Sokenzan, Source of the Resistance
Legendary Land (R) T: Add R. Channel — 3R, Discard Sokenzan, Source of the Resistance: Create two colorless 1/1 Spirit creature tokens. They gain haste until end of turn. This costs 1 less for each legendary creature you control.
The red member of the legendary land channel cycle is the one making tokens this time around. How useful would those two Spirits be?
That's a funny "manland". The rate arguably isn't even that good compared to Den of the Bugbear, although the tokens effectively having Flash is dandy.
I can imagine Wrenn and Six having a field day with this land, though.
Need to run this in my Purphoros, God of the Forge deck. Early game just play it as a land. Late game deal 4 damage to each opponent without losing a card slot.
I can imagine Wrenn and Six having a field day with this land, though.
Yea, Wrenn is all about this cycle of lands. You could already sort of do this with either cycling lands or canopy lands, but being able to have your 2 mana PW tick up to essentially draw you spells (maybe not great ones, but still) seems gas. The opportunity cost of these lands is just so low, that I expect even the ones that don't have a huge effect to see a good bit of play, because in a decent number of decks, at least the first basic you replace with one of these lands is pretty much all upside.
I can imagine Wrenn and Six having a field day with this land, though.
Yea, Wrenn is all about this cycle of lands. You could already sort of do this with either cycling lands or canopy lands, but being able to have your 2 mana PW tick up to essentially draw you spells (maybe not great ones, but still) seems gas. The opportunity cost of these lands is just so low, that I expect even the ones that don't have a huge effect to see a good bit of play, because in a decent number of decks, at least the first basic you replace with one of these lands is pretty much all upside.
Sokenzan is competing with Urza's Saga in every format where Wrenn and Six is legal, and Sokenzan will lose that fight. For 3 mana per turn for 2 turns, Urza's Saga makes two 2/2's and tutors for an artifact that blows itself up at the very least - better than this Sokenzan can ever boast.
Sokenzan plays nice with Blood Moon while Urza's Saga doesn't, giving Sokenzan some hope in Ponza decks. (Not coincidentally, Modern Ponza also sometimes plays Wrenn and Six.)
Sadly, Ponza might be Modern's only home for Sokenzan. Low-curve Lurrus of the Dream-Den-Companion tempo decks would rather have their early-game untapped land also be a late-game manland threat - they want to have their cake and eat it, too. As a result, they prefer Den of the Bugbear. Paradoxical decks that need noncreature, often land sources of creatures such as Indomitable Creativity and Calibrated Blast prefer either easier-to-tutor-for sources of creatures (e.g. Dwarven Mine) or cheaper threats to get damage in and/or block sooner (e.g. Mishra's Factory).
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Sokenzan, Source of the Resistance
Legendary Land (R)
T: Add R.
Channel — 3R, Discard Sokenzan, Source of the Resistance: Create two colorless 1/1 Spirit creature tokens. They gain haste until end of turn. This costs 1 less for each legendary creature you control.
The red member of the legendary land channel cycle is the one making tokens this time around. How useful would those two Spirits be?
Source: Matías Arvigo
I can imagine Wrenn and Six having a field day with this land, though.
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Yea, Wrenn is all about this cycle of lands. You could already sort of do this with either cycling lands or canopy lands, but being able to have your 2 mana PW tick up to essentially draw you spells (maybe not great ones, but still) seems gas. The opportunity cost of these lands is just so low, that I expect even the ones that don't have a huge effect to see a good bit of play, because in a decent number of decks, at least the first basic you replace with one of these lands is pretty much all upside.
Sokenzan is competing with Urza's Saga in every format where Wrenn and Six is legal, and Sokenzan will lose that fight. For 3 mana per turn for 2 turns, Urza's Saga makes two 2/2's and tutors for an artifact that blows itself up at the very least - better than this Sokenzan can ever boast.
Sokenzan plays nice with Blood Moon while Urza's Saga doesn't, giving Sokenzan some hope in Ponza decks. (Not coincidentally, Modern Ponza also sometimes plays Wrenn and Six.)
Sadly, Ponza might be Modern's only home for Sokenzan. Low-curve Lurrus of the Dream-Den-Companion tempo decks would rather have their early-game untapped land also be a late-game manland threat - they want to have their cake and eat it, too. As a result, they prefer Den of the Bugbear. Paradoxical decks that need noncreature, often land sources of creatures such as Indomitable Creativity and Calibrated Blast prefer either easier-to-tutor-for sources of creatures (e.g. Dwarven Mine) or cheaper threats to get damage in and/or block sooner (e.g. Mishra's Factory).