That's a great control card. 2/3 is an extremely relevant blocker against aggro and midrange's smaller guys and of course lifelink is ideal for you in that archetype.
Not a big fan. I like it better than Lavaclaw Reaches but about on the same level as Stirring Wildwood; the body is anemic, but having access to emergency lifegain like this can sometimes save a lost game.
Yep, it seems that Wizards is playing it safe with the second half of the mandual cycle. Still a good card.
It seems like they've been doing that with the entire set thus far. Nothing seems that pushed and it's all relatively safe. The Orzhov manland is good and I want it, but it just seems, dare I say; a lazy design by WOTC. Lazy in comparison to the allied colored manlands. I hope there's 1 or 2 enemy manlands that can achieve this level and aren't just relevant color mechanics stapled onto duals.
Lazy in comparison to the allied colored manlands. I hope there's 1 or 2 enemy manlands that can achieve this level and aren't just relevant color mechanics stapled onto duals.
Uh what?? W/G 3/4 reach, W/U 4/4 flying/vigilance, U/B 3/2 unblockable, R/B 2/2 fire breathing/pump... All just relevant color mechanics stapled to duals.
The only one that wasn't as basic was Raging Ravine as it had a growth mechanic that isn't seen quite as often.
As it stands the U/G 3/3 hexproof and W/B 2/3 lifelink lands shown so far are pretty much what the allied lands were...
The only difference (maybe) are the p/t numbers being a bit smaller but even then I can't really fault them.
The W/B land is cheapish and lifelink makes it hard for weenie rush/burn to fight against it while the hexproof on U/G makes it great in control mirrors.
So no I don't agree that these are more "lazy" than the originals. If you want to call them lazy then they are just as lazy as the originals were (for the most part).
Seems fine. It isn't as strong as some of the other lands, but it does have a cheaper activation cost. From the title, was anyone else expecting this to be blue/red?
Lazy in comparison to the allied colored manlands. I hope there's 1 or 2 enemy manlands that can achieve this level and aren't just relevant color mechanics stapled onto duals.
Uh what?? W/G 3/4 reach, W/U 4/4 flying/vigilance, U/B 3/2 unblockable, R/B 2/2 fire breathing/pump... All just relevant color mechanics stapled to duals.
The only one that wasn't as basic was Raging Ravine as it had a growth mechanic that isn't seen quite as often.
As it stands the U/G and W/B lands shown so far are pretty much what the allied lands were...
The only difference (maybe) are the p/t numbers being a bit smaller but even then I can't really fault them.
The W/B land is cheapish and lifelink makes it hard for weenie rush/burn to fight against it while the hexproof on U/G makes it great in control mirrors.
So no I don't agree that these are more "lazy" than the originals. If you want to call them lazy then they are just as lazy as the originals were (for the most part).
What I meant was this is just a land that's one directional similar to Wildwood. It's nothing exciting and is just a flat good land.
However I view Colonnade, Tar Pit, Lavaclaw, Ravine, and the new Simic manland as exciting designs because of how flexible they are. Colonnade is relevant in combat as an evasive creature, but it also has vigilance which is extremely powerful if you think of the applications. A land having vigilance is no longer just a relevant color mechanic. That means you can activate to block or attack while holding up cheap interaction like Swords to Plowshares or Counterspell that you can use an activated Colonnade to pay for. That's a very powerful design even though it may be the most powerful out of the bunch.
I initially underestimated how powerful the Simic manland was because it's very close to Tar Pit's power level. Hexproof is very relevant and subtly powerful in the late stages of the game where it just blanks near all removal when beating down. You constantly put your opponent on edge especially if they have some sorcery speed removal like Acidic Slime and you have mana to activate it. I'm not saying every manland should be on the same power level as Colonnade but I think just stapling lifelink on a land isn't exciting. Unblockable, +1/+1 counter growth, and fire breathing on lands are designs that are rare to see.
Make this sucker a 2/4 and then we are talking. As it is I might pass. The pain land has been pretty good for support 2-3 color aggro and this doesn't do that. And as a finisher this isn't much more than a having a mishras factory. At least that is cheap to activate. I think I like Kljoran Outpost more for my white decks as well.
And I know this fixes my mana but lots of things do that. Holding up 4 mana as a wall for their goblin guide isn't really a plan I am looking for.
I may overvalue fixing manlands, but to me it would be almost impossible for Wizard's to make one I won't run. Worst case scenario, this is a dual land that always ETB tapped. And that's not even really fair since it constantly threaten as a source of damage (and in this case a source of life gain too).
If you are worried about turning your opponent's lightning bolt into a stone rain, don't make it a creature early. But this thing in a control deck is glorious post wrath. You spend no resources (from your hand), gain two life and deal two damage. At any point in the game where there is an opening, for just 3 mana.
The only reason colorless manlands are not auto includes is because you can only run so many lands that don't produce colored mana. Otherwise, every single one printed would be playable in most lists. IMO anyway.
