5.0/5.0) (1 vote)
@B_Quad No, you can't Cloudshift this and build up protection from multiple creature types. Card abilities are only active while in the battlefield unless explicitly stated otherwise, such as Chandra's Phoenix returning from the graveyard, or the Flash keyword making it castable any time. Once the ability is gone from the battlefield, whether based on a creature, artifact, enchantment, whatever, it's no longer in effect.

Now, that's not to say you can't flicker this thing and change the protection type, or cast multiples and stack protection that way.
DritzD27
★★★★★ (5.0/5.0) (6 votes)
This is yet again proof that riding a horse is one of the most powerful things in magic. Want one creature to take out one million 1/1s? Lets go with the 'Flanking' sort of horse rider. Want to get in that combat damage with near certainty? Lets try Horsemanship. Want to be wholly protected from entire creature types no matter their size or power? This guy.
ZGiSH
☆☆☆☆☆ (0.0/5.0)
At first I thought this was an EoT turn effect that I could only re-use if I had some flicker ability and I still thought it was pretty alright. Now that I realize it's as long as the Riders are out it's pretty bonkers.

It's a completely ridiculous and surprisingly underrated card in limited, could see play in block since humans is already pretty strong.
feedbacker
☆☆☆☆☆ (0.0/5.0)
Hahaha what the heck happens if you name "Human" or "Knight"? Do the creatures stop getting affected by the ability which causes them to gain that ability?
joeah100
☆☆☆☆☆ (0.0/5.0)
This card seems underrated. It seems like it should at least be a 4.
RikerBlake
★★★★★ (5.0/5.0) (1 vote)
Sorry ThinkOriginal, but having protection from wizards means your humans can't be targeted, blocked, dealt damage, enchanted, or equipped by wizards. Magus of the Disk's ability does not target, so your own creatures would still be destroyed, just like how creatures with protection from white still dies to Wrath of God.
AMart83
★★★★★ (5.0/5.0) (1 vote)
It's amazing how many people still don't understand how protection works, then scoff at futile attempts to do anything about their combo that doesn't work.

Anyway, Rating: 4/5.

He's definitely a finisher that helps your troops push through. But there's so much creature removal out there, it could be setting your guys up for a combat trick that ends up with your creatures getting waxed and you losing board position.

The key is to wait for the right opportunity:
-when you have advantage of the board
-when you can deal a lot of damage, preferably lethal damage, if your guys go unblocked
-when your opponent is tapped out

If your opponent is not tapped out and only has one or two lands open, ask yourself if your opp. has played counters/bounce/removal/combat tricks earlier on that cost one or two mana. If not, then you can safely bet that this guy will resolve and stay on the field for at least the first swing with your creatures. With that said, sometimes you have to call your opponent's bluff and disregard anything that I just said.

Vigilance is a nice extra ability (thanks WoTC) and wasn't really necessary on this guy.

Any one of the following would have made him a 5/5, IMO:
-Allowing Protection from a chosen color rather than a chosen creature type
-Hexproof/Shroud

Because he doesn't have one of the aforementioned abilities, I usually end up playing him more as a sorcery than I do as a creature.
ThinkOriginal
☆☆☆☆☆ (0.0/5.0)
In a human tribal deck, Magus of the Disk + Riders w/ declared protection from "Wizards."

'Nuff said.

EDIT

nevermind. i'm dumb.
VirusVescichetta
☆☆☆☆☆ (0.0/5.0)
Very good sideboard card, at least. If you run into anyone running a tribal deck he hoses that pretty well. Other than that he can lend a little bit of unblockablilty (nowhere near a real word), for that last little bit of damage or hold a strong defense. Having vigilance is pretty good bonus, too.
mrchuckmorris
☆☆☆☆☆ (0.0/5.0)
I drew this 3 games in a row against my buddy's Sliver deck. On the third he just scooped, taking all his 10/10 vigilance lifelink doublestrike etc., yet totally useless slivers with him.
gut.gemacht
☆☆☆☆☆ (0.0/5.0)
Eldrazi? Pfft. My little horseman will sneak around Emrakul, scrape your Jace in the face and then stay untapped to block your Ulmog.