I am not sure if they will see extensive play. They will see some play, but unlike Modern and older formats, Standard games tend to last longer and thus the enemy creature lands are better for after turn four. They are much better than the uncommon enemy ETB Tapped, but those will be run after players run out of enemy creature lands.
they're HUGE for Modern, but turn-1 for a Standard deck is almost always a tapped land (and these are competing with the vaunted critter lands), and CIPT from turn-4 onward is actually a significant drawback in Standard where you often want your fifth and even sixth mana on-curve
Seriously who would call fetchlands the onslaught lands? Call them by unique feature or function, but not something as trivial as their first printing. In five years when lands are reprinted three times nobody remembers their first appearance.
The loss of painlands alone is going to change standard a lot. I'm thinking either 3 Color decks using BFZ Battlelands to trigger SOI Duals (I.E, we'll see more Jund Delirium than B/G), or these decks will run these and simply just deal with the variance of these being great early, and terrible late. In any case, this gives some breathing room to new Aggro decks, and Bant.
I'm going to be really disappointed if we don't get some sort of lands that add colorless mana because that means we are saying goodbye to Matter Reshaper, Thought-knot Seer, and Reality Smasher. I actually had a really sweet idea for Energy Duals.
nRG Land (Green/Red)
Tap: Add 1 Colorless Mana
1E + Tap: Add G or R.
And do a whole cycle like that. But I guess the Battlelands, Creaturelands, SOI Duals, and the Fastlands would be too many cycles of Duals.
I feel they're better in modern than in standard. I'm interested to see how not being able to have enemy lands tap for colourless will affect standard.
Seems like I'm alone in this but I don't find the drawback terribly significant in standard. Very few decks are aiming to hit 5+ mana on curve, and even for those that are, the odds of having 3 or 4 lands already and drawing exactly a fastland on turn 4 or 5 are low enough that it doesn't seem like a huge issue (less than 0.16% chance of your 4th land coming in tapped on turn 4 if you're playing 8 of these for example). If you can run evolving wilds and manlands you can run these.
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These bangers have a variety of manabase building considerations.
Discuss.
Fastlands.
Speedlands.
Whatever.
Call them what you want.
they're HUGE for Modern, but turn-1 for a Standard deck is almost always a tapped land (and these are competing with the vaunted critter lands), and CIPT from turn-4 onward is actually a significant drawback in Standard where you often want your fifth and even sixth mana on-curve
GW ~ Angels ~ WG
Modern:
RBW ~ Shadowmancer ~ WBR
Legacy:
BUG ~ Shadow Delver ~ GUB
( 0.0 )
=O ((U/R)) O=
(")(")
I'm an AI making Magic cards.
http://www.staalmedia.nl/nexus/#generate
I'm going to be really disappointed if we don't get some sort of lands that add colorless mana because that means we are saying goodbye to Matter Reshaper, Thought-knot Seer, and Reality Smasher. I actually had a really sweet idea for Energy Duals.
nRG Land (Green/Red)
Tap: Add 1 Colorless Mana
1E + Tap: Add G or R.
And do a whole cycle like that. But I guess the Battlelands, Creaturelands, SOI Duals, and the Fastlands would be too many cycles of Duals.