The only decks that would run it don't really need it. Infect and Bogles don't want taplands. Maybe it would fit in some homebrew or variant of RWU Control? Celestial Colonnade seems a little better in most cases too.
It seems like it would be best in a BUG version of a Jund deck with the except that you could play mostly hexproof creatures to blank your opponents removal. But if you go that route you end up cutting Goyf which seems like it would be wrong most of the time. But you could probably come up with some way to play an interactive version of boggles with this and thrun, as well as interactive cards coming out prior to them? It does end up doing in the odd place of wanting to play proactive control (black) and reactive control (blue) though, but that seems like something that could be worked out.
It seems like it would be best in a BUG version of a Jund deck with the except that you could play mostly hexproof creatures to blank your opponents removal. But if you go that route you end up cutting Goyf which seems like it would be wrong most of the time.
I think that's the wrong way of thinking about it; Rather than a Hexproof Jund Deck, it would be better to think of it as a Jund deck that has a Manland for the Mirror. BG really doesn't have a problem keeping the board clear (Though Jund is much better at it with Terminate and Bolt), so it's a 3/3 that can't be swept, blocked, or spot removalled.
I think it really doesn't need to be built around, it's just a tool to push BG into BGu along with BGr and BGw. I don't know if I would consider it enough of a push, though.
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This is a decent manland if looked at from inside a well.
However in the meta, it makes no connection with existing archetypes. Almost every deck with UG isn't really playing control, but some form of tempo, with RUG Twin and Delver. Its the same reason Snapcaster Mages and Goyfs are usually sharing the same deckboxes; they're both great cards but they're trying to do completely different things. I can't think of any existing UG deck that wants to tap 4 lands to turn a 5th into a 3/3 hexproof. It can't hold enchantments, its not unblockable like the tarpit. Simic colors are associated with tempo; and high costed manlands are associated with grindy control decks.
You could add Black for Sultai, where there are sweet control elements like Abrupt Decay, but then I'd ask why not run Creeping Tar Pit. If you add red, then you'd be better off playing tempo. If you add white, GW already provides much stronger aggro elements that a 3/3 hexproof manland just doesn't cut it, because you want to cast Voice, Finks, Experiment Ones, etc etc on curve. No room for a ETB tapped land, not even a manland, there.
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BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
This is a really good card and it will be played one day in Modern. The problem is that UG is a bad color combo right now. The best UG deck is Infect, and Infect has zero use for this land, with the same being said for Pat Chapin's Temur Prowess list. Temur Twin is much less popular than Grixis Twin. Bant and Sultai are just very weak.
I would get your foil versions now. It will be played in Modern one day.
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Well, I dunno about being worth a foil playset. Treetop Village is a 3/3 manland too, and while it has seen fringe play it's still only ~$3. However it's possible some future deck could benefit from it.
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The hexproof makes the land lean towards being a control finisher, but if you just exhaust the opponents resources like UWR does then you can just smash with Colonade. Unless some really efficient RUG Legacy-like deck pops up I can't see it being played too much. That said, manlands are usually all pretty useful so it could have it's time. Just give it a few more years for better cards to pop up.
My friend tested it in RUG Twin and said it was pretty good. Replaces a Hinterland, obviously CIPT isn't ideal, but it's not a huge problem either, especially in that deck. Having a late game threat for free is really clutch against grindy matchups, and the deck synergizes pretty well with having a nigh-untouchable 3/3 after they've dealt with all your other beasts.
Similar to the 1-of Creeping Tar Pit in Grixis decks (namely Twin), I think a 1-of Lumbering Falls is totally reasonable in RUG Twin, as well as any other midrangey-RUG deck. You don't need to be a control deck to want a manland, you just have to be okay with having a couple tapped lands in your deck.
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MODERN RGB Jund BGR WGB Junk/Abzan Company WGB
LEGACY RUGB Delver GURB
EDH UW Geist of Saint Traft Aggro-Control WU RUG Riku of Two Reflections Combo GUR BBB Skithiryx Control BB
Could probably find a place in the BUG Control deck Fabiano made a while back. While it does lack evasion, often times the board state is either clear or completely stalled out, and in both places I wouldn't mind being able to field another threat for free.
It doesn't need evasion. This is RUG Twin's land for resolving stalled boardstates when you're in topdeck mode. The problem is that RUG Twin is worse than UR or Grixis overall. I'd say it's probably better than Tarpit if you're facing removal and worse if you're facing decks with tons of dudes to throw at it.
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it's just another piece of the puzzle that is a solid BUG midrange/control option. Take for example jund--you strip all their threats, leave them with 4-5 dead removal spells, and kill them with lumbering falls. It's one of those cards that may not be good now, but will be good eventually.
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Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
The question is: Can you use it to deal damage to an opponent? All manlands, that see play, either have some form of evasion or are played in decks that can reliably clear the way, often both. UG decks are typically on different game plans. How does RUG Twin deal with this problem?
RUG Twin still plays some number of Roast and Dismember, as well as the obvious Snapcaster/Bolt package. Pair that with Goyfs and a full fleet of tapping creatures, and you can easily clear out blockers enough to force through a 3/3. It's not always going to work, and in games where you are on the backfoot you can obviously opt to never use it or simply block with it worst case, but that's the thing with manlands: they are generally all upside. In those games where you've managed to tempo out your opponent, or get to a very late board state where both of you are nearly hellbent looking for action, that's where the manland shines. It might not have evasion like Tar Pit, or grow bigger than other threats like Ravine, but it also doesn't die to bolt. And if you are attacking with this and a Goyf and they are at a low life total with less than ideal blocks, it's still doing the job.
