Well for the mid game they are pretty good. That life loss begins to tick hard agaist aggressive decks. At least these deserve to be rare than those stupid scry lands which reeked of rarity creep.
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To the people that say that a card needs to be a higher rarity because of Limited... I hate you guys so much. I present to you with this.
I'm thinking that you don't even really need to care about having that many basics in your deck for these to work.
Turn 1 you just play a tapped land and pass. Already a very normal thing to do.
Turn 2 you play a basic/fetch/another tapped land. With the fetch you either fetch a basic to play a 2 drop or you pass the turn and perhaps have an instant speed card to play that you could then fetch a basic to use or you can fetch the dual on end step if you have nothing to cast.
If these were only fetchable CIPT duals they would be good with fetches. The untapping later in the game to cast your 4+ drops is just a bonus in standard where we know the format is slow and lets you get to a late game.
As the proverb says, "The third time's the charm." In other words the third time you try it, it works. Hence.
CHARMLANDS
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Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
STOP using "dude/bro" as a pejorative or insult. Grow up.
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I'm thinking that you don't even really need to care about having that many basics in your deck for these to work.
Turn 1 you just play a tapped land and pass. Already a very normal thing to do.
Turn 2 you play a basic/fetch/another tapped land. With the fetch you either fetch a basic to play a 2 drop or you pass the turn and perhaps have an instant speed card to play that you could then fetch a basic to use or you can fetch the dual on end step if you have nothing to cast.
If these were only fetchable CIPT duals they would be good with fetches. The untapping later in the game to cast your 4+ drops is just a bonus in standard where we know the format is slow and lets you get to a late game.
Yeah, these will be great in standard (as long as fetches are legal).
I saw this a couple times, I just want to clear it up. when a Wizards employee says 'premium' they do not mean promo, or anything that is actually premium to the rest of the English-speaking community. they mean foil. each MM pack had a 'premium card' not sure why they use the word like that
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These are worse than shock lands in almost every way. They won't see any serious play in modern.
How many modern multi-color decks want to play 2 basic lands just to get one of these untapped? How many basic lands would you have to be running to consistently play these new lands untapped turn 2-3? More than any modern multicolor deck wants to IMO.
What do you mean, "full art?" They're slightly transparent and they flipped the card type box and that's it. No thanks, I'll pass on this set as well. Thanks Wizards for not making me second guess leaving the game!
I wish they said "unless you control two other lands with basic land types." or something like that, so that if I had 2 of these on the field, the third comes in untapped, that way I don't need ACTUAL basic lands, which makes these cards much worse than otherwise. They seem kind of weak, but they're VERY welcome in Standard, because fetches are underwhelming without some kind of duals to fetch, so in standard these definitely help out there. They really need to print the other 5 for the cycle soon though, I don't like the idea of only half the 10-cycle existing.
I expect these will see some play in modern, unlike what some are saying on here. You would ideally run a mix of these and shocks. Early on, if you need the mana right away, you fetch a shock, but later in the game you fetch one of these. It is situational which is the better fetchable land. Because they likely will see modern play, I expect them to cost more than shocks thanks to having only 1 printing.
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All your base are belong to us!
RIP Batman guy. I hope somebody picks up the slack now that you are gone. Sick children need their Batman.
I don't like these new lands. They're significantly worse than a shock early game, and not really much better late game, where any land is a dead draw. It's hard to envision a Modern deck that wants fetchable duals but plays a lot of basics and doesn't want to take any shock damage. They're strictly worse than shocks in G/R Tron and most Modern decks only run 2-3 basics.
Maybe play the R/G one in place of Stomping Ground in Temur Twin?
Nah these are not good enough for modern. Only 2 colour decks would play these. Assuming the full cycle of 10... UR Twin only has like 5 basics and removing sulfur falls to make space for these would make you far more vulnerable to choke as well as really messing with your curve of serum visions -> remand -> tapper -> twin.
Grove is very OP in GR tron so won't get replaced. Infect runs like 2-3 basics at most and wants untapped lands on the first turns to win. Boggles is the same.
Only perhaps UW could support these but to be honest between colonnade, glacial fortress, seachrome coast, mystic gate and fetches/shocks the mana base is already incredibly solid.
At first I thought Meh, so they are sort of like the m10 lands. Than I saw they are actually dual lands! I'll get playsets of all 5. Hopefully the enemy ones will be printed in the next set too.
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Standard
none
Modern UBG B/U/G control BBB MBC WUR Control WWW Prison RRR Goblins
Legacy BBB Pox UBG B/U/G Control UWU StoneBlade UW Miracle Control
I don't like these new lands. They're significantly worse than a shock early game, and not really much better late game, where any land is a dead draw. It's hard to envision a Modern deck that wants fetchable duals but plays a lot of basics and doesn't want to take any shock damage. They're strictly worse than shocks in G/R Tron and most Modern decks only run 2-3 basics.
Maybe play the R/G one in place of Stomping Ground in Temur Twin?
Nah these are not good enough for modern. Only 2 colour decks would play these. Assuming the full cycle of 10... UR Twin only has like 5 basics and removing sulfur falls to make space for these would make you far more vulnerable to choke as well as really messing with your curve of serum visions -> remand -> tapper -> twin.
Grove is very OP in GR tron so won't get replaced. Infect runs like 2-3 basics at most and wants untapped lands on the first turns to win. Boggles is the same.
Only perhaps UW could support these but to be honest between colonnade, glacial fortress, seachrome coast, mystic gate and fetches/shocks the mana base is already incredibly solid.
