Theros Release Notes | MAGIC: THE GATHERING
Defeat a God is a Challenge Deck that was used at the Journey into Nyx Game Day. The deck features the revelling Satyrs of Theros, and the ascended its own set of rules, which are printed on the Game Day vinyl playmat. I bought all the Theros gods a while back for a dumb pantheon themed deck that I wrote a primer on him that is slightly out of date now. The test for characteristic defining is laid out in rule a. The Theros gods fail that due to condition 5 of that rule, as devotion is a condition.
Not all legendary enchantment creature Gods are created equal. Surprising opponents with a cycled Decree of Justice or end-of-turn White Sun's Zenith is what makes white token decks explosive. Thassa, God of the Sea lets you scry for one card at the beginning of your upkeep—nifty but much weaker in Commander than duels since you "get fewer" upkeeps in multiplayer—and makes a creature you control so it can't be blocked; that removes political potential for allowing other players' creatures to get through and is in a color without the greatest selection of efficient fatties to attack with.
Bident of Thassa helps with the political desire to push players into attacking and combos with any attacking creature you might control, but blue has much more efficient ways to draw cards with creatures that don't require attacking, such as Consecrated Sphinx or Sphinx of Magosi.
Purphoros, God of the Forge is among the more powerful Gods for Commander, letting you Shock everyone else whenever another creature enters the battlefield under your control. He isn't limited to nontoken creatures, so even the humble Mogg War Marshal deals 4 to 6 damage to everyone for just two mana.
He also gives you a mana dump to pump all of your creatures, which the closest red analog is Homura, Human Ascendant or Inner-Flame Igniter.
Hammer of Purphoros plays nicely, giving your creatures haste, but sacrificing lands usually isn't desirable in Commander. Nylea, God of the Huntas an avid green mage myself, left me hungry for more.
Trample is an ability already present on plenty of powerful green fatties Bow of Nylea is impressive with a swarm of Saproling or Elf creatures, but the wheelhouse of effects activating it is narrow even in Commander, where recycling cards from the graveyard into the library is probably the most useful.
All of these Gods pale to what Erebos provides: For the same casting cost as Greedwe get its ability at an extra and stop opponents from gaining life. When you start at 40 life, it's easy to spread out drawing five or more extra cards for a few turn cycles. Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.
Monstrosity Monsters of myth prowl the landscape of Theros, striking fear into the stoutest of hearts.
Theros Release Notes
When Keepsake Gorgon becomes monstrous, destroy target non-Gorgon creature an opponent controls. The official rules for monstrosity are as follows: The value of X in those abilities is equal to the value of X as that permanent became monstrous.
Once a creature becomes monstrous, it can't become monstrous again. If the creature is already monstrous when the monstrosity ability resolves, nothing happens. Monstrous isn't an ability that a creature has.
It's just something true about that creature. If the creature stops being a creature or loses its abilities, it will continue to be monstrous. An ability that triggers when a creature becomes monstrous won't trigger if that creature isn't on the battlefield when its monstrosity ability resolves. Devotion The pantheon of gods rewards the allegiance of mortals with magnificent wonders.
Nylea, God of the Hunt (Theros) - Gatherer - Magic: The Gathering
Devotion is a new rules term that counts colored mana symbols to determine the magnitude of effects. Each in the mana costs of permanents you control counts toward your devotion to green. The official rule for devotion is as follows: A player's devotion to [color] is equal to the number of mana symbols of that color among the mana costs of permanents that player controls. Numeric mana symbols, and so on in mana costs of permanents you control don't count toward your devotion to any color. Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color s. If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves.
The permanent with that ability will be counted if it's still on the battlefield at that time. Scry Scry is a returning keyword action that lets you get a glimpse of your future and possibly change it.
It most recently appeared in the Magic Core set. Spark Jolt Instant Spark Jolt deals 1 damage to target creature or player. Look at the top card of your library. You may put that card on the bottom of your library. The official rules for scry are as follows: