Now you may continue to Search for Azcanta even though you will never find it.
Honestly, it's way better against deserts than the flip lands, which Field of Ruin handles quite nicely (unless you're greedy and running three colors and can't afford a colorless land...).
Enchantments are getting easier and easier to remove. This actually does a great job of shutting down Ramunap Red's annoying habit of turning their deserts into Shocks.
This is really cool. Drawing a card off the ETB is...hella weird for a red card though. What does this do to Shocklands, can I just play them as duals since the ETB trigger is an ability, isn't it?
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The "Crazy One", playing casual magic and occasionally dipping his toes into regular play since 1994.
Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
Find me at the Wizard's Tower in Ottawa every second Saturday afternoons.
This is weird as it’s both hate and anti-drawback. Dual lands come into play untapped, Bouncelands don’t require you to bounce anything, City of traitors doesn’t require any sacrifices, Lotus Vale becomes literal Black Lotus.
Lotus Vale's ability has been a replacement effect for a while now. Neither Blood Moon nor this can work around it.
This is weird as it’s both hate and anti-drawback. Dual lands come into play untapped, Bouncelands don’t require you to bounce anything, City of traitors doesn’t require any sacrifices, Lotus Vale becomes literal Black Lotus.
Lotus Vale's ability has been a replacement effect for a while now. Neither Blood Moon nor this can work around it.
Actually, as of the rule change in September 2017, they DO work around it.
PROS:
- Doesn't ruin you if you are a 3+ color deck.
- Turns opposing fetchlands and Urborg, Tomb of Yawgmoth into dead draws, whereas with Blood Moon at least they'd be able to tap for R
- Cantrips!
CONS:
- Doesn't punish greedy Shock/Dual manabases.
- doesn't shut down Cavern of Souls (super relevant in most "Blue Moon" control decks)
- doesn't hose UrzaTron or Eldrazi decks.
I don't think we'll see it alongside Blood Moon, but it will see play in different decks, probably 3+ color midrange decks coming out of the board to crush fetchland manabases or disrupt things. I think it's more important in Legacy (due to ruining Lands.dec without causing friendly fire on a greedy manabase) or in a deck in modern like 5C Humans, Tron, and Eldrazi (since Cavern, Zigguaraut, and Territory all work fine under it).
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Sufferer of EDHD
Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
- doesn't shut down Cavern of Souls (super relevant in most "Blue Moon" control decks)
It doesn't shut down a Cavern already on the battlefield before this, no. But any Cavern that tries to come along after this loses its 'as this enters the battlefield' ability so they never get to name a creature type. So it's just a colorless mana producer.
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.
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."
Looks like they tried to make a budget option for Blood Moon, but also one that does something a little different that might end up being not far off Moon's power level. This card is definitely nice.
I'm stoked for this. I read something recently about Blood Moon that made me wonder if it was coming back to Standard any time soon. This is basically that, without screwing up multi-coloured manabases (it just turns off their non-landish abilities)
I'm happy with this as a replacement for Blood Moon in Standard.
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Rose tint my world, keep me safe from my trouble and pain.
It isn't going to stop lands from entering tapped or stop you from saccing lotus vale or city of traitors. It isn't blood moon.
The September ruling was clarified to also apply to Humility. The wording of this is virtually identical to the wording of Humility. If Humility stripped off as-enters-the-battlefield replacement effects, so does this. Unless they've got a re-reversal of ruling pending.
Eli Shiffrin (Rules manager) just tweeted:
"Yes, Blood Sun causes Dimir Aqueduct to enter untapped and not bounce a land; Tron gleefully shines on; and Dark Depths is profoundly sad until sunset when Marit Lage gets up on and dances. #MTGRIX #WotCStaff"
Looks like they tried to make a budget option for Blood Moon, but also one that does something a little different that might end up being not far off Moon's power level. This card is definitely nice.
