Yeah that black one is modern viable IMO. Almost any black deck can use it effectively. Jund, grixis delver/twin, abzan, and possibly some other stuff I can't think of right now. I think unless your only creatures are snapcaster mages it's worth running
Unfortunately every try hard from Sacramento to Shanghai preaches from the top of their 27 lands + Mana Reflection that Tooth and Nail and Time Stretch are fine to play in the same turn but Armageddon is unfair.
I like how the green one is the only one you actually want to play in turn 1 (when you'd normally play your taplands), making the "cost" slightly lesser.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
In what universe? If you build a deck like that, and ever draw that hand, I will personally come to wherever you live, perform complicated acts of awestruck ********, then disembowel myself to escape the world that allowed something like this to occur and validate you.
Black on seems solid - Disentomb costs B for the effect. This one is basically that plus it's uncounterable and doesn't cost you a card. The first part won't ever matter because nobody should be countering Disentomb, but the reason a lot of people don't run that card is that it's not worth the card being in the deck. Problem solved.
I foresee the black one getting a fair amount of use with Life from the Loam in Commander, might even see that use in modern. Here's to hoping we see a Walking Atlas (or effective reprint) in standard to use these lands at instant speed.
The green one and the black one set up future turns in a format with ingest. Probably not the greatest thing you could be doing. The white one on the other hand buffs a dude and allows you to save him for blocking, while the red one buffs a dude and makes your opponent's blocks more difficult.
It also depends on how strong the commons and uncommons in each color are; drafting these out of color may not be the best. Though there is the new colorless cards that don't care about colored mana and the new spells that want a lot of different mana, so drafting them out of colors could be decent. Guess we'll see.
The green one and the black one set up future turns in a format with ingest. Probably not the greatest thing you could be doing. The white one on the other hand buffs a dude and allows you to save him for blocking, while the red one buffs a dude and makes your opponent's blocks more difficult.
It also depends on how strong the commons and uncommons in each color are; drafting these out of color may not be the best. Though there is the new colorless cards that don't care about colored mana and the new spells that want a lot of different mana, so drafting them out of colors could be decent. Guess we'll see.
In sealed i assume the black/green ones are worth including even ofcolor, they act as colorsless lands and "randomly" boost some converge spells, which seems effective (if you have any ofcourse).
The effects guarantee either you get a land, which is good in slow sealed (especially PreRelease) and getting a dead bomb back might also be very important and worth to keep the land in hand (which will trigger landfall, provide mana if needed and all that, which combines into a pretty flexible "charm").
The blue one might be the most questionable to include as an ofcolor card, simply because the effect requires that they hit you first with a creature and you have to play the land exactly in that moment to keep it tapped, which sounds the most sub-optimal as you have the least controll over it (as it depends on your opponent for a great deal).
As pseudo combat tricks ofcolor white/red land "might" be worth it or not, but for the green/black one i am fairly sure playing them of-color is a pretty solid plan.
if they just had basic land types I'd be really hyped, getting any of those at instant with a fetchland would be bananas.
still, they're useful tech.
red and white one will enable attacks that would be pretty bad otherwise
the black one will get back your bomb
blue one is good tempo
the only one I think it's meh is the green one.
it sets up a random basic land only if it's in the first top 5 cards of your deck.
that's only marginally good IF you're mana screwed AND playing a basic heavy deck.
I'm failing to understand why this is one of the most hyped ones, for me it seems to be the clear worst of the cycle.
Indeed, my mono green will definitely be giving it a test. Also fun synergy with Snow-Covered Forests and Scrying Sheets.
UTeferi, Temporal ArchmageU's prison: blue is the new orange is the new black.
Mizzix Of The Izmagnus : wheels on fire... rolling down the road...
BSidisi, Undead VizierB: Bis zum Erbrechen
GTitiania, Protector Of ArgothG: Protecting Argoth, by blowing it up!
GYisan, The Wanderer BardG: Gradus Ad Elfball.
Duel EDH: Yisan & Titania.
In Progress: Grand Arbiter Augustin IV duel; Grenzo, Dungeon Warden Doomsday.
Skyline Cascade is definitely Standard playable. Control decks would love an Ajani Vengeant effect.
UR Melek, Izzet ParagonUR, B Shirei, Shizo's CaretakerB, R Jaya Ballard, Task MageR,RW Tajic, Blade of the LegionRW, UB Lazav, Dimir MastermindUB, UB Circu, Dimir LobotomistUB, RWU Zedruu the GreatheartedRWU, GUBThe MimeoplasmGUB, UGExperiment Kraj UG, WDarien, King of KjeldorW, BMarrow-GnawerB, WBGKarador, Ghost ChieftainWBG, UTeferi, Temporal ArchmageU, GWUDerevi, Empyrial TacticianGWU, RDaretti, Scrap SavantR, UTalrand, Sky SummonerU, GEzuri, Renegade LeaderG, WUBRGReaper KingWUBRG, RGXenagos, God of RevelsRG, CKozilek, Butcher of TruthC, WUBRGGeneral TazriWUBRG, GTitania, Protector of ArgothG
The blue one seems to really strong too.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
The black one seems nuts and the blue one very powerful. The green one is making sure you hit your land drops in two colour max decks.
Ojutai approves of the white land.
The red land is the worst but it will let little guys get through red aggro doesn't want a CIPT land anyway.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
WWWAvacyn: We Can Make The World StopWWW
In limited there's no chance either of those are better than the green and black lands.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
As they are, its Limited and potentially standard.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
Do not forget about Ingest.
Putting cards on top of your library might not be as effective as you think, if your opponent can exile it.
But +1/+1 first strike is a viable boost allways in the game which makes blocking mostly horrible.
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👮👮👮 #BlueLivesMatter 👮👮👮
It also depends on how strong the commons and uncommons in each color are; drafting these out of color may not be the best. Though there is the new colorless cards that don't care about colored mana and the new spells that want a lot of different mana, so drafting them out of colors could be decent. Guess we'll see.
WWWAvacyn: We Can Make The World StopWWW
In sealed i assume the black/green ones are worth including even ofcolor, they act as colorsless lands and "randomly" boost some converge spells, which seems effective (if you have any ofcourse).
The effects guarantee either you get a land, which is good in slow sealed (especially PreRelease) and getting a dead bomb back might also be very important and worth to keep the land in hand (which will trigger landfall, provide mana if needed and all that, which combines into a pretty flexible "charm").
The blue one might be the most questionable to include as an ofcolor card, simply because the effect requires that they hit you first with a creature and you have to play the land exactly in that moment to keep it tapped, which sounds the most sub-optimal as you have the least controll over it (as it depends on your opponent for a great deal).
As pseudo combat tricks ofcolor white/red land "might" be worth it or not, but for the green/black one i am fairly sure playing them of-color is a pretty solid plan.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
still, they're useful tech.
red and white one will enable attacks that would be pretty bad otherwise
the black one will get back your bomb
blue one is good tempo
the only one I think it's meh is the green one.
it sets up a random basic land only if it's in the first top 5 cards of your deck.
that's only marginally good IF you're mana screwed AND playing a basic heavy deck.
I'm failing to understand why this is one of the most hyped ones, for me it seems to be the clear worst of the cycle.
On a serious note, this is very strong. Blue and black ones in particular. Rhino topdecks will happen more frequently now.
UR Blue-Red Control
Modern:
UBR Grixis Control
UWR Jeskai Control
I especially like the black one.
Being able to drop one of these off Atarkas Command, or similar effect, could break a game wide open.
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