Magic the Gathering Card Analysis Bloodrock Cyclops

There has been a long history of creatures in magic the gathering which have been forced to attack every turn, and often they are overlooked. I can understand that and in many decks it is the correct thing to do but in those decks that are truly designed to be aggressive the lowered cost of these creatures can be a considerable boon and the need to attack every turn while limiting becomes far less important.

Bloodrock Cyclops is a common cyclops creature from weatherlight and the tenth edition core set of magic the gathering. It is a 3/3 creature that costs one red and two colorless to put into play and is forced to attack each turn. This is marginally better than most three casting cost creatures in power and toughness though there are a number of green creatures that could match it.

The biggest advantage this card holds is that it is in red. This means that you can occasionally get away with killing larger creatures with it. The reason for this is that your opponent is far less likely to assume trickery when you attack into a larger creature with the Bloodrock cyclops than with any other 3/3 since you have no choice. Backing this up with a lightning bolt or a shock can clear the way for other troops later. Combining this with other aggressive cards such as ball lightning and bloodlust can also be useful as they will be forced to decide what to block, the 3/3 that is likely to stick around or the 6/1.

Assuming that you are running this creature in a deck that is aggressive enough you will still have to balance your decision. If you find that you lose this without gaining anything to often then you may be better off going with a smaller but less aggressive three drop card or simply cutting this out and going for a four mana creature that isn’t so likely to get itself killed.

In limited this card is a good pick late in the game because it is likely to have not been taken in the first rounds of a draft. Don’t take it over any type of removal or card draw, but if none of those are available it is a solid third turn creature that is likely to get through at least once or at the very least take something out with it.