Oh no, it's way weaker than Blood Moon. I can tell you right away that I wouldn't mind seeing this enchantment on the other side of the table in Modern, since I run a three-color (sans red) deck. Blood Sun hoses fetches, sure, but so does Blood Moon -- which also hoses duals and Tron lands. There are a ton of decks in Modern where if Blood Moon comes down turn 2 or 3, you effectively win the game. Most decks won't care about this unless they have a hand full of fetches. In fact, opponents get to play their shocks and (if they got em) Ravnica bounce lands untapped and without any drawbacks with this out.
Can someone correct me if my interpretation is wrong:
- Does not stop Cavern of Souls or Tron lands from generating 7 mana
- Would shutdown your fetch lands
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
Honestly, it's way better against deserts than the flip lands, which Field of Ruin handles quite nicely (unless you're greedy and running three colors and can't afford a colorless land...).
Enchantments are getting easier and easier to remove. This actually does a great job of shutting down Ramunap Red's annoying habit of turning their deserts into Shocks.
Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
Find me at the Wizard's Tower in Ottawa every second Saturday afternoons.
Lotus Vale's ability has been a replacement effect for a while now. Neither Blood Moon nor this can work around it.
Actually, as of the rule change in September 2017, they DO work around it.
PROS:
- Doesn't ruin you if you are a 3+ color deck.
- Turns opposing fetchlands and Urborg, Tomb of Yawgmoth into dead draws, whereas with Blood Moon at least they'd be able to tap for R
- Cantrips!
EQUAL:
- Prevents all utility lands from having utility - stops Ghost Quarter and Wasteland, manlands, and the new flip lands. Prevents tutoring with Eye of Ugin[/card. Completely blocks the Dark Depths/Thespian Stage combo.
CONS:
- Doesn't punish greedy Shock/Dual manabases.
- doesn't shut down Cavern of Souls (super relevant in most "Blue Moon" control decks)
- doesn't hose UrzaTron or Eldrazi decks.
I don't think we'll see it alongside Blood Moon, but it will see play in different decks, probably 3+ color midrange decks coming out of the board to crush fetchland manabases or disrupt things. I think it's more important in Legacy (due to ruining Lands.dec without causing friendly fire on a greedy manabase) or in a deck in modern like 5C Humans, Tron, and Eldrazi (since Cavern, Zigguaraut, and Territory all work fine under it).
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
If I had to guess, it loses its "Make every land a Swamp" ability, making it completely useless since it has no mana ability.
Edit: OMG Scorched Ruins.
It doesn't shut down a Cavern already on the battlefield before this, no. But any Cavern that tries to come along after this loses its 'as this enters the battlefield' ability so they never get to name a creature type. So it's just a colorless mana producer.
But I still need a playset.
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."
I'm happy with this as a replacement for Blood Moon in Standard.
...But wouldn't it also lose the 'prevent all damage' line as well?
The lands lose all abilities, but I like where your head is going.
The September ruling was clarified to also apply to Humility. The wording of this is virtually identical to the wording of Humility. If Humility stripped off as-enters-the-battlefield replacement effects, so does this. Unless they've got a re-reversal of ruling pending.
Eli Shiffrin (Rules manager) just tweeted:
"Yes, Blood Sun causes Dimir Aqueduct to enter untapped and not bounce a land; Tron gleefully shines on; and Dark Depths is profoundly sad until sunset when Marit Lage gets up on and dances. #MTGRIX #WotCStaff"
https://mobile.twitter.com/EliShffrn/status/948968699397992448
Oh no, it's way weaker than Blood Moon. I can tell you right away that I wouldn't mind seeing this enchantment on the other side of the table in Modern, since I run a three-color (sans red) deck. Blood Sun hoses fetches, sure, but so does Blood Moon -- which also hoses duals and Tron lands. There are a ton of decks in Modern where if Blood Moon comes down turn 2 or 3, you effectively win the game. Most decks won't care about this unless they have a hand full of fetches. In fact, opponents get to play their shocks and (if they got em) Ravnica bounce lands untapped and without any drawbacks with this out.
Dude, the 3-mana enchantment you're looking for with Glacial Chasm is Solemnity.
This set is bonkers
- Does not stop Cavern of Souls or Tron lands from generating 7 mana
- Would shutdown your fetch lands
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
You're correct on both of those since Cavern/Tron are mana abilities and fetchland sacrifcing is not