Now if only there were a card that let my neat deathtouching land fight any of my opponents creatures. It would be even better if said card could also put, like, a +1/+1 counter on my neat deathtouching land so it could possibly live to fight or block another day.
Sheesh...too bad there isn't a card like that just laying around in the standard format...
Finishing off an anticipated cycle of cards with five cards that just use keywords that work for either color? I wouldn't have accused them of doing so with the first three, because they worked well with the Awaken mechanic at least. Deathtouch does not scale much with size, though. Maybe the U/R one will be a pinger? I don't want to see Prowess on it, that's for sure.
I was really looking forward to this land, only to hate it. I play BG almost exclusively in modern, but could fit Treetop in my list due to needing black mana. I would have taken this if it have a one or two mana regenerate cost, but with death touch? I've forced people to block with Tarpits before, and they never looked happy about it. Why would I want a land thats only real use is doing the same thing? Sure you get rid of a threat, but you are down a land. No thank you. Maybe it can find a home in a grindy Loam deck, but that's for someone else to work on.
I think the enemy man lands are going to be the thing that disappoints me the most about this set when we leave. Not that there isn't quite a bit to be disappointed about.
Okay, Wizards, here's a little advice from me, and probably from a lot of other players and people who enjoy this game. Manlands are very loved and treasured part of the game. From Mishra's Factory to Raging Ravine, from Stalking Stones to Mutavault, people really enjoy the concept and have done so for years. When we heard that we were going back to Zendikar, enemy-colored Manlands were something a lot of people expected, and looking at the original cycle, the reason was pretty obvious. However, this time around, we get nothing but boring french vanilla cards with a single ability, low-power level and very little creativity involved. And I think that Hissing Quagmire is the worst offender, despite the UR one not being revealed yet. Why? Because deathtouch is one of the worst abilities you can put on a Manland. You don't want these cards to be blocked or to block nine of out ten times. So, if you play it smartly, nine out of ten times, this card has no ability. I really don't imagine you winning a lot of games where you have to defensively use this card to block.
All of these cards could have been more - more powerful, more interesting, more creative and more inspired. But instead we get more of "play-it-safe" nonsense that seems to be the recurring theme of this block.
This. Keeping up 2BG every turn to prevent a fatty from attacking is a recipe for disaster. Manlands aren't made for playing defensive (unless you're Celestial Colonnade in a deck loaded with instant speed spells and mana sinks).
Okay, Wizards, here's a little advice from me, and probably from a lot of other players and people who enjoy this game. Manlands are very loved and treasured part of the game. From Mishra's Factory to Raging Ravine, from Stalking Stones to Mutavault, people really enjoy the concept and have done so for years. When we heard that we were going back to Zendikar, enemy-colored Manlands were something a lot of people expected, and looking at the original cycle, the reason was pretty obvious. However, this time around, we get nothing but boring french vanilla cards with a single ability, low-power level and very little creativity involved. And I think that Hissing Quagmire is the worst offender, despite the UR one not being revealed yet. Why? Because deathtouch is one of the worst abilities you can put on a Manland. You don't want these cards to be blocked or to block nine of out ten times. So, if you play it smartly, nine out of ten times, this card has no ability. I really don't imagine you winning a lot of games where you have to defensively use this card to block.
All of these cards could have been more - more powerful, more interesting, more creative and more inspired. But instead we get more of "play-it-safe" nonsense that seems to be the recurring theme of this block.
This. Keeping up 2BG every turn to prevent a fatty from attacking is a recipe for disaster. Manlands aren't made for playing defensive (unless you're Celestial Colonnade in a deck loaded with instant speed spells and mana sinks).
Not if you're playing Life from the Loam! Like I've said prior, while this card might not look exciting to Jund/Abzan players, it's not like they need any help.
Yes, holding up 4 mana every turn to try and prevent an opponent from attacking with his 'Goyf or something is bad.
But come on.
You never activate manalands when you have something better to do anyway. This is true even for the best ones like colonnade. The fact is, playing a spell is almost always better than either threatening a block or getting some damage in. So what Neck Snap is a bad card? you're getting it from one of your lands on turn 1000.