We've been playing for about a year with enemy manlands developed at WWK powerlevels (images here), and since the BFZ ones seem to be getting developed at Khans/Origins powerlevels I doubt we'll include any.
Slam dunk for most cubes though.
Private Mod Note
():
Rollback Post to RevisionRollBack
I primarily play limited, so most of my spoiler season comments view cards through that lens.
I don't like it more than top 3 Orvhoz section, but if you got spaces for more land it's probably a fine deal.
My cube
My cube on Cube tutor
I'm OP_Forever. I'll be putting this in my signature for a while so everyone know I change my nickname.
On spoiled card wishlisting and 'should-have-had'-isms:
The name is kinda dumb IMO, but that's my only real gripe. Sounds too much like a UR card because of Steam Vents/Izzet Boilerworks.
Also, follow us on twitter! @TurnOneMagic
http://riptidelab.com/forum/threads/modular-cube-5-colors.800/
Retro combo cube thread
http://riptidelab.com/forum/threads/retro-combo-cube.1454/
Cubetutor Link
BChainer, Dementia Master(Big Mana/Reanimator)
BRRakdos, The Showstopper (Mass Life Loss/Ramp)
BUThe Scarab God (Zombie Tribal/Control)
BWKarlov of the Ghost Council (Life Gain)
BGJarad, Golgari Lich Lord (Stompy/Dredge)
BRGProssh, Skyraider of Kher (Tokens/Non-infinite Combo)
Credit to Heroes of the Plane Studios for the Avatar & Miraculous Recovery for the Banner.
My 540 Card Cube (WIP)
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
Draft my cube! (630 cards)
It seems like they've been doing that with the entire set thus far. Nothing seems that pushed and it's all relatively safe. The Orzhov manland is good and I want it, but it just seems, dare I say; a lazy design by WOTC. Lazy in comparison to the allied colored manlands. I hope there's 1 or 2 enemy manlands that can achieve this level and aren't just relevant color mechanics stapled onto duals.
Credit to Heroes of the Plane Studios for the Avatar & Miraculous Recovery for the Banner.
My 540 Card Cube (WIP)
The only one that wasn't as basic was Raging Ravine as it had a growth mechanic that isn't seen quite as often.
As it stands the U/G 3/3 hexproof and W/B 2/3 lifelink lands shown so far are pretty much what the allied lands were...
The only difference (maybe) are the p/t numbers being a bit smaller but even then I can't really fault them.
The W/B land is cheapish and lifelink makes it hard for weenie rush/burn to fight against it while the hexproof on U/G makes it great in control mirrors.
So no I don't agree that these are more "lazy" than the originals. If you want to call them lazy then they are just as lazy as the originals were (for the most part).
My High Octane Unpowered Cube on CubeCobra
Lifelink makes way more sense. There are not many, if any at all, death-touching white creatures.
Also, follow us on twitter! @TurnOneMagic
What I meant was this is just a land that's one directional similar to Wildwood. It's nothing exciting and is just a flat good land.
However I view Colonnade, Tar Pit, Lavaclaw, Ravine, and the new Simic manland as exciting designs because of how flexible they are. Colonnade is relevant in combat as an evasive creature, but it also has vigilance which is extremely powerful if you think of the applications. A land having vigilance is no longer just a relevant color mechanic. That means you can activate to block or attack while holding up cheap interaction like Swords to Plowshares or Counterspell that you can use an activated Colonnade to pay for. That's a very powerful design even though it may be the most powerful out of the bunch.
I initially underestimated how powerful the Simic manland was because it's very close to Tar Pit's power level. Hexproof is very relevant and subtly powerful in the late stages of the game where it just blanks near all removal when beating down. You constantly put your opponent on edge especially if they have some sorcery speed removal like Acidic Slime and you have mana to activate it. I'm not saying every manland should be on the same power level as Colonnade but I think just stapling lifelink on a land isn't exciting. Unblockable, +1/+1 counter growth, and fire breathing on lands are designs that are rare to see.
Credit to Heroes of the Plane Studios for the Avatar & Miraculous Recovery for the Banner.
My 540 Card Cube (WIP)
Still probably going to run it (at 540), just not going to be excited about it.
And I know this fixes my mana but lots of things do that. Holding up 4 mana as a wall for their goblin guide isn't really a plan I am looking for.
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!
If you are worried about turning your opponent's lightning bolt into a stone rain, don't make it a creature early. But this thing in a control deck is glorious post wrath. You spend no resources (from your hand), gain two life and deal two damage. At any point in the game where there is an opening, for just 3 mana.
The only reason colorless manlands are not auto includes is because you can only run so many lands that don't produce colored mana. Otherwise, every single one printed would be playable in most lists. IMO anyway.
http://riptidelab.com/forum/threads/modular-cube-5-colors.800/
Retro combo cube thread
http://riptidelab.com/forum/threads/retro-combo-cube.1454/
https://cubecobra.com/cube/list/3pq
Slam dunk for most cubes though.
Interested in Custom Card Creation.
My Cube:Cardinal Custom Cube
A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).