a bit disappointed on the "sorcery timing" for 3 out of 5. considering the steep cost to activate them (mana + tap itself + sac desert) they could easily be all instant effects
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"The Wheel of Time turns, and Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth comes again"
These seem quite interesting actually.
I wonder if any of them could make a splash into standard with some of the other deserts we have already seen.
The red one seems especially useful for late game reach. As it is gives you access to repeatable burn which can't be countered as long as you have some deserts.
These actually aren't terrible for any mono-colored Commander deck. The life loss is negligible, having access to both uncolored mana and mana of your respective color on an untapped land is a plus, being a desert is actually positive with the new Scavenger Grounds, and the ability while small is always beneficial.
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My List of Current Decks: -Modern- WMartyrProcB BBurnR -Commander-
a bit disappointed on the "sorcery timing" for 3 out of 5. considering the steep cost to activate them (mana + tap itself + sac desert) they could easily be all instant effects
Power level wise, perhaps, though considering they're basically costless to include in a deck, and repeatable, some costs might have to go up if they were instant speed. More importantly though, they'd lead to a lot of feelbad/gotcha moments, where you tried to kill my creature, but whoops I can give him +3/+3 and you just wasted your grasp of darkness. Since lands, like graveyards, typically fall into the areas people ignore when considering combat tricks to help lessen the mental load of playing magic, you can see they made a conscious choice to limit the instant speed activations to ones that don't typically affect the board.
Oh, so that's where that 'Lightning Bolt' artwork went (Ramunap Ruins)...I was so sure that'd be one of the Invocations.
I think these are going to make for interesting pick decisions, since they don't contribute to your ~23 nonland cards, but look quite playable. Although 'Desert matters' support so far doesn't look very incentivizing...
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I need the red one asap for my mono red aggro deck, this is the perfect finisher to go along with my playset of sunscorched deserts already in the deck. I'll probably only run two of these though.
Also these combo with the creature desert that wants you to exile a desert from your graveyard to activate it.
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With these 5 revealed, we are still missing 3 deserts. Does that mean the remaining 3 are rare? Especially considering 10 of the revealed deserts are part of cycles
With these 5 revealed, we are still missing 3 deserts. Does that mean the remaining 3 are rare? Especially considering 10 of the revealed deserts are part of cycles
I'd absolutely love for a land that turned all lands into Deserts in addition to their other types if for no other reason just to exist.
Hey, they come into play untapped and can tap for colored mana in a pinch. These should be pretty effortless to include in any Standard, Limited and EDH deck that could remotely use the ability. Great stuff.
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Stay reasonable, be mindful of your expectations and don't feed the trolls.
Interesting that they all say sacrifice a desert, rather than itself alone. These abilities are recurable....
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Modern GB Rock U Flooding Merfolk RUG Delver Midrange WU Monks UW Tempo Geist GW Bogle GW Liege UR Tron B Vampires
Affinity Legacy
Fish
Goblins
Burn
Reanimator
Dredge
Affinity EDH W Akroma GBW Ghave BRU Thrax GR Ruric I advocate for the elimination of the combo archetype in Modern. I believe it is degenerate and unfun by its very nature and will always limit design space and cause unnecessary bans.
These actually aren't terrible for any mono-colored Commander deck.
I'll even use them even in some multicolor commander decks. I'm a big fan of Tainted Pact as an instant-speed Demonic Tutor provided your deck is truly highlander, including no more than one of each basic land. But after a few cycles of lands (basics, snow-covered basics, artifactlands, and the sprinkling of other always-enters-untapped-and-provides-colored-mana lands) it begins to run a little short and it becomes necessary to use some lands that enter the battlefield tapped... which I'd rather not do.
Is it just me or is Ifnir Deadlands just MILES ahead of the others in term of power?
Eh, I see the green and black as mostly equivalent in power. Black one is basically Dead Weight. Green one is sorcery-speed Giant Growth, but the cost is one less than the black one.
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Let this great clan rest in peace (2001-2011)
I wonder if any of them could make a splash into standard with some of the other deserts we have already seen.
The red one seems especially useful for late game reach. As it is gives you access to repeatable burn which can't be countered as long as you have some deserts.
-Modern-
WMartyrProcB
BBurnR
-Commander-
I think these are going to make for interesting pick decisions, since they don't contribute to your ~23 nonland cards, but look quite playable. Although 'Desert matters' support so far doesn't look very incentivizing...
-Plateau, troll philosopher
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
Also these combo with the creature desert that wants you to exile a desert from your graveyard to activate it.
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Love the cycle though, time to bring some color to the desert. It also seems to setup a future "world outside the Hekma".
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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
I'd absolutely love for a land that turned all lands into Deserts in addition to their other types if for no other reason just to exist.
Stay reasonable, be mindful of your expectations and don't feed the trolls.
Doomsdayin'
GB Rock
U Flooding Merfolk
RUG Delver Midrange
WU Monks
UW Tempo Geist
GW Bogle
GW Liege
UR Tron
B Vampires
Affinity
Legacy
Fish
Goblins
Burn
Reanimator
Dredge
Affinity
EDH
W Akroma
GBW Ghave
BRU Thrax
GR Ruric
I advocate for the elimination of the combo archetype in Modern. I believe it is degenerate and unfun by its very nature and will always limit design space and cause unnecessary bans.
Yep, just add Crucible of Worlds or Ramunap Excavator.
I'll even use them even in some multicolor commander decks. I'm a big fan of Tainted Pact as an instant-speed Demonic Tutor provided your deck is truly highlander, including no more than one of each basic land. But after a few cycles of lands (basics, snow-covered basics, artifactlands, and the sprinkling of other always-enters-untapped-and-provides-colored-mana lands) it begins to run a little short and it becomes necessary to use some lands that enter the battlefield tapped... which I'd rather not do.
Eh, I see the green and black as mostly equivalent in power. Black one is basically Dead Weight. Green one is sorcery-speed Giant Growth, but the cost is one less than the black one.