All I'm seeing is "Weak to Blood Moon, Weak to Blood Moon, Weak to Blood Moon."
Kinda disappointing about the new designs. I agree with those that say these would be awesome if it was "control at least two lands with basic land types", but that would be a bit strong. Considering the flavor of the Edrazi, something like this would have been nice:
White Blue Land
Land - Plains Island
If you control three or more lands, ~ loses all basic land types and gains "T: Add 1 to your mana pool."
For standard and edh these lands will be great. For all other formats not so much. They are just too slow.
Honestly i think they show us that we will get fetches in the block after Zendikar.
Otherwise these lands would drop in value way too fast and i gues they would rather keep demand high for Zendikar packs once rotation hits.
I think that they are counting Expeditions keeping packs desirable, so it still could happen. Besides, if they are selling a lot of packs, what does it matter what set they are from in the block?
It is too soon to call them strong, it is too soon to call them weak, what it is not too soon to call them is BORING. I had hoped the 'exciting new duals' would be exciting and new, not another round of 'well, it's ALMOST a dual'. look at the scry lands, are they good? no, not really. but they do something new, something that is not just mixing and matching bits of old designs, they are NEW. or a manland cycle, not an entirely new design, but they do something other than producing mana, is that so much to ask? even 'Land-no basic types, jump through hoop to mill stuff or something' justsomething to break the monotony of 'it makes mana. and?.....and...it makes one mana of one color per turn'
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What do you mean, "full art?" They're slightly transparent and they flipped the card type box and that's it. No thanks, I'll pass on this set as well. Thanks Wizards for not making me second guess leaving the game!
So you've said. At least twice now. Leave already.
I expect these will see some play in modern, unlike what some are saying on here. You would ideally run a mix of these and shocks. Early on, if you need the mana right away, you fetch a shock, but later in the game you fetch one of these. It is situational which is the better fetchable land. Because they likely will see modern play, I expect them to cost more than shocks thanks to having only 1 printing.
For Modern though, they're awkward. Later in the game, I'll probably just want to fetch a basic. This specific set of lands (i.e. ally colors) probably won't see a lick of play in Modern, as they already have access to Scars fast lands (i.e. Razorverge Thicket) as well as Zen man-lands (i.e. Stirring Wildwood). There's simply no room for them in most non-budget mana bases. There may be a chance that we'll see the subsequent enemy color cycle get a tiny bit of play, as they lack representation in the aforementioned land cycles.
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Can you name all of the creature types with at least 20 cards? Try my Sporcle Quiz! Last Updated: 6/29/20 (Core Set 2021).
i dont know why everyone is upset there is still 10 more lands to be revealed we could be getting man lands or some other weird and wonderful creations
look at the scry lands, are they good? no, not really. but they do something new, something that is not just mixing and matching bits of old designs, they are NEW.
http://www.youtube.com/watch?v=SY8h2vp5Xis
But they'll be cheaper, so they're "Discount Double-Checks"
Turn 1 you just play a tapped land and pass. Already a very normal thing to do.
Turn 2 you play a basic/fetch/another tapped land. With the fetch you either fetch a basic to play a 2 drop or you pass the turn and perhaps have an instant speed card to play that you could then fetch a basic to use or you can fetch the dual on end step if you have nothing to cast.
If these were only fetchable CIPT duals they would be good with fetches. The untapping later in the game to cast your 4+ drops is just a bonus in standard where we know the format is slow and lets you get to a late game.
CHARMLANDS
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
Yeah, these will be great in standard (as long as fetches are legal).
UR Blue-Red Control
Modern:
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How many modern multi-color decks want to play 2 basic lands just to get one of these untapped? How many basic lands would you have to be running to consistently play these new lands untapped turn 2-3? More than any modern multicolor deck wants to IMO.
Different. Not better. Scry land are better in some decks than these will be.
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very powerful, i'd say
RIP Batman guy. I hope somebody picks up the slack now that you are gone. Sick children need their Batman.
Nah these are not good enough for modern. Only 2 colour decks would play these. Assuming the full cycle of 10... UR Twin only has like 5 basics and removing sulfur falls to make space for these would make you far more vulnerable to choke as well as really messing with your curve of serum visions -> remand -> tapper -> twin.
Grove is very OP in GR tron so won't get replaced. Infect runs like 2-3 basics at most and wants untapped lands on the first turns to win. Boggles is the same.
Only perhaps UW could support these but to be honest between colonnade, glacial fortress, seachrome coast, mystic gate and fetches/shocks the mana base is already incredibly solid.
none
Modern
UBG B/U/G control
BBB MBC
WUR Control
WWW Prison
RRR Goblins
Legacy
BBB Pox
UBG B/U/G Control
UWU StoneBlade
UW Miracle Control
Many thanks to DNC at Heroes of the Plane Studios
White Blue Land
Land - Plains Island
If you control three or more lands, ~ loses all basic land types and gains "T: Add 1 to your mana pool."
Reprint Opt for Modern!!
FREE DIG THOROUGH TIME!
PLAY MORE ROUGE DECKS!
So you've said. At least twice now. Leave already.
For Modern though, they're awkward. Later in the game, I'll probably just want to fetch a basic. This specific set of lands (i.e. ally colors) probably won't see a lick of play in Modern, as they already have access to Scars fast lands (i.e. Razorverge Thicket) as well as Zen man-lands (i.e. Stirring Wildwood). There's simply no room for them in most non-budget mana bases. There may be a chance that we'll see the subsequent enemy color cycle get a tiny bit of play, as they lack representation in the aforementioned land cycles.
My 720 Peasant Cube