Kaladesh will gives us the five enemy fastlands, thus finishing the cycle that Scars of Mirrodin started.
Those lands are not bad. Pretty good for aggro. They are among the few dual lands that give you colored mana on turn one. Not having any drawback during the first three turns is really good for decks that focus on the early part of the game. They are certainly a good option for larger cubes that want another cycle of dual lands that do not hurt aggro decks. And now, it is truly a full cycle.
I would have been super excited about these a year ago. However, after experiencing how valuable the basic land types on the battlelands are, I would have liked it far more if Kaladesh gave us the enemy half of that cycle.
Outside of cubes that need C mana (where Painlands and potentially Filterlands take precedent), these enemy Fastlands will be the #5 land option for WB, BG and RW. A nice option for bigger cubes.
I like the painlands better than these, too, and I've never supported C. They never ETBT, and it was unusual to take more than a point or 2 or damage from them over the course of a game. That makes these the #6 cycle for enemy guild fixing in my book.
These should be worth something for Modern play, so I'm looking forward to pulling these in KLD draft so I can trade them off for cube cards.
I agree that fastlands are somewhere around the 6th best dual cycle. Coincidentally, I run 6 dual land cycles in my 600 cards cube, so I am not counting these out. They are a fine option for larger cubes.
For some reasons, I thought they were SOI second half on the cycle. So enemy fastlands then? Definitely be adding some. But, even if I don't run any of the colorless stuff, I tend to like the painlands as well. I'll have to brainstorm on that with my playgroup.
I'll be picking up a set for my on-deck binder, but adding a colorless-matters section has pretty firmly put painlands in the #5 dual land spot in my list.
Revamping my land section and looking closely at which lands to give to which enemy color combos... Easiest is Boros, but what about the other 4? I need to add 2 of either fast, pain, or check for each color.
If you only have one slot for one of those lands, I would just run pains across the board. I think they are better than the fast and check lands. Aggro doesn't care about the loss of life and the ETBT conditions on the other two isn't really worth saving some life even for most decks worried about life loss. My 2 cents.
If the allied colored ones are included then these should also be included. I personally do not like having unfinished cycles, especially when it comes to lands
If the allied colored ones are included then these should also be included. I personally do not like having unfinished cycles, especially when it comes to lands
Sometimes you gotta run unbalanced cycles to compensate for missing enemy lands. For instance, the cycle lands only have ally versions, which means you have to include some other half-cycle to make up for it.
I understand where you are going on this but I do not agree because they are not mechanically the same. The cycle lands gives the allied colors 5 more lands to access for fetches OR cycle away if they get flooded. I can't think of another cycle of lands that would be close to this in the enemy colors. For me I would just not include them until the full cycle is complete.
Running incomplete cycles is perfectly fine, so long as all the guilds have the same total number of fixing lands. In fact, running custom-built cycles is arguably better. Not every color-combination plays the same, and they don't all want the same kinds of fixing.
Those lands are not bad. Pretty good for aggro. They are among the few dual lands that give you colored mana on turn one. Not having any drawback during the first three turns is really good for decks that focus on the early part of the game. They are certainly a good option for larger cubes that want another cycle of dual lands that do not hurt aggro decks. And now, it is truly a full cycle.
I would have been super excited about these a year ago. However, after experiencing how valuable the basic land types on the battlelands are, I would have liked it far more if Kaladesh gave us the enemy half of that cycle.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
These should be worth something for Modern play, so I'm looking forward to pulling these in KLD draft so I can trade them off for cube cards.
450 card Peasant cube thread. Draft it here.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
Zetsu's Cube on CubeTutor.com
Zetsu's Ebay MTG Online Store
Zetsu's Poker Draft Method
Here's my cube! Give it a draft!
http://riptidelab.com/forum/threads/modular-cube-5-colors.800/
Retro combo cube thread
http://riptidelab.com/forum/threads/retro-combo-cube.1454/
I understand where you are going on this but I do not agree because they are not mechanically the same. The cycle lands gives the allied colors 5 more lands to access for fetches OR cycle away if they get flooded. I can't think of another cycle of lands that would be close to this in the enemy colors. For me I would just not include them until the full cycle is complete.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!