Magic The Gathering Pack Tactics Explained
While the Forgotten Realms may be full of daring and fearless adventurers, working together to kill an enemy, a large and overlooked part of the world are the little enemies that litter their way. Goblins, kobolds, and gnolls try to swarm the group, hoping their large numbers will be of benefit.
In Magic of the GatheringIn Dungeons & Dragons: Adventures in the Forgotten Realms, these numerous and furious attackers have their own mechanics. Here’s everything you need to know about Pack Tactics.
What is Pack Tactics?
Pack Tactics is a triggered ability that creatures can have. If a creature with Pack Tactics attacks and the total power of all of your declared attackers is six or more, Pack Tactics will trigger and provide you with many benefits.
Most of the abilities in Pack Tactics are effectively combat tracks, giving your creatures buffs before damage is calculated. However, there are a few other useful abilities, like the werewolf pack leader draw and the production of Battle Cry Goblin creature tokens.
Combat in Magic the Gathering is divided into many stages, so it can be difficult to know exactly when Pack Tactics is triggering. In terms of steps, Pack Tactics will trigger at the end of your Declare Attackers step, before your opponent has declared their blockers, and before any damage is dealt. This means that if you have some means of removing a creature from combat, such as with an Ith Labyrinth or a flicker effect, you can make the triggered ability resolve without it actually needing to inflict any damage. combat injuries.
How to use pack tactics
This is a mechanic almost exclusively for aggro decks that use a lot of creatures to attack each turn. Creatures in Pack Tactics should ideally be part of a swarm of creatures, rather than trying to break through on their own.
To get the most out of Pack Tactics, you need to take out as many creatures as possible. Double them up with a combat trigger doubler like Wulfgar of Icewind Dale and play as aggressively as you can.
Pack Tactics finds a bit of play in the current standard, mainly due to the werewolf pack leader’s incredibly useful draw ability and synergy with the subsequent set Innistrad: The Werewolves of Midnight Hunt. Minion of the Mighty is a very useful card in dragon-centric decks, as it allows you to deceive a dragon in your hand on the battlefield without paying its mana cost.
In Commander, Pack Tactics struggles to find much use outside of the Wulfgar of Icewind Dale decks. Not because it’s a bad or necessarily weak mechanic, but just because there aren’t enough creatures that have it to make it useful – with just one copy of each creature allowed, only one or two creatures with Pack Tactics offer enough perks (Werewolf Pack Leader, Minion of the Mighty, and maybe Tiger-Tribe Hunter) to really justify their inclusion in a deck.
What color is Pack Tactics?
Unsurprisingly for a mechanic focused on aggressive and increasing forces, Pack Tactics is a strictly Gruul (red / green) mechanic. Out of the eight cards that have Pack Tactics, each of them is in these two colors: four are mono-red, three are mono-green, and the last one, Targ Nar, Demon-Fang Gnoll, is multicolored Gruul.
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