I accidentally got too low on basic lands in my Maelstrom Wanderer deck. I am at 8 basics, and it lead to multiple cards (Explosive Vegetation, Cultivate) being fail-to-finds in the last game, even though it was somewhat early in the game.
I have been wondering if I should up my number of basic lands, or if I should cut Explosive Vegetation. I've been looking at Hour of Promise, and while the deck has zero deserts, it seems like it would be pretty decent. I could get Ancient Tomb, Desolate Lighthouse, Command Beacon, Alchemist's Refuge, shocks, ravnica bounce lands... The bounce lands (Simic Growth Chamber and Izzet Boilerworks) are strong in the deck, since I play a lot of cards that untap lands.
Has anybody played with Hour of Promise yet? Do you feel like it is too slow? This isn't a deck that plays a lot of utility lands (though with hour I may want to throw in a Strip Mine), but I think I could cut Explosive Vegetation for it and not have to change my mana base.
Basics are good for you. They come into play untapped and make colored mana. Unless you're running a full set of duals/shocks/fetches/pains/checks, you probably have lands that ETBT. Don't underestimate the tempo loss, especially in a deck like MW where mana translates almost directly into card advantage.
Ideally I'd run both. 2 lands for 1 card is very good.
And I doubt anyone would evaluate Hour of Promise any differently if it didn't have the zombie clause (except maybe in limited). Just make believe that part doesn't even exist.
Otherwise I like using stuff like Skyshroud Claim and Nature's Lore in Gx (and sometimes Ranger's Path) because they can get the duals that have basic subtype of Forest.
I'm thinking about this for my Kruphix deck at the moment. At first I cut Veg for Hour, but now I'm reconsidering. I'm just not sure any of the nonbasic lands in the deck are good enough to justify Hour. I'm leaning toward removing Glacial Chasm, Drownyard Temple, and Crop Rotation as part of pushing the deck more heavily in the combo direction.
In a deck with Cabal Coffers and Urborg, Tomb of Yawgmoth or in a deck with a Cloudpost package, it's a windmill slam. Otherwise, I'm unsure whether Hour's worth the extra mana over Veg.
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I have been wondering if I should up my number of basic lands, or if I should cut Explosive Vegetation. I've been looking at Hour of Promise, and while the deck has zero deserts, it seems like it would be pretty decent. I could get Ancient Tomb, Desolate Lighthouse, Command Beacon, Alchemist's Refuge, shocks, ravnica bounce lands... The bounce lands (Simic Growth Chamber and Izzet Boilerworks) are strong in the deck, since I play a lot of cards that untap lands.
Has anybody played with Hour of Promise yet? Do you feel like it is too slow? This isn't a deck that plays a lot of utility lands (though with hour I may want to throw in a Strip Mine), but I think I could cut Explosive Vegetation for it and not have to change my mana base.
Thoughts?
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Ideally I'd run both. 2 lands for 1 card is very good.
And I doubt anyone would evaluate Hour of Promise any differently if it didn't have the zombie clause (except maybe in limited). Just make believe that part doesn't even exist.
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Melira PodRIP 1/19/15GWHatebearsOtherwise I like using stuff like Skyshroud Claim and Nature's Lore in Gx (and sometimes Ranger's Path) because they can get the duals that have basic subtype of Forest.
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R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
In a deck with Cabal Coffers and Urborg, Tomb of Yawgmoth or in a deck with a Cloudpost package, it's a windmill slam. Otherwise, I'm unsure whether Hour's worth the extra mana over Veg.