Image courtesy of Scryfall.com
Hungry Megasloth and the mathematics of probability-based triggers
In the Foundations Jumpstart world, where draft innovation meets a pinch of whimsy, Hungry Megasloth stands out as a delightful lens for thinking about probability in play. This green, uncommon creature from j25 arrives as a 3/3 with Reach for {2}{G}, a sturdy body that can protect your skies and trees while you grind through your own little probability experiments. Its built-in resilience—an ability that grows with every activation rather than relying on a one-off effect—lends itself to a natural conversation about how often we can trigger a goal-state in a game where randomness and structure collide 🔥🧙♂️. The flavor text about snatching delicacies from low-flying airships adds a touch of whimsy, but the real magic here is in the math: two mana and a tap can turn a defensive behemoth into a counters-fed engine. 💎⚔️
At its core, Hungry Megasloth’s text is elegantly simple: Reach lets it block flying creatures, and the activated ability costs {2}, tap to put a +1/+1 counter on this creature. That single line creates a delightful probability problem. If you imagine a game where you gradually accumulate counters by activating the ability, how many activations are realistically possible by a given turn, and with what likelihood? This isn’t just about raw damage; it’s about building a probabilistic story where every turn nudges a creature closer to a thunderous board presence. The math is friendly but non-trivial, especially once you toss in ramp, rocks that generate colorless mana, or incidental mana-fixing that makes two-mana activations more reliable. 🧙♂️🎲
A simple, deterministic baseline
To anchor our discussion, imagine a modest ramp setup where Hungry Megasloth can reliably generate exactly 2 colorless mana each turn starting on Turn 2. The activation cost is 2 colorless mana, so each turn from Turn 2 onward you can safely pump the Megasloth. This is a deterministic baseline, not a stochastic model: by Turn 2 you’ve activated once (resulting in a 4/4 reach creature), Turn 3 grants a second activation (5/5), and so on. By Turn n, the maximum number of activations equals n−1 (since you begin on Turn 2). In this tidy world the distribution collapses to a single trajectory: 1 activation by Turn 2, 2 activations by Turn 3, 3 by Turn 4, and so forth. It’s clean, but not what most games look like in practice. Still, it’s a useful anchor before we add in the real-world randomness we actually contend with on different tables 🧙♂️💎.
Bringing probability into the frame
Now let’s layer in probability. In a more typical game, you don’t always have perfect, predictable mana on every turn. Instead, you have a distribution of mana availability shaped by your mana bases, ramp spells, and the cards you draw. A practical way to model this is to treat each turn as a Bernoulli trial: on a given turn, there’s a certain probability p that you can generate at least 2 colorless mana to activate Hungry Megasloth. If you run a simplified, ramp-heavy deck, p might be around 0.6 for turns where you have a reasonable chance to assemble 2 colorless mana, and lower on lean turns. Over a span of multiple turns, the number of activations follows a binomial-like distribution conditioned on the number of opportunities you have to activate (one per turn after the Megasloth hits the battlefield) 🧠🎯.
Let’s illustrate with a concrete, but still illustrative, scenario. Suppose you have five turns of potential activations (Turns 2 through 6), and on each of those turns you have a 0.6 probability of generating at least 2 mana to activate. Then the number of activations X in those five turns follows Binomial(n=5, p=0.6). The resulting distribution gives us tangible probabilities for becoming more threatening over the first five turns. Here are the exact, illustrative probabilities for achieving at least k activations by Turn 6: at least 1 activation ≈ 99%, at least 2 activations ≈ 91%, at least 3 activations ≈ 68%, at least 4 activations ≈ 34%, at least 5 activations ≈ 7.8%. Those numbers aren’t a universal truth, but they offer a concrete sense of how the odds tilt toward growth as you stack more chances to activate. And yes, the longer you persist with ramp, the more those odds pile up in your favor 🎲🔥.
With each activation, Hungry Megasloth gains a +1/+1 counter, transforming a 3/3 into, potentially, a 7/7 by Turn 6 in an aggressive ramp scenario. That progression isn’t just cosmetic; it changes blocking dynamics, pressure on the opponent, and how your opponents plan around your board. The Reach keyword remains a guardrail, giving you a believable lane presence even as your Megasloth grows more imposing. The math behind these increments is where the fun lives: you’re not just counting counters, you’re counting probabilities, and that little exercise can sharpen your intuition for tempo and inevitability 🧙♂️🎨.
Practical takeaways for builders
- Consider your ramp ceiling. If your deck reliably produces 2+ colorless mana by turn 2–3, Hungry Megasloth quickly becomes a persistent threat. If ramp is more sporadic, your probability curve stretches out; plan for turns where you might be stuck tapping a 3/3 with only a single activation under your belt.
- Pair with counter-synergy engines. Cards that add counters or provide incremental buffs can viciously compound Megasloth’s threat value. Since counter accumulation is permanent, you don’t have to win the race in a single turn—every extra counter compounds your future activations and your board presence 🛡️💥.
- Factor your meta’s removal tempo. If opponents play heavy removal, your likelihood of sticking with a swarm of Megasoths grows as you diversify your artifact or enchantment protection, or simply as you lean into bigger counters more quickly.
- Use a data-driven mindset at the table. The probability framework isn’t just for theory; you can run quick, private simulations with simple numbers to guide decisions: when to deploy mana rocks, when to push for a turn-skipping attack, or when to pivot toward a counter-heavy board state 🔬🎲.
Hungry Megasloth invites playful exploration of probability in a way that is accessible to newer players yet richly satisfying to veterans who enjoy mathy design questions. Its combination of a sturdy body, a flexible activated ability, and a persistent threat level makes it an ideal canvas for experiments in odds, tempo, and board control. In the end, your success hinges on the story your dice tell as counters accumulate, and the way your mana flows bend to your strategic will 🧙♂️⚔️.
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Hungry Megasloth
Reach (This creature can block creatures with flying.)
{2}, {T}: Put a +1/+1 counter on this creature.
ID: 455c92ca-bb23-495d-be9e-2e0101b115ac
Oracle ID: 90aacd34-ff76-4e7e-bdb3-9427d431b6e5
Multiverse IDs: 681346
TCGPlayer ID: 590484
Cardmarket ID: 795441
Colors: G
Color Identity: G
Keywords: Reach
Rarity: Uncommon
Released: 2024-11-15
Artist: Svetlin Velinov
Frame: 2015
Border: black
EDHRec Rank: 25602
Set: Foundations Jumpstart (j25)
Collector #: 21
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — legal
- Timeless — legal
- Gladiator — legal
- Pioneer — not_legal
- Modern — not_legal
- Legacy — legal
- Pauper — not_legal
- Vintage — legal
- Penny — not_legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — legal
- Alchemy — not_legal
- Paupercommander — not_legal
- Duel — legal
- Oldschool — not_legal
- Premodern — not_legal
- Predh — not_legal
Prices
- USD: 0.07
- EUR: 0.19
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