So yes, I think this supports midrange U/G decks just fine, and the question isn't whether you can deal damage to an opponent with it (the obvious answer is yes), the question is do you have access to Raging Ravine and is that better? In most cases I think it probably is, but getting around Bolt is a pretty big plus.
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MODERN RGB Jund BGR WGB Junk/Abzan Company WGB
LEGACY RUGB Delver GURB
EDH UW Geist of Saint Traft Aggro-Control WU RUG Riku of Two Reflections Combo GUR BBB Skithiryx Control BB
The thing that's really holding it back is the UG colors. The card would be better than Stirring Wildwood if it were Selesyna. How often do you want to block a 3/x and live, relative to dodging a bolt? How often does Azorius Titan pop an Aether Spellbomb on your manland for a massive tempo loss? That doesn't happen with this card.
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I disagree entirely. It's absolutely better than Raging Ravine in most RUG decks. In Jund, you can get away with playing Ravine because you don't need more than 2 black sources to cast all your spells. In RUG, you probably want to play some number of Cryptic Commands, so having blue is a huge advantage.
The notion of Stirring Wildwood vs. Lumbering Falls is silly because it's dictated entirely by what colors you need to cast your spells.
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Has anyone tried it in Scapeshift as a backup plan in case Scapeshift gets Slaughter Games'd or some other hate card shows up?
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Has anyone played around with this card?
Seems like it would be good to dodge removal and claim any attack buffs.
What is the general consensus?
I think that's the wrong way of thinking about it; Rather than a Hexproof Jund Deck, it would be better to think of it as a Jund deck that has a Manland for the Mirror. BG really doesn't have a problem keeping the board clear (Though Jund is much better at it with Terminate and Bolt), so it's a 3/3 that can't be swept, blocked, or spot removalled.
I think it really doesn't need to be built around, it's just a tool to push BG into BGu along with BGr and BGw. I don't know if I would consider it enough of a push, though.
However in the meta, it makes no connection with existing archetypes. Almost every deck with UG isn't really playing control, but some form of tempo, with RUG Twin and Delver. Its the same reason Snapcaster Mages and Goyfs are usually sharing the same deckboxes; they're both great cards but they're trying to do completely different things. I can't think of any existing UG deck that wants to tap 4 lands to turn a 5th into a 3/3 hexproof. It can't hold enchantments, its not unblockable like the tarpit. Simic colors are associated with tempo; and high costed manlands are associated with grindy control decks.
You could add Black for Sultai, where there are sweet control elements like Abrupt Decay, but then I'd ask why not run Creeping Tar Pit. If you add red, then you'd be better off playing tempo. If you add white, GW already provides much stronger aggro elements that a 3/3 hexproof manland just doesn't cut it, because you want to cast Voice, Finks, Experiment Ones, etc etc on curve. No room for a ETB tapped land, not even a manland, there.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
I would get your foil versions now. It will be played in Modern one day.
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My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Similar to the 1-of Creeping Tar Pit in Grixis decks (namely Twin), I think a 1-of Lumbering Falls is totally reasonable in RUG Twin, as well as any other midrangey-RUG deck. You don't need to be a control deck to want a manland, you just have to be okay with having a couple tapped lands in your deck.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
Cheeri0sXWU
Reid Duke's Level One
Who's the Beatdown
Alt+0198=Æ
eg:
Creeping Tarpit = Unblockable
Treetop Village = Trample
Celestial Colonnade = Vigilance and Flying
Raging Ravine = +1/1 counter on it everytime it is attacking
Stirring Wildwood = Reach and affected by Wilt-Leaf Liege's Lord effect which most of the time this land see play in those decks
Modern : Huh?
EDH : UBGW Thrasios / Tymna Combo UBGW // GRW Mayael Big Stuff GRW // GU Edric Timewalkers GU
Seems good with Rancor.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
http://www.cubetutor.com/viewcube/13649 - My all foil cube.
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Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
RUG Twin still plays some number of Roast and Dismember, as well as the obvious Snapcaster/Bolt package. Pair that with Goyfs and a full fleet of tapping creatures, and you can easily clear out blockers enough to force through a 3/3. It's not always going to work, and in games where you are on the backfoot you can obviously opt to never use it or simply block with it worst case, but that's the thing with manlands: they are generally all upside. In those games where you've managed to tempo out your opponent, or get to a very late board state where both of you are nearly hellbent looking for action, that's where the manland shines. It might not have evasion like Tar Pit, or grow bigger than other threats like Ravine, but it also doesn't die to bolt. And if you are attacking with this and a Goyf and they are at a low life total with less than ideal blocks, it's still doing the job.
So yes, I think this supports midrange U/G decks just fine, and the question isn't whether you can deal damage to an opponent with it (the obvious answer is yes), the question is do you have access to Raging Ravine and is that better? In most cases I think it probably is, but getting around Bolt is a pretty big plus.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
MTG finance guy- follow me on Twitter@RichArschmann or RichardArschmann on Reddit
The notion of Stirring Wildwood vs. Lumbering Falls is silly because it's dictated entirely by what colors you need to cast your spells.
MTG finance guy- follow me on Twitter@RichArschmann or RichardArschmann on Reddit
MTG finance guy- follow me on Twitter@RichArschmann or RichardArschmann on Reddit
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=94869
1 copy of Lumbering Falls.
Anything, but nothing at the moment...
Modern:
WUBRGAmulet Titan, WUBRGHuman
WUBRAd Nauseam, WBRGDeath Shadow, UBRGScapeshift, UBRGDredge
WURJeskai Nahiri, WURCheeri0s, WBGCounter Company, WRGBurn, UBRMadcap Moon, BRGJund Midrange
UBTurn,BRGriselbrand Reanimator, WGKnight Company, RGRG Tron, RGRG Ponza, XAffinity, XEldrazi Tron