2, T, sacrifice Field of Ruin: Destroy target nonbasic land your opponent controls, each player may search his or her library for a basic land card, put it onto the battlefield, then shuffle his or her library.
--
This is not a Wasteland obviously, but for people playing Ghost Quarter or the like for extra (man-)land destruction, this could be a viable alternative. It's not good at slowing down or color-screwing your opponent, but it's a fine answer for manlands and Maze of Ith, and fixes your mana as well.
This is one of the better land removal effects for control decks, since it can remove a manland threat without costing you a land to do so. I don't know if it's quite good enough, but it's certainly not bad.
Not bad if you're looking for another Ghostly Quarter effect. Not sure if I like it more than Tectonic Edge?
EDIT: Just noticed this says EACH player searches for a basic land... That's not too shabby. Doesn't edge out Dust Bowl and still not sure if I like it more than Tectonic Edge.
This seems pretty decent. I just read it as a nerfed Ghost Quarter at first which would be nowhere near playable, but the fact that it 'ramps' (replaces itself) and fixes your mana make it interesting. Just a weird and hard to evaluate card overall.
I feel like in most cases it's better to hate out the amount of lands they have vs the type, i.e. it's a bit less devastating to remove a land and replace it, but there are a lot of cards that are much worse than a basic. Tough to evaluate. But like, seems possibly bad.
Not being actual mana denial is a deal breaker for me over Tectonic Edge. Tectonic Edge itself was okay, but not being able to disrupt my opponent from casting their first 4-drop on curve edged it out for me at 540.
There's a lot of competition for colorless utility lands in general. At one point I was cubing Westvale Abbey / Tectonic Edge / Blinkmotb Nexus / Mirror Pool in order to push colorless matters when that was a new thing. I've scaled back and none of those are currently in my cube.
This seems pretty decent. I just read it as a nerfed Ghost Quarter at first which would be nowhere near playable, but the fact that it 'ramps' (replaces itself) and fixes your mana make it interesting. Just a weird and hard to evaluate card overall.
Me too. I was like, "Why are we discussing a worse Ghost Quarter which is already borderline at best?"
It's interesting in that it can also get your splash color if you're an XXx deck. If you're running a <> package, this seems eminently testable to me. Knocking off a manland or fixing without losing a land yourself seems nice, and this card has a high floor.
Ghost Quarter is ok but going down a land sucks is some matchups. I think I will be happy with this card, the activation is more expensive than Tectonic Edge but it replaces itself with an untapped basic of your choice, so you aren't behind mana for the turn or down a land. You can't mana screw an opponent as easily with it as other cards, but I kinda see that as an upside gameplay wise since there is nothing less fun than losing the game to mana screw; this card lets you deal with problem lands, without being a problem land itself.
@TheGroglord: Dust Bowl is way better, if you're not already running that. But I agree, if you're looking for a 4th, this is one of the better options.
Dust Bowl played poorly for us. If this is worse than that card, I am not interested. But I think Field suits more decks, especially control. Another landfall trigger and shuffle will also be occasionally relevant.
I think what sells me on this card is that it's a playable (albeit bad) source of fixing in multicolor decks. That's a big change from stuff like Dust Bowl, which can be taxing even on monocolored decklists. Not that it's entirely reliable (you do need a target), but I'd still be willing to put this in my Esper Control deck without batting an eye.
Fwiw I think Wizards will come to regret having this card legal in standard.
The difference between Wastelanding their land and Ghost Quartering it is night and day. Which is why I prefer the effect on Dust Bowl to this. While the impact on your own mana is more tolerable, the impact on your opponent's gameplan is very small. As a random utility card, this might have a higher maindeck percentage, but as a disruptive element, they're not even close.
I like this card, but I do think it's solidly behind Dust Bowl.
this card feels very fair. which i dont think is a bad thing necessarily. using it to kill a manland, fix your mana, and thin your deck all in one go is still going to feel good. and on the other side of the table. losing a powerful land will suck but not ending up in an unfun mana denial game will be a positive.