Also, attacking for 2 really isn't that bad. It'll still kill your opponent just the same as anything else.
Same garbage complaining about anything and everything just because it didn't satisfy exactly what *you* wanted. Typical selfish MtGS postings during spoiler season. Grow some balls people. Sickening.
Public Mod Note
(LouCypher):
Warning for flaming -LouCypher
Okay, Wizards, here's a little advice from me, and probably from a lot of other players and people who enjoy this game. Manlands are very loved and treasured part of the game. From Mishra's Factory to Raging Ravine, from Stalking Stones to Mutavault, people really enjoy the concept and have done so for years. When we heard that we were going back to Zendikar, enemy-colored Manlands were something a lot of people expected, and looking at the original cycle, the reason was pretty obvious. However, this time around, we get nothing but boring french vanilla cards with a single ability, low-power level and very little creativity involved. And I think that Hissing Quagmire is the worst offender, despite the UR one not being revealed yet. Why? Because deathtouch is one of the worst abilities you can put on a Manland. You don't want these cards to be blocked or to block nine of out ten times. So, if you play it smartly, nine out of ten times, this card has no ability. I really don't imagine you winning a lot of games where you have to defensively use this card to block.
All of these cards could have been more - more powerful, more interesting, more creative and more inspired. But instead we get more of "play-it-safe" nonsense that seems to be the recurring theme of this block.
Do you even play Magic? You don't "hold up mana" to activate lands, it is an extra bonus of having a come into play tapped dual land. You don't put man lands in your deck as wincons unless the deck has a specific archetype or is a control deck. Again, more useless hyperbole on the internet and a exaggerated reaction just to whine and say a new set sucks, because, you guessed it, you're on the internet and you can hide behind your monitor and say whatever you want. There is no "play it safe" here, it is a manland with a relevant ability to it's colors. Honestly, would most of you not complain about anything at this point? It is so god damn obnoxious.
My question to everyone in favor of the card. Why would you play this over Mutavault? 'Vault will cost you two lands to activate (including the 'Vault), comes into play untapped, provides tribal support and a 2/2 body. Hissing Quagmire comes into play tapped, provides BG mana fixing, gives deathtouch on a 2/2 body with a total activation cost of 4 lands.
Even without the tribal support, I'd still play Mutavault over Hissing Quagmire. In a BG deck I'd play Treetop Village or even Spawning Pool over this. One gives a better clock, and lower activation cost, and the other gives a recurring, and harder to kill manland. Getting your land blown out by almost every burn spell, getting killed in most combat scenarios, on top of a steep activation cost, it's just not what I was looking for. Just imagine for a second, you activate your Quagmire and your opponent responds with a Searing Blood. Nasty business there.
Okay, Wizards, here's a little advice from me, and probably from a lot of other players and people who enjoy this game. Manlands are very loved and treasured part of the game. From Mishra's Factory to Raging Ravine, from Stalking Stones to Mutavault, people really enjoy the concept and have done so for years. When we heard that we were going back to Zendikar, enemy-colored Manlands were something a lot of people expected, and looking at the original cycle, the reason was pretty obvious. However, this time around, we get nothing but boring french vanilla cards with a single ability, low-power level and very little creativity involved. And I think that Hissing Quagmire is the worst offender, despite the UR one not being revealed yet. Why? Because deathtouch is one of the worst abilities you can put on a Manland. You don't want these cards to be blocked or to block nine of out ten times. So, if you play it smartly, nine out of ten times, this card has no ability. I really don't imagine you winning a lot of games where you have to defensively use this card to block.
All of these cards could have been more - more powerful, more interesting, more creative and more inspired. But instead we get more of "play-it-safe" nonsense that seems to be the recurring theme of this block.
