Nightmare: Three new cards. While Underworld Charger is bland draft chaff, the other two could easily be positioned for roles in Nightmare Tribal.
Nymph: Five new cards. One in each color, which reflects the problem they had before this set. Their abilities are all over the place. Because Nymph Tribal is so bad, one or two of these new cards probably are good to run.
Ox: One new card. Not that it’s enough to salvage this miserable tribe, but Ox of Agonas is probably the strongest Ox card we’ve ever seen.
Pegasus: One new card. It’s a mediocre four-drop.
Phoenix: One new card. A bit lackluster compared to some other members of the tribe.
Plant: One new card. A decent mana-dork that could easily see play in Plant Tribal.
Rogue: One new card. Not the worst, but not worth running in what’s already a very strong tribe.
Satyr: Ten new cards, including one that makes satyr tokens and another that pumps all of your satyrs. A huge boost to this tribe.
Scout: Four new cards. Probably not relevant for this tribe.
Serpent: One new card. Probably the best card for Serpent Tribal ever, unless you happen to be playing against krakens, leviathans, or octopuses, in which case it’s maybe the second-best member of the tribe.
Shaman: Nine new cards. Options for this tribe are numerous and perhaps one of the new additions makes the cut in some deck, but nothing jumps out to me as great.
Siren: One new card. It actually kinda-sorta works alongside other sirens. Use sirens to force certain attacks, messing with combat decisions for opponents. Then flash Threnody Singer in and use it to debuff a creature. Not amazing, but as Tier 5 tribes go, it’s a solid combat trick.
Skeleton: One new card. So, the problem with Underworld Sentinel is that, while its ability is interesting, it doesn’t really fit with anything Skeleton Tribal is good at. Mostly, skeletons are weak and unremarkable creatures that are hard to kill or easy to recur. To get mileage out of this new card, you want powerful creatures in your graveyard.
Snake: Three new cards. This is a weird tribe with weird considerations, so I’m not sure if any of the new options make the cut. Moss Viper is strictly worse than Wasteland Viper, so probably not an ideal choice.
Soldier: Thirteen new cards. Some of them would be promising in other environments, but my instinct is that Soldier Tribal is already so power-packed that it is better off with what it already has.
Sphinx: Three new cards. I don’t think any of them contribute anything substantial to the tribe.
Spider: Two new cards. Arasta of the Endless Web probably makes it into a Spider Tribal deck. Its raw size isn’t great for its mana cost, but it’s decent and the ability can be extremely potent in the right environment. Doesn’t work as well against every opponent, but it influences gameplay in multiplayer pods and the ceiling on the ability is very high.
Spirit: Four new cards. Probably no impact.
Turtle: One new card. Turtle Tribal was pretty bad, but not so bad that this helps much. Flash built into Riptide Turtle might mean that it makes the cut anyway, but it’s not good.
Unicorn: One new card. It’s mediocre.
Warrior: Eight new cards. The only standout is Setessan Champion, which would be reasonably strong in an “Enchantress” style deck. I suspect that Warrior Tribal is better off not going in that direction, though.
Wizard: Eight new cards. The only potential contribution to a strong Wizard Tribal deck is likely Thassa’s Oracle, which presents a kind of upgrade to Laboratory Maniac as a win condition.
Zombie: Four new cards. Probably no impact for a tribe so flush with options as it is.
New tribal synergy cards to look out for
Archon of Sun’s Grace: Not sure what I’d run in Archon Tribal, but the synergy here is for Pegasus Tribal, and it’s likely the best Pegasus Tribal synergy ever.
Deathbellow War Cry: Well, it’s super-expensive, but it is a minotaur synergy worth pointing out.
Nightmare Shepherd: The card itself is a demon, but not quite good enough for Demon Tribal. While there’s no direct Nightmare Tribal synergy, the card can make nightmare tokens with useful abilities in the right deck, and there might be some application here.
Serpent of Yawning Depths: While Serpent Tribal is extremely bad, this card could pack a punch as a powerful synergy in either Kraken Tribal or Leviathan Tribal, both of which are much better.
