A trustworthy anonymous source dropped me a line today as he usually does about this "time" in the season (about a month before the prerelease) and let me know that the guild lands are COMMON. He doesn't know about the dual lands, which are rare, but he's fairly sure they're not associated with the guilds by flavour. The common cycle, however, is.
Boros Garrison
Land (C)
Boros Garrison comes into play tapped.
When Boros Garrison comes into play, return a land you control to its owner's hand.
: Add to your mana pool.
So it's basically a Dormant Volcano combined with a Karoo - getting the coloured mana from BOTH without any colourless in there - except that they're common instead of uncommon, and the land you return to hand can be tapped (the Visions lands mentioned required an untapped land to be returned).
This is actually quite a large difference, not setting you back a full turn like Karoo and friends did. I'm not sure if it's enough to make them playable, but they're certainly not garbage. And they fix mana a lot more reliably.
(EDIT: Another small advantage of the guild lands is the land you return can be ANY land... Karoo required you to return a Plains)
I assume we can count on the other three guilds' lands in RAV also.
Those lands are actually not bad for commons. They're a bit like the invasion taplands, maybe a bit worse in some situations , but they're common, I hope their pics are sweet.
Maybe this reality is actually an alternate reality of a reality in which New Phyrexia was the joke expansion and Mirrodin Pure was the obvious expansion, except our reality is the Time Shifted reality which is opposite of that other reality which is that actual reality.
yay for limited goodness! A bit annoying they come into play tapped, but its good to see playable (indeed, perhaps draftable) lands again, like we haven't since Onslaught.
[QUOTE=rancored_elf] He doesn't know about the dual lands, which are rare, but he's fairly sure they're not associated with the guilds by flavour. The common cycle, however, is.
QUOTE]
This would make sense as they could reprint them in future sets and it would still make sense flavour-wise.
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Not really. Say, first turn, drop a land. Second turn, tap that land, drop this guild land. 3 mana turn 2.
Comes into play tapped. You DO lose a turn. But Wayfarer's Bauble lost you a turn's mana development too, and that was quite playable in limited. These are comperable.
Bizkit, it comes into play tapped, which makes me sad.
At least you can return a tapped land to your hand and of course tendo is happy. Tendo may actually see more play in with RAV out then play in its own block hah.
It makes limited playable. I suppose a turn 2 drop with this guy isnt bad.
Nice little card(s) there R_E, give my thanks to this source too!
I think we're going to be spoiled for choice with all of the mana fixers in the new standard, and these are just the very tip of the iceberg, they tap for 2 mana!!! Very nice!
Now can I get a 'It's all about that Guild love baby' GOGO Ravnica!!!!
mmm im not really happy about those lands they do hold you back for one mana the turn they come into play.
Yes, but in the long run, they're also the equivalent of two lands in one card. They aren't just a slightly different version of the Invasion duals; they're a slightly different version that's also a cantrip (albeit for lands only).
Although they make you "miss" a land drop, you still have the same amount of mana as you would otherwise, except on the turn you play it. For instance, you could play a land for three turns, and have lands that tapped for three mana at the end of turn three, or you could play land, turn 2 guildland and bounce the other, turn three replay the land from turn one. The guildlands will be better than the painlands or the invasion lands in decks that have the appropriate gold cards, while the painlands and invasion lands will be better in decks that run mono-colored cards of the corresponding guildland's two colors. Interaction with Tendo Ice Bridge has been noted already, and is good. If these are this block's "bad" multi-lands, I can't wait to see the rare ones.
They are very similar to the invasion taplands in terms of what they do to your tempo. Both come into play tapped, and both allow the use of all your other lands on the turn you play them.
Yes, but in the long run, they're also the equivalent of two lands in one card. They aren't just a slightly different version of the Invasion duals; they're a slightly different version that's also a cantrip (albeit for lands only).
But unlike Invasion lands, you can't play them first turn, when you'd usually want to play a comes-into-play-tapped land.
Those are pretty nice. Double mana, but double drawbacks. I'd almost always rather have a new talisman/signet, but these are cool in their own unplayable way. I'm also glad to hear that the names of the rare dual lands are probably not guild-related. Thanks r_e and source.
But unlike Invasion lands, you can't play them first turn, when you'd usually want to play a comes-into-play-tapped land.
