Now that people have had about a year to tinker with this card, how does the forum feel about it? I ask because ive very recently built 2 mono colored and 1 bicolored deck; and am curious if this is worth a slot as a ramp card in those builds (mono blue, mono red, azorius).
I consider it entirely worth inclusion in all mono and most dual colored decks. It is even better in any build with Sun Titan, Life from the Loam, or Crucible of Worlds, but it gets perfectly solid value without.
It's quite good. It's in all my mono color decks, though it feels a bit slow in my mono green, it's still one of the most difficult to respond to ramp cards, so 99.9% of the time you will get the extra land, versus some ramp cards that can be really unfortunate if countered ( e.g. Harrow ).
And yes, amazing synergy with Crucible Of Worlds. I really hope they reprint crucible soon, it fits into almost every deck I would want to play. It says "See that fetchland in my graveyard? Yup, I'm making all my land-drops."
I love it in my Daretti deck alongside Rings of Brighthearth and Crucible of Worlds. If I can get it out with one of those artifacts, I'm getting some really good value and even without them it's worth the tempo loss to keep the lands flowing.
As a direct comparison for your current decks, it's closer to Wayfarer's Bauble in that it effectively costs 3 to use, and ramps you by a single basic (-1 colorless land +2 basics vs. -1 artifact + 1 basic). In comparison to lands, it can have a similar effect to Azorius Chancery and other bouncelands, in that it's a high-investment land that artificially earns you a land drop that you might not have had otherwise during a game. It's also worth noting that mono-U, mono-R, and Hanna are all decks that have the tools needed to abuse artifacts when desired. As such, if you or your group are the types to need mana open early and often, you may be better served to keep your ramp options limited to your artifact package(s), and run as many untapped lands as possible to keep your mana flowing.
My personal experiences with it so far has been positive, though I've yet to try it in dual color decks, and my group is slow enough that I can play bouncelands and vivids without much issue. As with any tapped land, there's definite value to be had, though if you're intending on having plenty of early turn plays, or can justify a fair artifact package, then I'd say you'd be better off with an untapped land. As a suggestion, Mage-Ring Network from Origins looks promising, and Calciform Pools provides the same function for Azorius colors.
I've been trying it out in a few decks, two color and 3 color, all of which are decks where I'm passing turn with a lot of mana untapped. Even so, it has been awkward to activate nearly every single time. It's ok Turn 1 if you don't have any other play, but so is any other ETBT land. Turns 2-4 it's like giving up a whole turn and the next turn to just ramp up.
It ends up being quite expensive. You are paying 1 mana upfront, then 3 mana to activate, just for one card and one point of mana. People just really like their cards and their mana bundled together. Depending on the colors, you might just want to pay 2-3 mana for a draw 2, then get mana production elsewhere. Like a Sol Ring tutor, to beat a dead horse. With all the artifact tutors in Blue, Exploration effects and stuff like Krosan Verge in GW, Praetor's Grasp in Black to steal Sol Rings, there really aren't very many places where you are so poor on mana and draw that you're willing to pay that.
I've been trying it out in a few decks, two color and 3 color, all of which are decks where I'm passing turn with a lot of mana untapped. Even so, it has been awkward to activate nearly every single time. It's ok Turn 1 if you don't have any other play, but so is any other ETBT land. Turns 2-4 it's like giving up a whole turn and the next turn to just ramp up.
It ends up being quite expensive. You are paying 1 mana upfront, then 3 mana to activate, just for one card and one point of mana. People just really like their cards and their mana bundled together. Depending on the colors, you might just want to pay 2-3 mana for a draw 2, then get mana production elsewhere. Like a Sol Ring tutor, to beat a dead horse. With all the artifact tutors in Blue, Exploration effects and stuff like Krosan Verge in GW, Praetor's Grasp in Black to steal Sol Rings, there really aren't very many places where you are so poor on mana and draw that you're willing to pay that.
This mirrors my own experience. On paper it looks pretty decent, but in practice it's just too slow for a ramp of one land.
