Invasion of the Giants – A Magic the Gathering Card Review

For all the fun that playing Giant Tribal decks in Magic the Gathering can be, they often find themselves not doing very much for the first few turns of a game. That’s because the best stuff they have to do often doesn’t start until turn four or so. The Saga Enchantment from Kaldheim called Invasion of the Giants begins a new Chapter, or three, for Giant decks in Magic.

The Invasion of the Giants Saga comes in three parts and starts with the meager investment of just two mana, one Blue and one Red. It starts off humbly enough with “Scry 2” meaning you get to look at the top two cards of your library and decide whether or not you want either one or both of them to go to the bottom. This is especially helping in making sure you draw into the lands you need or the Giant card you’ll want to play soon enough.

Chapter Two of the Invasion of the Giants begins simply enough with drawing a card. It’s somewhat likely that card will be one you put back on top during the first chapter of this Saga. But, the chapter doesn’t end there. It comes to a climax if you’re able to reveal a Giant card from your hand. If you do, you’re rewarded with flinging two damage at an opponent’s face or one of their planeswalkers. Regardless of whether you have that Giant in hand or not, you still get to draw the card.

The final Chapter of this Saga, which causes you to sacrifice it when it resolves, may be the key to playing this Saga in the first place. For that then, Giant spells you cast cost two generic mana less. It’s tantalizing enough to be able to cast a Bonecrusher Giant into play for a single Red mana. It’s likely that if you revealed the Bonecrusher for the second Chapter of the Saga you were going to cast his Stomp Adventure soon after. To then play a 4/2 Giant for a single mana is a great reward. 

Of course, there are plenty of other Giants worth playing that suddenly cost two, three, or four mana with this Saga resolving. If this Saga wasn’t cast on turn two, the value of the Enchantment goes up rather than down, allowing you to cast more powerful Giants a turn or two earlier than you would’ve ever before. The only downside I see here is that many of the best Giants in Magic are in Green, Red and White. Kaldheim and its Giants are in Red and Blue. 

So, can you reliably go into three colors – or perhaps even four – and cast this Saga on turn two reliably? With the number of dual lands we have running about I would hope so, but this Saga seems to make Giant Tribal players want to narrow their focus towards Red and Blue, which seems to exclude a great many of the more popular Giants in competitive play. Then again, leaning into Green for the mana ramp seems like a good move. So, Temur Giants may well be a thing, as this Saga seems indispensable for Giant decks moving forward.

At the minimum, you’re getting to Scry 2 and draw a card for two mana. If you believe the notion that scrying is worth drawing half a card, then you’re essentially drawing two. Since there are plenty of playable Giants running around even in the wonderful world of Standard at the time of Kaldheim’s release, you’re going to benefit from the second and third chapters often enough if you’re dedicated to Giants. 

This isn’t too shabby for a two mana Saga, especially one that makes Giants a potential Tier deck by giving them something to do in the early turns. It’s not even bad later in the game, essentially paying for itself helping you to cast one of your Giants. It’s hard to not be a big fan of a Giant Invasion. Remember how powerful the Titan cycle was in its Core Set standard days. The six mana Titans suddenly costing four mana is a scary thought. Do we see a Titan deck in Modern benefit from this Saga? We shall see.

How would you play Invasion of the Giants?

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