Do you even play Magic? You don't "hold up mana" to activate lands, it is an extra bonus of having a come into play tapped dual land. You don't put man lands in your deck as wincons unless the deck has a specific archetype or is a control deck. Again, more useless hyperbole on the internet and a exaggerated reaction just to whine and say a new set sucks, because, you guessed it, you're on the internet and you can hide behind your monitor and say whatever you want. There is no "play it safe" here, it is a manland with a relevant ability to it's colors. Honestly, would most of you not complain about anything at this point? It is so god damn obnoxious.
In some situations, it may read as 1BG: destroy target attacking creature.
Not too shabby.
True, but to be fair, it's closer to "1BG, sacrifice: destroy target attacking creature. I'm not a huge fan of cashing in lands in most decks.
To be fairer, it's closerer to "1BG, sacrifice: destroy target Lightning Bolt."
Now, I think this card will probably see play in both Modern and Standard, depending on a combination of mana-fixing and meta-specific needs, but I do think people are vastly overrating the ability. It's handy because it's a dual and you think the ability will make it ever-so-slightly more useful than a Twilight Mire or a Llanowar Wastes. It's a value judgment that a small percentage of the time you'll be able to hold off an attacker late-game, and that's more important than coming into play untapped or being able to provide colorless mana, not a question of amazing awesome blowouts. The ability is pretty bad (particularly because of the two toughness), but the card is still decent because the cost to including it your deck is so low.
My first job out of High School was at St Paul and over the next 5 years Iearned so very much. Seeing the hospital torn down tears a small piece of my heart out. The Daughters of Charity and the doctors and staff of St Paul Hospital will always be with me.
You see what happens when lands gain deathtouch? Buildings get torn down. Think of the Ssaras. Choose Regenerate for YOUR manland. #BGRegenerate2016
Same garbage complaining about anything and everything just because it didn't satisfy exactly what *you* wanted. Typical selfish MtGS postings during spoiler season. Grow some balls people. Sickening.
You sir, are my hero! I've rarely come across such a large number of whiners in a forum board, with maybe the exception of the WoW forums. Lol
BUT honestly quib, your best bet as I learned a long time ago is to skim this site for the cards spoilers and stay far away from the toxic cesspool of negativity that is the comments from the majority of posters on this site every spoiler season!
Sure, Hissing Quagmire may be a little uninspired, but the newishly revealed Wandering Fumarole is actually pretty cool. It is healthy for some cards to me more surprising than others. Sure, a regeneration ability could have been more exciting, but deathtouch does give you a way to deal with an attacking Breaker of Armies (albeit at the cost of your land) that none of the other manlands does. It may not break into modern, but it certainly earns a place in my casual cube.
People are always complaining about low power level on new cards, but cards that have been deliberately pushed for constructed are almost universally bad design: See Jace, the Mind Sculptor, Wurmcoil Engine, and Baneslayer Angel. It is much better for cards to be printed modestly, and their utility to draw out through play (though this is not always possible.) Sure, we could come up with dozens of designs for a B/G manland, and many would have balanced designs that would be interesting, and enrich the game in some way, but that doesn't mean that this understated little deathtoucher doesn't deserve to exist.
I think the biggest issue with people complaining about new cards is that they are looking at it from a constructed standpoint rather than a design standpoint. From a constructed point of view, most cards suck. As a constructed player, you will always look for cards that don't suck, and thus be disappointed with most cards: after all, wouldn't it be cool if Akroan Horse were pushed enough for constructed? But the fact remains that for the health of the game, the average card, even the average rare can't have obvious constructed implications.
Sheesh...too bad there isn't a card like that just laying around in the standard format...
Cheeri0sXWU
Reid Duke's Level One
Who's the Beatdown
Alt+0198=Æ
Shocking ...
They really just reprint cards and totally lost any sence of making cards "interesting".
Well oh boy, if you are right i feel a little bit sad, deep down ...
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
This. Keeping up 2BG every turn to prevent a fatty from attacking is a recipe for disaster. Manlands aren't made for playing defensive (unless you're Celestial Colonnade in a deck loaded with instant speed spells and mana sinks).
Not if you're playing Life from the Loam! Like I've said prior, while this card might not look exciting to Jund/Abzan players, it's not like they need any help.
