When was the last time a creature with "[land]walk" was actually printed? This cycle seemed like a good idea; but imagine Deadfall in a Ernham Djinn deck...
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SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
When was the last time a creature with "[land]walk" was actually printed? This cycle seemed like a good idea; but imagine Deadfall in a Ernham Djinn deck...
If we are talking normal expansions and not special products nor core sets, the latest landwalk creature to be printed seems to be Meandering Towershell from Khans of Tarkir in 2014. And hey, it's Islandwalk. (Though the last core set featuring one is M15 which came directly before Khans.)
The 4/02/20 random card of the day is Ulvenwald Tracker. If you have any comments, combos or a decklist involving this card, feel free to share.
I have a casual Homelands deck where 75% of the non-land cards are from Homelands. It uses cards like Serrated Arrows and Torture to weaken creatures. Then I use cards like Ulvenwald Tracker to have the weakened creature to fight my Sengir Bats. It's a whole lot of work for very little payoff and I love it.
There are three main issues one has to overcome when playing with Karona:
1) the 5 colored mana cost
2) her switching sides every turn
3) providing a tribe she can boost, that your opponent has few/no creatures of
I actually pulled 2 copies of Karona from Scourge boosters (and later got a third, it's cheap after all), and built several decks around her all with the same basic idea, just looking for a good tribe. I tried snakes, insects, spirits, birds, wizards, etc. none of which worked that well. But I had a good card to pair with the Legendary False God, Footsteps of the Goryo, which essentially solves 2 of the three main problems. I realized, that I didn't need 5 colors, and that white, red, and green all already provided similar effects for much less effort. So my deck became u/b focused on Spirits once again. Then Thopter Foundry and Sword of the Meek entered the game. And now my Karona's followers are ... Thopters. With some Spirit assistance in the form of Drift of Phantasms and Dimir Infiltrator. And a slew of blue draw+discard cards. It works very well for a Casual deck and it's fun to play. If only I would ever face a deck that runs Temple of the False God, just so that She can pay it a visit.
Fun fact, Karona began as a creature - Legend, then with the removal of the Legend creature type in Kamigawa she was a creature with no creature type for a while, until the big Lorwyn creature type update made her an Avatar. So for a while she couldn't buff herself to 8/8 when attacking.
He can tutor up nonbasic Forests, but I prefer Avenging Druid for an effect like this because he also fills the graveyard and puts the land into play and doesn't cost 20 dollars
I like him. Early game multilplayer you just find the player with no blockers or only mana dorks or other 1/1's. Even 2/2's. That 3 toughness probably helps more than it looks. Are they really going to chump with a mana dork to stop you getting a land?
Not exactly busted but it still helps you get your land drops for bigger better plays by Turn 5 onwards.
If you think about it, the "lose" clause is more impactful than one would think. There is no "may" in that wording- it's a forced card draw; combined with Underworld Dreams and/or Phyrexian Tyranny, et al. could make for an interesting deck archetype. though, there are better ways than this to get your opponent to force-draw.
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SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Pretty easy to fulfill in multiplayer. Sacrificing it on someone's end step means it is pretty close to being a hasty 5/5 in a good tribe. I'd probably run this in Aphemeia, the cacophony commander if I was going to make one.
Any card that can repeatedly produce more than one mana has the potential to be part of a mana combo, and the Ravnica Karoos are no exception. Especially the U/x ones. Just combine with Fatestitcher or any other land/permanent untapping creature (lots of those in green) and enchant it with Pemmin's Aura or Freed from the Real. Voila, "infinite mana".
Also nice to simply selfbounce the lands for guaranteed landfall or other triggers each turn.
But even without such shenanigans, being able to bounce a land that has some "from the hand" ability that can be useful later in the game, is nice. Tolaria West, the various cycling lands, etc. Or recharge lands like Llanowar Reborn, Tendo Ice Bridge or Aether Hub.
They can also be used to virtually run more lands in your deck. But you have to reach a balance for that: too few in the deck and the effect cannot be felt, too many and the ETB tapped clause and bounce will negate the potential gains. I've found, that 3-6 Karoos in the deck are about right to cut 1-2 lands overall without too much drawback.
As you might suspect, I use these lands in quite a few of my decks. They have yet another use in my Rakdos the Defiler deck, where they help me keep the number of my non-Demon permanents low (3 lands easily provide 6 mana).
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
The last one I can think of is Sheoldred, Whispering One.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
I have a casual Homelands deck where 75% of the non-land cards are from Homelands. It uses cards like Serrated Arrows and Torture to weaken creatures. Then I use cards like Ulvenwald Tracker to have the weakened creature to fight my Sengir Bats. It's a whole lot of work for very little payoff and I love it.
Legends may not be the worst set ever but I stand by my statement that it's the set with the most bad cards.
1) the 5 colored mana cost
2) her switching sides every turn
3) providing a tribe she can boost, that your opponent has few/no creatures of
I actually pulled 2 copies of Karona from Scourge boosters (and later got a third, it's cheap after all), and built several decks around her all with the same basic idea, just looking for a good tribe. I tried snakes, insects, spirits, birds, wizards, etc. none of which worked that well. But I had a good card to pair with the Legendary False God, Footsteps of the Goryo, which essentially solves 2 of the three main problems. I realized, that I didn't need 5 colors, and that white, red, and green all already provided similar effects for much less effort. So my deck became u/b focused on Spirits once again. Then Thopter Foundry and Sword of the Meek entered the game. And now
myKarona's followers are ... Thopters. With some Spirit assistance in the form of Drift of Phantasms and Dimir Infiltrator. And a slew of blue draw+discard cards. It works very well for a Casual deck and it's fun to play. If only I would ever face a deck that runs Temple of the False God, just so that She can pay it a visit.Fun fact, Karona began as a creature - Legend, then with the removal of the Legend creature type in Kamigawa she was a creature with no creature type for a while, until the big Lorwyn creature type update made her an Avatar. So for a while she couldn't buff herself to 8/8 when attacking.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
Not exactly busted but it still helps you get your land drops for bigger better plays by Turn 5 onwards.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
Use it to nullify your opponent's Undying creature such as Young Wolf.
I like to combine lands like this one with cards like Summer Bloom that allow you to play extra lands.
Also nice to simply selfbounce the lands for guaranteed landfall or other triggers each turn.
But even without such shenanigans, being able to bounce a land that has some "from the hand" ability that can be useful later in the game, is nice. Tolaria West, the various cycling lands, etc. Or recharge lands like Llanowar Reborn, Tendo Ice Bridge or Aether Hub.
They can also be used to virtually run more lands in your deck. But you have to reach a balance for that: too few in the deck and the effect cannot be felt, too many and the ETB tapped clause and bounce will negate the potential gains. I've found, that 3-6 Karoos in the deck are about right to cut 1-2 lands overall without too much drawback.
As you might suspect, I use these lands in quite a few of my decks. They have yet another use in my Rakdos the Defiler deck, where they help me keep the number of my non-Demon permanents low (3 lands easily provide 6 mana).
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)