I'm currently updating my cube to a powered 540ish cube. While doing this I've realized I need to add in more dual lands. I have decided to give each guild 2 additional dual lands, instead of including all filters or scry etc. So In addition to the duals, shock, fetches, and worldwake manlands, which are the best by guild. Currently this is what I think.
Azorius - Bounce, Scry
Boros - Pain, Filter (WW spells can be hard to cast on 2)
Dimir - Bounce, Scry
Golgari - Scry, Filter (I try to give black mostly filters due to some prohibitive mana costs)
Gruul - Pain, M10 (Thinking Copperline Gorge may be better here, but G/R wants to ramp so often, and it seems bad there)
Izzet - Filter, Scry
Orzhov - Filter, Scry ( I feel Isolated Chapel may be better here than the scry land, as B/W is often somewhat aggro and wants to cast is spells on time. It's tough)
Rakdos - Filter, Pain
Selesnya - Horizon Canopy, Pain (Razorverge Thicket really may be better than Brushland here)
Simic - Filter, Bounce (Simic has the most ways to untap lands, which makes me what to include Simic Growth Chamber)
Total side note but I like how people are discussing running this over itself.
Well, it has to be said that Kolaghan is clearly better than Kolaghan. Considering what BR decks usually want and how stiff the competition in this guild is, there is no way that I would run Kolaghan over Kolaghan! Kolaghan might make it in as the sixth guild card or so. Kolaghan on the other hand ranks several places below that.
It was so funny to me when they described this as a downgrade to the original Zurgo during the Pax East panel. I was thinking if this is a downgrade, they should really "downgrade" all legendary creatures. Haha.
My deck designing is quite concise at this point:
1. Come up with deck idea
2. Realize this idea is somehow fundamentally similar to another deck I have or that is commonly played in my group
3. Decide I don't want to disassemble one of my existing decks
4. Give up and do nothing
I don't see the point of this new shroud mechanic. It's strictly worse than Hexproof. Threshold is pretty bad too, Delirium is a much better mechanic and probably easier to activate.
Otherwise this card is a pretty neat guy. Dodges removal and grows into a Primal Huntbeast. 3/5
There are quite a few other threads discussing this in the Card and Archetype Discussion subforum that you'll probably find helpful. Here are two of them.
ABU duals, fetches, and filters are a bit pricey for me so I've been experimenting a lot with the lesser duals. I think you're on the right track with most of these, but here are some suggestions about the rest:
If you're running WWK manlands too, half of your fixing lands come into play tapped which would severely limit the potential of aggro/tempo decks in those color pairs, and control/midrange decks don't particularly thrive on ETB tapped lands either. I run pain lands and M10 check lands instead of both of these, the Scars lands could work here too. Scry 1 isn't really worth the tempo loss of ETB tapped every time.
Gruul - Pain, M10 (Thinking Copperline Gorge may be better here, but G/R wants to ramp so often, and it seems bad there)
I think Copperline Gorge is better than the M10 land here. Gruul ramp decks often want to get an elf out on turn 1. A Scars land makes that possible, the check land doesn't.
Simic - Filter, Bounce (Simic has the most ways to untap lands, which makes me what to include Simic Growth Chamber)
I'd run a Scry land over a bounce land here. I absolutely loathe the bounce lands for cube. Getting a bounce land destroyed, flickered, or tapped down can be so devastating on top of the original tempo loss from it always coming into play tapped that I don't think they're worth the upsides of virtual card advantage in the fast environments of today's cubes. Until we get enemy colored manlands, I think the Temples are the best ETB tapped fixing available for enemy guilds right now.
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465 card Unpowered cube thread. Draft it here and I'll be happy to return the favor.
450 card Peasant cube thread. Draft it here.
Azorius - Bounce, Scry
Boros - Pain, Filter (WW spells can be hard to cast on 2)
Dimir - Bounce, Scry
Golgari - Scry, Filter (I try to give black mostly filters due to some prohibitive mana costs)
Gruul - Pain, M10 (Thinking Copperline Gorge may be better here, but G/R wants to ramp so often, and it seems bad there)
Izzet - Filter, Scry
Orzhov - Filter, Scry ( I feel Isolated Chapel may be better here than the scry land, as B/W is often somewhat aggro and wants to cast is spells on time. It's tough)
Rakdos - Filter, Pain
Selesnya - Horizon Canopy, Pain (Razorverge Thicket really may be better than Brushland here)
Simic - Filter, Bounce (Simic has the most ways to untap lands, which makes me what to include Simic Growth Chamber)
I'm interested to see what everyone thinks.
ABU duals, fetches, and filters are a bit pricey for me so I've been experimenting a lot with the lesser duals. I think you're on the right track with most of these, but here are some suggestions about the rest:
[card]Azorius - Bounce, Scry
Dimir - Bounce, Scry[/card]
If you're running WWK manlands too, half of your fixing lands come into play tapped which would severely limit the potential of aggro/tempo decks in those color pairs, and control/midrange decks don't particularly thrive on ETB tapped lands either. I run pain lands and M10 check lands instead of both of these, the Scars lands could work here too. Scry 1 isn't really worth the tempo loss of ETB tapped every time.
I think Copperline Gorge is better than the M10 land here. Gruul ramp decks often want to get an elf out on turn 1. A Scars land makes that possible, the check land doesn't.
I'd run a Scry land over a bounce land here. I absolutely loathe the bounce lands for cube. Getting a bounce land destroyed, flickered, or tapped down can be so devastating on top of the original tempo loss from it always coming into play tapped that I don't think they're worth the upsides of virtual card advantage in the fast environments of today's cubes. Until we get enemy colored manlands, I think the Temples are the best ETB tapped fixing available for enemy guilds right now.
450 card Peasant cube thread. Draft it here.
http://www.mtgsalvation.com/forums/the-game/the-cube-forum/card-and-archetype-discussion/193012-what-are-the-best-dual-lands-to-run-for-each-guild
http://www.mtgsalvation.com/forums/the-game/the-cube-forum/card-and-archetype-discussion/489112-color-pair-lands
Former DCI L2 Judge
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