I like it for most mono-colored decks and some two-color decks. It's slow, but the opportunity cost is limited in many cases if you don't already have many EtBT lands (and most mono-colored decks don't). I like Krosan Verge better because it can fetch shocks/duals as well as Mistveil Plains.
I would like to ask if this has a home in mono green decks? Green has access to great ramp, so I am wondering if it earns a spot.
It would really depend on your commander, but in general if your deck wins mid- to late-game and is running some of the land recursion suite of Crucible Of Worlds, Life From The Loam, etc. Then yes. It's not necessary though, and it's not as valuable as in largely rampless colors like white, red, and blue.
It shines in my Darien and Daretti decks - Darien has Sun Titan to bring it back and Daretti's got Crucible of Worlds. It helps mono R and W a lot. I haven't tried it elsewhere, but in color combinations that can't ramp well I think it'd also do very well.
[EDH] It's built to be a casual format and to a specific vision, and if you don't like the vision, there's nothing wrong with that, but it's not going to change to accommodate everyone. Big tent is not a goal.
I don't have any but it is certainly good, all WG decks I have seen regularly run verge.
If I can get my hands on some I will likely run them too, I like them better than terramorphic expanse in long games. You can run out of basics and be stuck with a useless land, but with these two, at least you are getting 1 mana. (just something to consider if you face long games)
I'm surprised to learn how many folks are a fan of Myriad Landscape. My brother and I absolutely detest the card. When I returned from a long Magic hiatus with the 2014 Sworn to Darkness precon, I had the opportunity to play with the card firsthand because it was included in the deck. After only a few games, I took the card out immediately and just replaced it with a basic Swamp. The card is just too expensive. Entering the battlefield tapped results in a loss of one mana the turn its played and the activated ability cost essentially costs three mana to activate (two plus tapping itself). This causes the card to play really clumsy. Unless Myriad Landscape happens to be drawn and played in the first two turns of the game and then subsequently activated on turn three, I almost never want to activate it when drawn and played later because by the time I have access to four or more mana, I cannot affordability weave three mana into my turns to Rampant Growth without sacrificing the opportunity to cast some other significant spell.
At the end of the day, after its activation, which is the only incentive to play the card to begin with, Myriad Landscape only puts it's controller up plus one mana. A plethora of mana rocks will do the exact same thing in every color for the same cost (3) or less without requiring you to wait a turn because Myriad Landscape enters the battlefield tapped. Furthermore, most of those same rocks will allow you to tap the mana they generate the same turn you play them, whereas the basic lands the Landscape fetches enter the battlefield tapped and cannot be used. I could see this card possibly seeing play in decks which include cards that synergize strongly with basic lands such as Caged Sun, Strata Scythe, Emeria, the Sky Ruin or Crypt Ghast, but it would need to include quite a lot of them in order to make this card worthwhile.
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Im on the fence with this card. If you have a way to recur and reuse it, then it is awesome. Otherwise, it is very slow and causes you to sacrifice available mana so that two turns later you are +1 mana overall. It is in my mono black deck because I want to put into play all of the Swamps I can for Cabal Coffers, but I excluded it in my counter heavy Talrand, Sky Summoner deck because I would rather have the mana open.
I've been trying it out in a few decks, two color and 3 color, all of which are decks where I'm passing turn with a lot of mana untapped. Even so, it has been awkward to activate nearly every single time. It's ok Turn 1 if you don't have any other play, but so is any other ETBT land. Turns 2-4 it's like giving up a whole turn and the next turn to just ramp up.
"Awkward" is exactly the word I'd use to describe it. I feel it's very similar to Burnished Hart in that it basically eats up two turns to ramp you. The problem with this card, weirdly enough, is that it's a land, I think - normally the opportunity cost of lands with abilities is very low, but with this card you have to lose a mana to its ETBT and then lose some more to pay for it, and ultimately it only ramps for one because it sacrifices itself. As a land it does the thing you really don't want a land to do - cost you mana. It's more like a spell slot than anything and when you think of it that way I don't think it merits including.
