I didn't dare to hope! Not only will we get enemy manduals, but this one is also reasonably costed, so I assume that we won't get any total stinker in the cycle. Wizards saying that the original manudals from Worldwake turned out more powerful than they expected made me fear they would nerf the enemy ones too much.
Bye, bye, enemy Theros temples... you were decent placeholders, but in the end, you were just placeholders.
Btw, note that they will probably not all have one creature keyword like this one. Some of the original ones had none and one had two.
I think it's possible they'll keep some manland for the next set (maybe 3-2 split?)
I thought about this for a second, too. However, they have 5 allied fetchable duals in this set, so I guess they add all 5 enemy manduals to give each color combination a land.
I only play 2 now, but all of the enemy guilds are weaker in land support so we'll see. In u/g I never really liked the pain land, and this seems better than a filter land, so they is a very strong chance it will make my 450. The b/r and w/r will be tougher to fit.
Welcome home, enemy manlands. We've been waiting for you... in particular, this one. I am going to be seeing this card in basically all of my decks from now until they print a better one.
We've been running a version that's 4UG for a 6/6 trample hexproof for a while now, and I don't feel inclined to swap. If we didn't already have custom versions this whole cycle would be a slam dunk include for us.
Our enemy ones are at a fairly high power level, so it will be interesting to see how many get replaced.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
BOOM. The best part for me is that larger cubes can finally have decent manabases to draft with, and puts the enemy colors on an even footing with allies after years of imbalance. Very much looking forward to the Boros land
Enemy manlands come early, and now I'm disappointed we won't get all 5 this set. Makes me feel ungrateful... and here I am disappointed we'll probably only get two this set and have to wait for the other three.
I can see this one being undervalued until you play it, I think this one is really good. Probably near the power level of Ravaging Ravine. Basically impossible to get rid of and being a 3/3 makes it hard kill in combat without double blocking. Great threat of activation just being on the table, plus is really good at blocking due to hexproof.
The completion of the manland cycle makes me rethink how many dual lands are needed for each guild at 360. The dual trifecta (fetch, shock, dual) plus the allround fixing lands were usually enough fixing. But with a full suite of manduals maybe some of the lesser allround fixers could be cut. Thoughts?
At 400 I will run ABUs, Shocks, Fetches, and then good manlands/other lands as part of the 3/4 cards for each pair, which will happen to be most of the lands. I fully expect to be running every manland except maybe WG and RB by the end of the next block. And even then, I may well be swayed to include those two. They are still both very good and only suffer from being in incredibly competitive slots. Selesnya has about ten viable cards competing for four slots.
The exception to all of this is running Horizon Canopy as a colourless/5 colour land. It's too good to exlcude, and there's not space for it in Selesnya - and I've actually run it in RB aggro before.
I cannot foresee any of these being bad enough that I will not want to include them. IMHO cubes now how 4 lands per guild locked in. Def going to run all 10 at 540. YES!
The completion of the manland cycle makes me rethink how many dual lands are needed for each guild at 360. The dual trifecta (fetch, shock, dual) plus the allround fixing lands were usually enough fixing. But with a full suite of manduals maybe some of the lesser allround fixers could be cut. Thoughts?
Sounds like it's time to go up to 405; 3 spells, 4 lands per guild.
Slightly off topic (But kinda not): how do you guys find Lavaclaw Reaches?
Worth playing? I know it's worse than Creeping Tar Pit and the better ones, but is it still good enough?
Slightly off topic (But kinda not): how do you guys find Lavaclaw Reaches?
Worth playing? I know it's worse than Creeping Tar Pit and the better ones, but is it still good enough?
Of course Lavaclaw Reaches is worth playing. It's a dual that can kill your opponent. Get it in your cube already.
Same for our newcomer Lumbering Falls, I'm super stoked to add it and the other enemy manlands to the cube.
Slightly off topic (But kinda not): how do you guys find Lavaclaw Reaches?
Worth playing? I know it's worse than Creeping Tar Pit and the better ones, but is it still good enough?
Most definitely. It fixes your mana and turns into a threat. And on an open board, it just Blazes away at the opponent every turn. Great mana sink post-sweeper effect.
Bye, bye, enemy Theros temples... you were decent placeholders, but in the end, you were just placeholders.
Btw, note that they will probably not all have one creature keyword like this one. Some of the original ones had none and one had two.
I thought about this for a second, too. However, they have 5 allied fetchable duals in this set, so I guess they add all 5 enemy manduals to give each color combination a land.
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
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Hopefully the cycle includes good creatures. Manlands are really great for multiple archtypes and provide fixing as well.
And that probably means that 10 of the 20 expedition lands from the 2nd set will be manlands, which would be pretty cool.
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Woops, blanked on creeping tarpit, yeah no chance unblockable on UR
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Our enemy ones are at a fairly high power level, so it will be interesting to see how many get replaced.
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I can see this one being undervalued until you play it, I think this one is really good. Probably near the power level of Ravaging Ravine. Basically impossible to get rid of and being a 3/3 makes it hard kill in combat without double blocking. Great threat of activation just being on the table, plus is really good at blocking due to hexproof.
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The exception to all of this is running Horizon Canopy as a colourless/5 colour land. It's too good to exlcude, and there's not space for it in Selesnya - and I've actually run it in RB aggro before.
On spoiled card wishlisting and 'should-have-had'-isms:
Sounds like it's time to go up to 405; 3 spells, 4 lands per guild.
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Worth playing? I know it's worse than Creeping Tar Pit and the better ones, but is it still good enough?
Same for our newcomer Lumbering Falls, I'm super stoked to add it and the other enemy manlands to the cube.
Most definitely. It fixes your mana and turns into a threat. And on an open board, it just Blazes away at the opponent every turn. Great mana sink post-sweeper effect.
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A certain guild may want Horizon Canopy over the manland.
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