This. I cannot understand the hate for the Borderposts. They are essentially CIPT artifact dual lands that are colored, and can accelerate mid-game.
And to eliminate some errors that are running wild in this thread:
- They DON'T set you back a land drop. Unlike the Bounce lands, they do not count as a land drop themself. You can play a land and replace it with a Borderpost or bounce a land and replay it the same turn. If you use the alternate cost, they merely replace a land, not setting you back.
- They DON'T take a non-land slot. As long as you build you deck in a way that gives you a good chance to have a basic land in your opening hand, they work just like CIPT-Lands.
- They are not like Rupture Spire: You can tap the land you bounce for them and replay it afterwards. Rupture Spire costs you 2 mana the turn it is played (CIPT + land drop + 1 mana), this one only 1 mana (1 mana + CIPT, but no land drop, and a land is bounced, which gurantees you the land drop for that turn)
- If they didn't have the CIPT, they would be like a dual land with no drawback other than having a basic land in play or hand. And...
- They cannot be better or even on par with a good dual land or mana accelerator, as they are BOTH. Flexibility always comes with a cost.
In the right deck, they can play the role of early fixing CIPT-Lands with later acceleration. And such a deck might abuse the fact that they are, in a way, ARTIFACT LANDS (and we all know how that played out the last time), and COLORED LANDS (making it easy to use those color-related abilities).
If your deck plays enough basic lands, they are much better than 'just' CIPT lands. I really think they will get their time in some tournament decks, at least post rotation.
Oh, and they are common. Pauper will love them 8^)
As long as you can guarantee one basic in your starting hand, you can replace all your other lands with these and only suffer their CIPT drawback.
If you need to pull two blue mana and you have an island and a mountain, you can tap both, drop your post to bounce the blue (paying w/ R) and replay the blue to tap for second blue.
Thus they have one minor drawback (need at least one basic) and one minor advantage (get two taps out of the same land in one turn).
Everything they said, I repeat multifold. The posts are GOOD.
One of the most enjoyable Magic articles I've read. Even though I've never played Shandalar, I could feel the intense nostalgia and musty "old-school fun" seep into my pores. It's the same feeling I get playing Might and Magic on a DOS emulator. I felt like I could breathe the game reading this.
A card with persist + some manipulator of counters is just a two-card combo that doesn't do anything but recur a creature.
The only thing at all remarkable about persist is that there are as many (and more) two-card combos using persist as there are creatures with that keyword (multiplied by the number of manipulators).
Besides, wither completely destroys persist anyway. If persist starts wrecking tournaments or your casual game table, a few wither creatures are a hard counter to that entire strategy.
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Quoted for truth.
And the guy he quoted? Yeah, him too:
Everything they said, I repeat multifold. The posts are GOOD.
Err, Voice of Grace?
All is redundant.
And why wouldn't you? Putting a 2/2 pro-black, even at 4cc, seems completely unfeasible; at least Akroma is late-game oriented.
One of the most enjoyable Magic articles I've read. Even though I've never played Shandalar, I could feel the intense nostalgia and musty "old-school fun" seep into my pores. It's the same feeling I get playing Might and Magic on a DOS emulator. I felt like I could breathe the game reading this.
Thanks; I might look into it.
That made me lol.
'Specially the flavor text. NJ.
But honestly, I don't see why they need to print a hoser specifically for Faeries. I think Wizards finds it cool that they're so viable.
A card with persist + some manipulator of counters is just a two-card combo that doesn't do anything but recur a creature.
The only thing at all remarkable about persist is that there are as many (and more) two-card combos using persist as there are creatures with that keyword (multiplied by the number of manipulators).
Besides, wither completely destroys persist anyway. If persist starts wrecking tournaments or your casual game table, a few wither creatures are a hard counter to that entire strategy.