Very true. At common they're not bad though, and in Limited you're willing to lose a second turn to solidify your mana base for turn 3. (Unless you've got a lot of solid 2-drops and you want the speed.)
But unlike Invasion lands, you can't play them first turn, when you'd usually want to play a comes-into-play-tapped land.
Except if you went like this:
1) Forest, Exploration, Selesnya Guildland (returning Forest).
2) Forest, tap for :symw:, Selesnya Guildland (returning Forest), something costing 3.
Third turn you have at least 6 mana in play, plenty of cards in hand, and no colour problems... and that's without using anything like Birds, Elves, Sakuratribe Elders, etc.
They certainly have their niche in the game, definitely much moreso than past common manafixing lands. I'll test them in some decks.
Boros Garrison
Land (C)
Boros Garrison comes into play tapped.
When Boros Garrison comes into play, return a land you control to its owner's hand.
: Add to your mana pool.
So it's basically a Dormant Volcano combined with a Karoo - getting the coloured mana from BOTH without any colourless in there - except that they're common instead of uncommon, and the land you return to hand can be tapped (the Visions lands mentioned required an untapped land to be returned).
This is actually quite a large difference, not setting you back a full turn like Karoo and friends did. I'm not sure if it's enough to make them playable, but they're certainly not garbage. And they fix mana a lot more reliably.
(EDIT: Another small advantage of the guild lands is the land you return can be ANY land... Karoo required you to return a Plains)
I assume we can count on the other three guilds' lands in RAV also.
.
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For a common land, it is...strictly better than a previous uncommon version?
SWEET.
So we have two 4 card cycles of common mana fixers so far?
Mana will be NO PROBLEM AT ALL in Limited.
Amazing.
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I see them interacting well with Wisdom cards from SOK.
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I don't see why.
You play this from your hand, bring a land back to your hand.
No change in hand size.
RAV seems to be the first set that has commons which make me excited to play. Sure we have seen SOME chaff, but not the usual amount.
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QUOTE]
This would make sense as they could reprint them in future sets and it would still make sense flavour-wise.
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They are commons, basically being printed for limited, and as people have said MAYBE block.
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Not really. Say, first turn, drop a land. Second turn, tap that land, drop this guild land. 3 mana turn 2.
Comes into play tapped.
I am adding the clarification in the post so noone else says it.
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Comes into play tapped. You DO lose a turn. But Wayfarer's Bauble lost you a turn's mana development too, and that was quite playable in limited. These are comperable.
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At least you can return a tapped land to your hand and of course tendo is happy. Tendo may actually see more play in with RAV out then play in its own block hah.
It makes limited playable. I suppose a turn 2 drop with this guy isnt bad.
I think we're going to be spoiled for choice with all of the mana fixers in the new standard, and these are just the very tip of the iceberg, they tap for 2 mana!!! Very nice!
Now can I get a 'It's all about that Guild love baby' GOGO Ravnica!!!!
Yes, but in the long run, they're also the equivalent of two lands in one card. They aren't just a slightly different version of the Invasion duals; they're a slightly different version that's also a cantrip (albeit for lands only).
Personally, I liked the planeshift lairs a lot...
These new lands come into play tapped, but on the bright side, they tap for two mana...
I think they're pretty good...
They are very similar to the invasion taplands in terms of what they do to your tempo. Both come into play tapped, and both allow the use of all your other lands on the turn you play them.
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But unlike Invasion lands, you can't play them first turn, when you'd usually want to play a comes-into-play-tapped land.
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Very true. At common they're not bad though, and in Limited you're willing to lose a second turn to solidify your mana base for turn 3. (Unless you've got a lot of solid 2-drops and you want the speed.)
Except if you went like this:
1) Forest, Exploration, Selesnya Guildland (returning Forest).
2) Forest, tap for :symw:, Selesnya Guildland (returning Forest), something costing 3.
Third turn you have at least 6 mana in play, plenty of cards in hand, and no colour problems... and that's without using anything like Birds, Elves, Sakuratribe Elders, etc.
They certainly have their niche in the game, definitely much moreso than past common manafixing lands. I'll test them in some decks.
.
GOGO RAVINCA!!!!!
kinda sucks that they come into play tapped and you have to return a land to your hand, but its good for guild decks thats for sure..