Tymaret Calls the Dead: Zombie Tribal synergy. As such cards go, this one strikes me as rather weak, but it’s been generating some buzz and I should note it here in case I’m underestimating it. Also, the potential value of this synergy goes up if one is playing in a more constrained environment, such as one with a card pool that excludes older sets.
Overall set analysis
For the second time in a row, I can say that the new set’s impact on Tribal formats doesn’t really appear to be a case of the rich getting richer. None of the especially strong tribes get anything that looks particularly appealing. Almost all of the tribes that get notable boosts this time around are Tier 3 or lower, usually lower. The downside is that even those boosts aren’t that notable.
I do not think that
Theros Beyond Death is a bad set, but it is a worse set than the other full sets I’ve analyzed so far in my Tribal Update Report posts. All four of those sets were more power-packed, more innovative, more dynamic, and included more potent tribal synergy cards. But it feels trite to compare
Theros Beyond Death to some of the most powerful sets of all time. It just happens to come on the heels of
War of the Spark,
Modern Horizons,
Core Set 2020, and
Throne of Eldraine. Time will tell, but this set is probably fine.
Winners and losers for this set? Tier adjustments?
Winners might be…
- Archons
- Berserkers
- Boars
- Cats
- Chimeras
- Elders
- Fish
- Gods
- Harpies
- Horrors
- Krakens
- Minotaurs
- Nightmares
- Oxen
- Satyrs
- Serpents
- Spiders
While a lot of tribes get nothing or fall behind the competition with new set releases,
Theros Beyond Death is notable in this regard because it draws on the established mechanics of the three sets in the original Theros Block. Some of those tribes got
better tools in this set than in any of those three older sets. But others, not so much…
- Centaurs are strongly associated with this world and they haven’t been getting much love in other sets. They did get some options with this set, so it might be overly harsh to say they’ve lost here. In a way, they did.
- Cyclops got some of their only viable resources from Theros Block and got only bad cards this time around.
- Demons received some focus in the original Theros Block and got little of interest in this set. They’ve been falling behind the rest of Tier 2 lately.
- Giants were featured in this set, but fared poorly.
- Gorgons had a lot of potential and saw their hopes dashed with this set.
- Hydras were prominent in Theros Block and then, in the time since, they became one of WotC’s favored “iconic” tribes. This could have been a big set for them, but turned out to be meager.
- Starfish got nothing!
Because of how speculative this is, I find it tricky to weigh how much it takes for a creature type like Harpy, Minotaur, Satyr, or Fish to get promoted a tier. They definitely got better, but by enough? It’s entirely likely that Satyr Tribal was overrated in Tier 3, but that it now earns its rating with the upgrades from this set.
So I’m going to recommend no tier adjustments at this time, but there is one case that warrants particular consideration: Kraken Tribal. They’re currently Tier 4 and I think they’re extremely close to being Tier 3, a borderline case that’s too close to call. I am torn on this one and would gladly solicit input from anyone else who wants to give the matter some thought. Are krakens finally good enough to compete with the likes of elephants, spiders, wolves, etcetera?
Ban list update recommendations
Nothing comes to mind. I want to give this section some time before applying scrutiny, hoping to come at it with a fresh perspective, perhaps late into this year. That is, of course, barring obnoxious Tribal hoser cards.
Conclusion
With a few exceptional niches,
Theros Beyond Death isn’t going to be an especially important set in Tribal formats. The cards that are of direct interest as tribal members are sparse and are more along the lines of alternative pathways than best-in-slot upgrades. The support spells are tricky to evaluate. I’d say that support spells in this set average better than for most sets in the history of the game, but glaringly worse than some of the recent powerhouse sets we’ve grown accustomed to. Because of the setting, creature types associated with Greek mythology get more representation in this set. Perhaps I’m unfairly biased because I’m comparing a single set to three older sets, but I don’t really find the updated options for those Greek monster tribes to be impressive.