If you want cards to combo with Sun Titan and Loam just play fetches and if you want an abusable (if casual) ramp engine for your non-G decks, play the Hart.
In slower games, it's solid. In faster games, it's okay. I find that Krosan Verge makes it into my competitive decks (which are often multi-color), but Myriad Landscape doesn't. The basic land type clauses for the respective lands really affects the utility for me.
That said, I'm always looking to test this card out more. The next time it gets a chance to shine is in my soon-to be rebuilt Dakkon Blackblade deck.
On its use in mono-green: I say give it a whirl. I would. If your play group operates slowly enough that activating Landscape's ability doesn't cost you pivotal turns, then it should pull its weight.
In my mono red dragon deck, its perfect. My deck is always going to be slow off the ground I need 8 mana and a haste enabler (or 5 hope it lives then 3)to get my general online, sure I have artifact ramp but I don't always draw that and mass artifact destruction is common.
I found an older thread, where lots of speculation of a then spoiled Myriad Landscape occured. Lots of folks made comparisons to Krosan Verge, Burnished Hart, and Wayfarer's Bauble.
Now that people have had about a year to tinker with this card, how does the forum feel about it? I ask because ive very recently built 2 mono colored and 1 bicolored deck; and am curious if this is worth a slot as a ramp card in those builds (mono blue, mono red, azorius).
thanks
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage
It might not necessarilly find a home in every deck that runs green, but I think it could fit into a large number of decks with various budget levels.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
It's quite good. It's in all my mono color decks, though it feels a bit slow in my mono green, it's still one of the most difficult to respond to ramp cards, so 99.9% of the time you will get the extra land, versus some ramp cards that can be really unfortunate if countered ( e.g. Harrow ).
And yes, amazing synergy with Crucible Of Worlds. I really hope they reprint crucible soon, it fits into almost every deck I would want to play. It says "See that fetchland in my graveyard? Yup, I'm making all my land-drops."
UTeferi, Temporal ArchmageU's prison: blue is the new orange is the new black.
Mizzix Of The Izmagnus : wheels on fire... rolling down the road...
BSidisi, Undead VizierB: Bis zum Erbrechen
GTitiania, Protector Of ArgothG: Protecting Argoth, by blowing it up!
GYisan, The Wanderer BardG: Gradus Ad Elfball.
Duel EDH: Yisan & Titania.
In Progress: Grand Arbiter Augustin IV duel; Grenzo, Dungeon Warden Doomsday.
Whatever I build from my Box-o-EDH stuff
Legacy
Sneak and Show
UR Delver
Scapeshift Nic Fit
Modern
Merfolk
My personal experiences with it so far has been positive, though I've yet to try it in dual color decks, and my group is slow enough that I can play bouncelands and vivids without much issue. As with any tapped land, there's definite value to be had, though if you're intending on having plenty of early turn plays, or can justify a fair artifact package, then I'd say you'd be better off with an untapped land. As a suggestion, Mage-Ring Network from Origins looks promising, and Calciform Pools provides the same function for Azorius colors.
RRR - Bosh's School of Hard(cover) Knocks
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
RJaya Ballard, Task Mage Mono Red Control Decklist
WNahiri, the Lithomancer Mono White Control Decklist
RGWUKynaios and Tiro of Meletis Aikido Control Decklist
UBGisa and Geralf Tribal Aggro Decklist
URGRiku of Two Reflections Non-combo coolstuff Decklist
RWUBruse Tarl, Boorish Herder and Kraum, Ludovic's Opus Equipments Decklist
WBAthreos, God of Passage Reanimate/Goodstuff Decklist
It ends up being quite expensive. You are paying 1 mana upfront, then 3 mana to activate, just for one card and one point of mana. People just really like their cards and their mana bundled together. Depending on the colors, you might just want to pay 2-3 mana for a draw 2, then get mana production elsewhere. Like a Sol Ring tutor, to beat a dead horse. With all the artifact tutors in Blue, Exploration effects and stuff like Krosan Verge in GW, Praetor's Grasp in Black to steal Sol Rings, there really aren't very many places where you are so poor on mana and draw that you're willing to pay that.
