I think the blue ones are definitely in but the red ones are out. I need red lands to be more aggressive. The W/G will probably also find a spot. Happy day!
I think the fact these can be fetched make them better than the scry lands for cube. I wouldn't add them until (or if*) the rest of the cycle comes out. Hard to say though, I do like them.
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*BFZ duals enter the battlefield untapped quite inconsistently, and scale badly the more colors your deck has. Just being a fetchable ETBT dual is desirable, and in that aspect the cycling duals are equal. Cycling pushes the new duals above the tangolands.
*They pretty much bury any chance of temples seeing common cube play
*Why did they have to print the allied colors again? Don't enemy colors deserve fetchable duals too?
*These lands are not for fast decks. They ETBT and the cycling is expensive enough to be a noticeable tempo loss unless the land was topdecked late game when you are already losing.
*Midrange decks will love them as they are prone to run out of gas. In classic control decks, they are also good, as they can be cycled at instant speed.
*As with all ETBT lands, they play bad in multiples.
*This cycle seems like one worth breaking - giving fast color combinations fastlands and painlands will do them far more justice
*If they end up playable, and the whole cycle is printed, it might push Life from the Loam out of the too-narrow territory for my cube
Clearly good, but as I only run 4 lands per pair they won't make the cut in my cube. I think I'd run them as the next cycle after the pain lands, meaning as my 6th cycle of duals (mixed with some other cycle for the enemy colors).
Good thing I held off buying the tango lands as my 4th Dimir/Azorious land. (No alpha duals - too expensive). Will get these instead. But then again will wait for it to cycle out of standard to get them cheap. Pun intended.
Not all that long ago, I ran the mono colored cycling lands as an experiment, and they were solid...these are obviously better, being both dual and fetchable. I currently only run four lands per guild, but more than any other duals we've seen lately, these make me want to go up a notch....
These lands are great, and they're playable in pretty much everything. The C demand will get a little tighter, but fetchable dual lands with cycling are just too good to pass up on.
Now I just have to decide if all 5 are going in, or if I'm going to use this as a catalyst to rebuilding my custom 5th land cycle. 100%, the WU and UB ones are going in. Maybe all 5, we'll see.
They're not the greatest in aggro but still absolutely playable there. Pretty excited for these, having fetchable dual lands that act as spells is pretty sweet.
They're not ideally suited for aggro, but they're still very playable there. Being able to cycle away a land to look for more gas is a really relevant upside. And in midrange and control decks, they're going to be stellar.
Fetchability takes these lands from being merely a good option to being genuinely fantastic. I think we've gone from having a scrum of interchangeable options after fetch/dual/shock/creature lands to there being a clear best choice. I honestly wonder if these might even supplant a few shocks and creature lands in small sections.
Fetchability takes these lands from being merely a good option to being genuinely fantastic. I think we've gone from having a scrum of interchangeable options after fetch/dual/shock/creature lands to there being a clear best choice. I honestly wonder if these might even supplant a few shocks and creature lands in small sections.
I wouldn't cut any shocklands for these. Moving certain manlands in the spell section for these is a good option, which I'm tempted to do for at least the blue ones.
These are super sweet with the usual Loam, Crucible etc. package, and just all around good in general (especially in slower shells). But I don't think I can find room at my cube size.
These are powerful in control. They double as possible land drops and card draw for 2, the starting point of card draw that makes Think Twice so incredibly good. No, they're not the same as Think Twice, but anyone having played control with the ability to hold 2 mana up for removal and being able to play a card drawing instant for 2 mana at end of turn knows how versatile these lands will be.
Aight, now that sticker shock is out of the way, here are my cohesive thoughts.
- Budget aside, I wouldn't play any of these over dual / fetch / shock / manland. I like every manland over these duals since they both ETB tapped regardless, but the manlands are actual threats. Cycling and being fetchable are nice, but so are win conditions that are fetchable by Primeval Titan.
- The blue ones are in contention for the 5th best guild land, especially if you're not running colorless matters cards.
- Non-blue guilds may prefer the fast / painlands to these, but being able to cycle does mitigate a lot of the ETB tapped drawback.
Time to rethink my life.
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Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
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*BFZ duals enter the battlefield untapped quite inconsistently, and scale badly the more colors your deck has. Just being a fetchable ETBT dual is desirable, and in that aspect the cycling duals are equal. Cycling pushes the new duals above the tangolands.
*They pretty much bury any chance of temples seeing common cube play
*Why did they have to print the allied colors again? Don't enemy colors deserve fetchable duals too?
*These lands are not for fast decks. They ETBT and the cycling is expensive enough to be a noticeable tempo loss unless the land was topdecked late game when you are already losing.
*Midrange decks will love them as they are prone to run out of gas. In classic control decks, they are also good, as they can be cycled at instant speed.
*As with all ETBT lands, they play bad in multiples.
*This cycle seems like one worth breaking - giving fast color combinations fastlands and painlands will do them far more justice
*If they end up playable, and the whole cycle is printed, it might push Life from the Loam out of the too-narrow territory for my cube
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Now I just have to decide if all 5 are going in, or if I'm going to use this as a catalyst to rebuilding my custom 5th land cycle. 100%, the WU and UB ones are going in. Maybe all 5, we'll see.
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I wouldn't cut any shocklands for these. Moving certain manlands in the spell section for these is a good option, which I'm tempted to do for at least the blue ones.
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- Budget aside, I wouldn't play any of these over dual / fetch / shock / manland. I like every manland over these duals since they both ETB tapped regardless, but the manlands are actual threats. Cycling and being fetchable are nice, but so are win conditions that are fetchable by Primeval Titan.
- The blue ones are in contention for the 5th best guild land, especially if you're not running colorless matters cards.
- Non-blue guilds may prefer the fast / painlands to these, but being able to cycle does mitigate a lot of the ETB tapped drawback.
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