Ugh I finally got round to getting one of these and just realized the wording means in a 3 player game (as I often end up playing) the extra player just gets to fetch a land... that might have just killed it for me.
Unfortunitly 3 is a pretty common group size so 1v1 would mean someone sitting on the sidelines.
You guys do you, it's your playgroup etc., but 1v1 magic is so much more fun than multiplayer that it's worth sitting around watching another match.
Besides, almost all multiplayer games involve some amount of mindless waiting for your opponents to figure out what they're doing and finish their turn, might as well only have one person doing that instead of whoever is not the active player.
Unfortunitly 3 is a pretty common group size so 1v1 would mean someone sitting on the sidelines.
You guys do you, it's your playgroup etc., but 1v1 magic is so much more fun than multiplayer that it's worth sitting around watching another match.
Besides, almost all multiplayer games involve some amount of mindless waiting for your opponents to figure out what they're doing and finish their turn, might as well only have one person doing that instead of whoever is not the active player.
Yea I prefer 1v1, it's why I've not not turned it into a multiplayer cube.
We tried taking turns 1v1 before but it didn't work for us, especially it we are pressed for time. Waiting longer between turns was prefered to taking turns by my drafters, so thats what we do.
It hurts agro alot and afew other cards get worse like Burning (player 3 keeps their lands). Agressive decks can still work but they need more reach than usual.
Some cards get an upgrade, Purphorus and guttersnipe are all stars (well I guess the former is 1v1 aswell). Its actually interesting that some can vary in pick order depending on the table, adds some more variance to the draft.
Turn time is definitly an issue some times but it's still quicker than commander. I keep threatening to get a chess clock to time one of my glacialy slow players who im convinced is >50% of game time in a 3 player game.
It makes for a slightly different enviroment and means I evaluate certain cards differently. Part of the fun of cube is variety and I'm glad to contribute with my own take where I can.
So, after field of ruin began displacing tectonic edge in modern, I decided to give field of ruin a test a couple months ago..
I was pleasently surprised.
It's much less an agro/land disruption card, and much more a midrange/control answer to troublesome lands....though it has fringe strategic uses outside of that function. It also works as a midgame mana fixer and punishes greedy splashes off non-basic lands.
I don't think it's an auto-include, as it's somewhat low impact and doesn't support a particular strategy (outside of like titania/crucible).. But if you are finding it annoying that some decks can't answer broken lands like Tolarian academy, Gae's gradle, Karakas, librarby of alexandria or even Man-lands. This is a nice tool to add an additional layer of interaction to the cube.. Which is something I like to support!
It has a much wider range of decks that want it compared to a card like dust bowl or tectonic edge. It's a wanted effect in decks that need to hit all their land drops. Tec edge/dustbowl are harmful to your colored mana base and prevent you from hitting land drops.
I'm currently running it in my cube and not cutting it for the foreseeable future... Though it's low impact enough that I can see cutting it when I want to try out a new archetype or am deseprate for space.
Ya, Field of Ruin is quite good. It's the best disruptive land to run in your control decks, since it doesn't cost you a land in order to remove their problematic one. But the disruption it provides is also far less than it is on any of the effects that actually kill lands, so it's a fair trade. I like Strip Mine/Wasteland/Dust Bowl more because they can actually take resources away from my opponent, but they're also a different breed of effect. This is more akin to something like a colorless Blood Sun. It turns off a powerful land of your opponents, and replaces itself. The nice part about it is that it can function as a fetchland of sorts for yourself (albeit a lowly Terminal Moraine variant ...but still), so it can provide a shuffling/thinning/fixing effect in addition to the land-neutering effect it provides. But it also comes at a cost. If you can't find a target, you can be stuck with a colorless land, which is getting harder and harder to find room for in your final 40s. Probably worth a test run if you notice that you're never short on targets for it and constantly finding your control decks feeling the pressure of the opponent's powerful nonbasics.
Land
T: Add <> to your mana pool.
