Oh, there were quite a few I'd forgotten about. Perhaps what I was thinking was it kills every common creature except for a few that you have to jump through hoops to get - I think of those you pointed out, only Gorehorn Minotaurs would be a 5/5 on turn 6 or 7 when you cast Wildfire, followed by Skyreach Manta. Depending on the deck, Rusted Relic might get turned off by it, depending on how many creature vs non-creature artifacts you have. I also think including Matca Rioters here is a bit disingenuous.
I guess I'm trying to say is there there's only like one creature at common with toughness of 5+, and that costs 8 mana. Even at uncommon the only creatures that naturally survive are
Pelakka Wurm and
Artisan of Kozilek at 7 and 10 mana, and like
Water Servant and
Restless Apparition can pump to escape it and
Algae Gharial and
Scavenger Drake can grow out of range.
So really perhaps what you need for Wildfire to be particularly good is a format where 4 toughness is a particular breaking point which is designed around, so that you can draft Wildfires and then prioritise the few creatures that survive it?
Hmmmm. This is a hard post to respond to, because it's a) strangely reductive and tries to boil down the entire format into a couple of pithy statements of arguable merit, and b) makes broad generalizations about the frequency at which certain events occur in the format, while ignoring the subtleties and synergies baked into the environment.
Again, I hate to put you on the spot, but my gut instinct tells me to ask the question again:
have you drafted the format? Or merely read a couple of articles and looked at the spoilers list? I ask because your conclusions about the format are odd, and playing just a few rounds - with any deck, against any deck - would lead you to a different set of observations.
In no particular order, here's why all of the above creatures matter:
-
Gorehorn Minotaurs is red, to be sure, but if it's made its way into your GR ramp deck, something has gone horribly awry. As one of the slowest decks in the format, it's unlikely you'll be able to turn on bloodthirst when you need it, as your deck isn't looking to get in for 2 in the early going. Rather, it's your BR opponents' that'll be charging in with 5/5's on turn four that you'll need to worry about.
- With
Darksteel Citadel at common, along with various other trinkets, baubles, and equipment, it's actually trivially easy to activate
Rusted Relic, much moreso than in Scars of Mirrodin limited. Keep in mind that even if you manage to turn it off temporarily by sweeping their smaller artifact creatures, it's usually not difficult for the pilot to draw a cheap artifact or two afterwards and switch the lights back on. I'd go so far as to say that affinity is the hardest matchup for a GR ramp deck, because of Rusted Relic alone.
- Let's talk about
Moonlit Strider, because this guy is a nightmare and a half. Often, how the sequences goes is:
-- Cast red damage-based sweeper.
-- In response, they sac Strider to grant protection from red to their best guy.
-- Soulshift triggers, they return
Nameless Inversion to their hand.
-- They cast Inversion on your guy who was supposed to survive the sweeper.
-- When the dust settles, they have their best guy, and you don't. If it was
Wildfire, you're also in tough to catch up.
With Strider, it's less about his toughness and more about the spirit synergies prevalent and available in the environment.
-
Ulamog's Crusher is something of a red herring, because the GR deck often can't wait until it hits eight mana to cast its sweeper; it usually needs to clear out the riff raff before then, or risk succumbing to any number of shenanigans.
- I completely agree that
Matca Rioters might not be the most legitimate suggestion. But is including it any worse than a snarky comment about Wildfire killing all commons, when that isn't remotely close to true?
Part of the fun of
Wildfire and its cousins was navigating the tricky maze of your opponent's large bodies - of which there were plenty in the format, despite what a cursory Gatherer search might tell you - while trying to land a credible threat yourself. As I mentioned earlier, I don't think Wildfire is as good in the environment as you're making it out to be,
and that's exactly why it was fun. To be sure, it's a powerful effect, but one that requires plenty of legwork on your part to get maximum - or sometimes, any! - value out of it.
To bring the discussion around full circle, I think what makes Wildfire work in Modern Masters 2 is less about "four toughness matters" - though that certainly plays a role - and more that
ramp is a supported theme. Sometimes you need the pull the trigger on Wildfire even when you aren't ahead on board, but hopefully you've amassed that many more lands than your opponent to put Stage Two of the game slightly in your favour. In the context of cube: if non-creature-based green ramp is something that you're enabling, Wildfire feels like it could be one of the primary reasons to go into GR ramp specifically, as it provides a unique reward that's different from - but works alongside with - giant monsters.