Thanks for all the work you put in doing the previews and writing this primer! Your work in the cube community is truly respected and should be cherished! I always look forward to this every set. Anyway, thanks again, truly appreciate your contributions and whenever someone asks what cube list to look at I refer them to you as that’s what my cube is based on.
This set is bonkers! I don’t know if I’m as sold on the tap land MDFC’s for vintage cube at 540. You really don’t want to play taplands at that power level, and is a significant cost. The only taplands I play are either 4/5 color support lands like Grand Coliseum, Evolving Wilds/Terramorphic Expanse, and Fabled Passage* (the last three also help add shuffle effects) or the mans lands Faerie Conclave, Treetop Village, Celestial Colonnade, Raging Ravine, and Creeping Tar Pit. The spell side of the MDFC’s to me has to be at parity with what a man land brings. I could also look at a land that also doubles as a spell effect like Blast Zone (ratchet bomb lite), Karakas (plains with huge upside), or Maze of Ith (remove an attacker every turn from combat, but can’t be used for mana so is basically a spell land). Looking at these is a fun way to compare what I’m willing to play attached to a tap land.
Also I think the only MDFC bolt land I’m not going play is Sea Gate Restoration. If it was an instant I would have, but it just seems like it will be a bolt land 99% of the time and if that’s the case a bad island is hard to justify.
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This set is bonkers! I don’t know if I’m as sold on the tap land MDFC’s for vintage cube at 540. You really don’t want to play taplands at that power level, and is a significant cost. The only taplands I play are either 4/5 color support lands like Grand Coliseum, Evolving Wilds/Terramorphic Expanse, and Fabled Passage* (the last three also help add shuffle effects) or the mans lands Faerie Conclave, Treetop Village, Celestial Colonnade, Raging Ravine, and Creeping Tar Pit. The spell side of the MDFC’s to me has to be at parity with what a man land brings. I could also look at a land that also doubles as a spell effect like Blast Zone (ratchet bomb lite), Karakas (plains with huge upside), or Maze of Ith (remove an attacker every turn from combat, but can’t be used for mana so is basically a spell land). Looking at these is a fun way to compare what I’m willing to play attached to a tap land.
Also I think the only MDFC bolt land I’m not going play is Sea Gate Restoration. If it was an instant I would have, but it just seems like it will be a bolt land 99% of the time and if that’s the case a bad island is hard to justify.