This mirrors my own experience. On paper it looks pretty decent, but in practice it's just too slow for a ramp of one land.
[Primer] Erebos, God of the Dead
HONK HONK
It would really depend on your commander, but in general if your deck wins mid- to late-game and is running some of the land recursion suite of Crucible Of Worlds, Life From The Loam, etc. Then yes. It's not necessary though, and it's not as valuable as in largely rampless colors like white, red, and blue.
UTeferi, Temporal ArchmageU's prison: blue is the new orange is the new black.
Mizzix Of The Izmagnus : wheels on fire... rolling down the road...
BSidisi, Undead VizierB: Bis zum Erbrechen
GTitiania, Protector Of ArgothG: Protecting Argoth, by blowing it up!
GYisan, The Wanderer BardG: Gradus Ad Elfball.
Duel EDH: Yisan & Titania.
In Progress: Grand Arbiter Augustin IV duel; Grenzo, Dungeon Warden Doomsday.
If I can get my hands on some I will likely run them too, I like them better than terramorphic expanse in long games. You can run out of basics and be stuck with a useless land, but with these two, at least you are getting 1 mana. (just something to consider if you face long games)
At the end of the day, after its activation, which is the only incentive to play the card to begin with, Myriad Landscape only puts it's controller up plus one mana. A plethora of mana rocks will do the exact same thing in every color for the same cost (3) or less without requiring you to wait a turn because Myriad Landscape enters the battlefield tapped. Furthermore, most of those same rocks will allow you to tap the mana they generate the same turn you play them, whereas the basic lands the Landscape fetches enter the battlefield tapped and cannot be used. I could see this card possibly seeing play in decks which include cards that synergize strongly with basic lands such as Caged Sun, Strata Scythe, Emeria, the Sky Ruin or Crypt Ghast, but it would need to include quite a lot of them in order to make this card worthwhile.
Trap your friends in an endless game with this 23-card combo!
The Mimeoplasm || Karador, Ghost Chieftain
Prossh, Skyraider of Kher || Vial Smasher/Tymna Group Slug
Drana, Kalastria Bloodchief || Talrand, Sky Summoner
Yidris - Unblockable Saboteurs || Kiki-Jiki, ETB breaker
Kess, Dissident Mage
"Awkward" is exactly the word I'd use to describe it. I feel it's very similar to Burnished Hart in that it basically eats up two turns to ramp you. The problem with this card, weirdly enough, is that it's a land, I think - normally the opportunity cost of lands with abilities is very low, but with this card you have to lose a mana to its ETBT and then lose some more to pay for it, and ultimately it only ramps for one because it sacrifices itself. As a land it does the thing you really don't want a land to do - cost you mana. It's more like a spell slot than anything and when you think of it that way I don't think it merits including.
If you want cards to combo with Sun Titan and Loam just play fetches and if you want an abusable (if casual) ramp engine for your non-G decks, play the Hart.
Draft my Peasant Cube.
That said, I'm always looking to test this card out more. The next time it gets a chance to shine is in my soon-to be rebuilt Dakkon Blackblade deck.
On its use in mono-green: I say give it a whirl. I would. If your play group operates slowly enough that activating Landscape's ability doesn't cost you pivotal turns, then it should pull its weight.
My experience with edh is based on 5-6 player games. Things are slower, and so the card becomes more useful and more likely to see recursion.
Mono red has access to
Braid of fire
and
Valakut, the molten pinnacle
I don't have a way to abuse it though, no land return. I have only a few ways to return my Hart (Trading post, deretti).
I only play it in this one ramping mono colour deck. My other decks really don't ramp so hard.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Mono Red's Strengths and Mono White's Strengths
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