But come on.
You never activate manalands when you have something better to do anyway. This is true even for the best ones like colonnade. The fact is, playing a spell is almost always better than either threatening a block or getting some damage in. So what Neck Snap is a bad card? you're getting it from one of your lands on turn 1000.
Also, attacking for 2 really isn't that bad. It'll still kill your opponent just the same as anything else.
I AM ON THE INTERNET SO I CAN COMPLAIN WAHHHH
Same garbage complaining about anything and everything just because it didn't satisfy exactly what *you* wanted. Typical selfish MtGS postings during spoiler season. Grow some balls people. Sickening.
Do you even play Magic? You don't "hold up mana" to activate lands, it is an extra bonus of having a come into play tapped dual land. You don't put man lands in your deck as wincons unless the deck has a specific archetype or is a control deck. Again, more useless hyperbole on the internet and a exaggerated reaction just to whine and say a new set sucks, because, you guessed it, you're on the internet and you can hide behind your monitor and say whatever you want. There is no "play it safe" here, it is a manland with a relevant ability to it's colors. Honestly, would most of you not complain about anything at this point? It is so god damn obnoxious.
Even without the tribal support, I'd still play Mutavault over Hissing Quagmire. In a BG deck I'd play Treetop Village or even Spawning Pool over this. One gives a better clock, and lower activation cost, and the other gives a recurring, and harder to kill manland. Getting your land blown out by almost every burn spell, getting killed in most combat scenarios, on top of a steep activation cost, it's just not what I was looking for. Just imagine for a second, you activate your Quagmire and your opponent responds with a Searing Blood. Nasty business there.
Cheeri0sXWU
Reid Duke's Level One
Who's the Beatdown
Alt+0198=Æ
http://www.mtgsalvation.com/members/294326-quibquatch/posts
This guy made an account just to complain about complaining...
To be fairer, it's closerer to "1BG, sacrifice: destroy target Lightning Bolt."
Now, I think this card will probably see play in both Modern and Standard, depending on a combination of mana-fixing and meta-specific needs, but I do think people are vastly overrating the ability. It's handy because it's a dual and you think the ability will make it ever-so-slightly more useful than a Twilight Mire or a Llanowar Wastes. It's a value judgment that a small percentage of the time you'll be able to hold off an attacker late-game, and that's more important than coming into play untapped or being able to provide colorless mana, not a question of amazing awesome blowouts. The ability is pretty bad (particularly because of the two toughness), but the card is still decent because the cost to including it your deck is so low.
You see what happens when lands gain deathtouch? Buildings get torn down. Think of the Ssaras. Choose Regenerate for YOUR manland. #BGRegenerate2016
25-D Aniban 3, Bacoor City, Cavite Philippines 4102.
Thank you.
You sir, are my hero! I've rarely come across such a large number of whiners in a forum board, with maybe the exception of the WoW forums. Lol
BUT honestly quib, your best bet as I learned a long time ago is to skim this site for the cards spoilers and stay far away from the toxic cesspool of negativity that is the comments from the majority of posters on this site every spoiler season!
People are always complaining about low power level on new cards, but cards that have been deliberately pushed for constructed are almost universally bad design: See Jace, the Mind Sculptor, Wurmcoil Engine, and Baneslayer Angel. It is much better for cards to be printed modestly, and their utility to draw out through play (though this is not always possible.) Sure, we could come up with dozens of designs for a B/G manland, and many would have balanced designs that would be interesting, and enrich the game in some way, but that doesn't mean that this understated little deathtoucher doesn't deserve to exist.
I think the biggest issue with people complaining about new cards is that they are looking at it from a constructed standpoint rather than a design standpoint. From a constructed point of view, most cards suck. As a constructed player, you will always look for cards that don't suck, and thus be disappointed with most cards: after all, wouldn't it be cool if Akroan Horse were pushed enough for constructed? But the fact remains that for the health of the game, the average card, even the average rare can't have obvious constructed implications.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.