Since rotation hit Standard with the release of Throne of Eldraine, hardcore tribal players have been searching for something to replace the treasure trove of playable tribes that was lost with the exit of Ixalan block. Knight has been the most conspicuous case, the only one that fully made it into the competitive scene. On the other hand, Faerie never really materialized, and Elemental had its fifteen minutes of fame, then evaporated. Another golden tribal opportunity was there though, yet it went mostly unnoticed—which is ironic, since its protagonists are very hard to miss.

Giant has never been a major tribal force in the past. Sure, it gave us the Titans in Magic 2011, but they're all 6-mana finishers that can't realistically combine their talents in the same deck. With Golem stealing all the best colossal cards, the most playable non-Titan Giant in Magic history was probably
Fortunately, Throne of Eldraine was quite the giant leap for the big guys, thanks to a trio of powerful rares. Now our Giant friends can not only field a grand total of twelve in-tribe cards that are individually strong enough to feature within many top-tier decks. These three new members also happen to play very well with each other, in one case sporting a very powerful tribal synergy ready to be mercilessly exploited.

This right here is already a killer curve for a Giant deck: at 2 you can kill something with
Of course, Realm-Cloaked's one-sided "Wrath of Giant" is the critical element of this newfangled Giant Tribal: it allows to overcome its own and Beanstalk's major flaw of lacking trample or any other way to leverage their considerable power against the opponent's life total. In fact, if we can expect the first Cast Off to act as a countermeasure to stay in the game, we expect the second instance of the sweeper to be followed by an alpha strike of massive Giants that were already on the battlefield, untouched by their brother's destruction and now unimpeded by those pesky, tiny blockers.
It's a trifecta of efficient double plays, where Bonecrusher deals with early threats in both modes, Beanstalk and Realm-Cloaked's Adventure spells curate the midrange portion, then their huge bodies take over the late game.
Grinding Your Bones

Before putting these three jumbos inside a deck and see how that looks like, let's answer the unspoken question, "What if I wanted to go more tribal than this?" The current Standard does contain a few other Giants for sure. In fact, there's a total of fifteen of them that are legal—and though none of them compares with the Naya triplet, some are indeed playable. The most high-profile is
More interesting are the two Gruul 4 drops,

And here's the smashing list.
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I've already described the tri-Giant wonder curve, but there's more than that to the deck. Let's break it down to its essential components.
The ramp: When you have eight 7-mana cards around—an insane proposition at face value, although mitigated by the lower Adventure costs—you have to take ramping seriously. Beanstalk Giant is a good starting point, but even the jolly green dude will require some help. This comes in the form of a high land count paired with
The countermeasures: If Bonecrusher's
The support: This is, at the end of the day, a ramp deck with control elements, and that kind of strategy always craves ways to dig into the library for solutions or payoffs to sink all that mana into.

And you know how I previously mentioned that Realm-Cloaked Giant's prejudiced board sweep makes up for the fact that these Giants are sorely unequipped to trample over any blocker? Well, you know what else could solve this problem? Giving them trample to begin with! That's why
Admittedly, with only Grazer and Bonecrusher as low-cost creatures, this is not a build where engineering a turn-four Vivien is that much of a desirable prospect, not least because 3 green mana by that point aren't at all guaranteed in a triple-colored deck. But while her three copies can be partially used as flex slots to strengthen the early game when facing aggressive opponents, the benefit of having Vivien out when one of our finishers attacks is very much worth the inclusion, even not counting the other things she can do, like weaponizing a Giant's body to remove some annoying creature or planeswalker, and, worst case scenario, going into the sideboard to fetch a

All in all, this is a fun deck that can make some trouble for your FNM opponents when the stars and the giant feet align. When trying it, you may notice it sort of plays similarly to a
Even if I feel like the size of an entire realm should amount to something more sizeable than a 7/7 …

Tribal Attraction Archives
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