2, T, sacrifice Field of Ruin: Destroy target nonbasic land your opponent controls, each player may search his or her library for a basic land card, put it onto the battlefield, then shuffle his or her library.
--
This is not a Wasteland obviously, but for people playing Ghost Quarter or the like for extra (man-)land destruction, this could be a viable alternative. It's not good at slowing down or color-screwing your opponent, but it's a fine answer for manlands and Maze of Ith, and fixes your mana as well.
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EDIT: Just noticed this says EACH player searches for a basic land... That's not too shabby. Doesn't edge out Dust Bowl and still not sure if I like it more than Tectonic Edge.
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Requires testing to really be sure, I think.
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There's a lot of competition for colorless utility lands in general. At one point I was cubing Westvale Abbey / Tectonic Edge / Blinkmotb Nexus / Mirror Pool in order to push colorless matters when that was a new thing. I've scaled back and none of those are currently in my cube.
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Me too. I was like, "Why are we discussing a worse Ghost Quarter which is already borderline at best?"
It's interesting in that it can also get your splash color if you're an XXx deck. If you're running a <> package, this seems eminently testable to me. Knocking off a manland or fixing without losing a land yourself seems nice, and this card has a high floor.
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If only you didn't need a target =P
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Ghost Quarter is ok but going down a land sucks is some matchups. I think I will be happy with this card, the activation is more expensive than Tectonic Edge but it replaces itself with an untapped basic of your choice, so you aren't behind mana for the turn or down a land. You can't mana screw an opponent as easily with it as other cards, but I kinda see that as an upside gameplay wise since there is nothing less fun than losing the game to mana screw; this card lets you deal with problem lands, without being a problem land itself.
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Fwiw I think Wizards will come to regret having this card legal in standard.
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I like this card, but I do think it's solidly behind Dust Bowl.
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You guys do you, it's your playgroup etc., but 1v1 magic is so much more fun than multiplayer that it's worth sitting around watching another match.
Besides, almost all multiplayer games involve some amount of mindless waiting for your opponents to figure out what they're doing and finish their turn, might as well only have one person doing that instead of whoever is not the active player.
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Yea I prefer 1v1, it's why I've not not turned it into a multiplayer cube.
We tried taking turns 1v1 before but it didn't work for us, especially it we are pressed for time. Waiting longer between turns was prefered to taking turns by my drafters, so thats what we do.
It hurts agro alot and afew other cards get worse like Burning (player 3 keeps their lands). Agressive decks can still work but they need more reach than usual.
Some cards get an upgrade, Purphorus and guttersnipe are all stars (well I guess the former is 1v1 aswell). Its actually interesting that some can vary in pick order depending on the table, adds some more variance to the draft.
Turn time is definitly an issue some times but it's still quicker than commander. I keep threatening to get a chess clock to time one of my glacialy slow players who im convinced is >50% of game time in a 3 player game.
It makes for a slightly different enviroment and means I evaluate certain cards differently. Part of the fun of cube is variety and I'm glad to contribute with my own take where I can.
(Typed poorly on my phone)
I was pleasently surprised.
It's much less an agro/land disruption card, and much more a midrange/control answer to troublesome lands....though it has fringe strategic uses outside of that function. It also works as a midgame mana fixer and punishes greedy splashes off non-basic lands.
I don't think it's an auto-include, as it's somewhat low impact and doesn't support a particular strategy (outside of like titania/crucible).. But if you are finding it annoying that some decks can't answer broken lands like Tolarian academy, Gae's gradle, Karakas, librarby of alexandria or even Man-lands. This is a nice tool to add an additional layer of interaction to the cube.. Which is something I like to support!
It has a much wider range of decks that want it compared to a card like dust bowl or tectonic edge. It's a wanted effect in decks that need to hit all their land drops. Tec edge/dustbowl are harmful to your colored mana base and prevent you from hitting land drops.
I'm currently running it in my cube and not cutting it for the foreseeable future... Though it's low impact enough that I can see cutting it when I want to try out a new archetype or am deseprate for space.
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My Article - "Mana Short: A study in limited resource management."
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