Funny enough, the ruling on the default page states that if, in response to wild beaatmaster's trigger, you give it -X, it gives -X/-X to all your creatures.
Now that might not be news to everyone but word to the wise, downsize can wipe your whole team. If you have a team of beastmasters and one gets downsized to -3/1 then its going to make the second master give -2/-2, the next is gonna give -4/-4 and the last gives your team -8/-8, all the while giving the rest of your team -17/-17... Now consider things like tragic slip or black sun's zenith. If the beastmaster dies to the tragic slip it'll still give -13/-13 to all your creatures when its ability resolves...
But thats the math if you didn't pay the overload cost for downsize. I don't need to do math for overload, just be wary. One mana can cause you to lose a lot faster than you anticipated. Not much you can do to prevent it with green or white either. Just be careful.
Posted By:
Vakyoom
(9/30/2012 2:58:49 PM)
This is the type of card design innovation that is best in the game of Magic. The creature's ability is not something we've seen a lot of or seen at all; but it's cool, fun, and potentially powerful without being automatically, right-out-of-the-gate dominatory. Furthermore, it's not a design that has anything (directly) to do with tribes or layers of tribal power - which is, again, an absolutely terrific thing for the game. It has potential for lots of power, but to get there, players must incorporate at least a modicum of synergy or card-combo into the deck design which is not spelled out for players by the type-line or rules text. Great design - makes for a fun, thoughtful, and thought-provoking game of Magic.
Posted By:
humor_love
(9/30/2012 6:30:23 PM)
Champion of Lambholt's best friend. Sure, this card's name is Wild Beastmaster, but she sure can lead a pack of Humans (or just run them both in G/W aggro)...
Posted By:
SyntheticDreamer
(9/25/2012 9:00:11 PM)
They're funny if you attack with multiples of them. If you attack with four of them, they will start as lousy 1/1 dorks, and after their abilities finished resolving, they'll be 15/15, 14/14, 12/12 and 8/8.
Posted By:
majinara
(9/26/2012 3:30:57 AM)
majinara brings up a great point. If you attack with four of them you put 4 triggers on the stack.
A makes B, C, and D into 2/2s, A is a 1/1.
B makes A a 3/3 and C and D into 4/4s.
C makes A into a 7/7, B into 6/6, and D into an 8/8.
D makes A into a 15/15, B into a 14/14, and C into a 12/12.
Throw in a Gruul War Plow, and that makes them all trample, while the plow itself (and any other creatures you control) is getting +15/+15. Amazing card for constructed, but not sure it will make a big splash in limited. I guess with a few scavenge counters it can open up a game.
Posted By:
PeabodyET
(9/26/2012 7:05:53 AM)
I don't mind pairing it with Wolfir silverheart
Posted By:
zomboss
(9/29/2012 5:50:50 PM)
A creature with Overrun! This in a deck with Scavenge can do a lot of damage. That said, she didn't usually last long at Pre-release, at most I got a single attack from her. Though that single attack was easily worth playing her and using up a card with scavenge.
Posted By:
HowardTreesong
(9/30/2012 3:11:08 AM)
Oh hey its a better Rabble-Rouser!
Posted By:
Trygon
(1/15/2013 11:59:16 AM)
Unfortunately doesn't actually synergize well with Bloodrush, as her ability triggers first, meaning you can't spread the love sadly.
Also, I love how the bears are just kinda like "Oh we're gonna go stampede? I guess so..."
EDIT: Nevermind, because of how the ability works it would trigger with her power at whatever time the ability is resolved, meaning Bloodrush has indeed found a new friend.
Posted By:
DoragonShinzui
(1/24/2013 1:36:01 PM)
"In response to the end my Declare Attacker step, before Wild Beastmaster's ability resolves I use Ghor-Clan Rampager's Bloodrush activated ability, targeting her".
Am I doing it right?
Posted By:
Orohu
(2/16/2013 5:20:29 PM)