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Manland Dilemma
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:: Casual Magic :: Cube
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Should the Worldwake manlands be included in the Cube
Manland Dilemma
So with the new manlands in Worldwake, the question comes about whether to add them to the cube. The current list of manlands in my cube is:
Mishra's Factory
Mutavault
Treetop Village
Faerie Conclave
You can see that I'm not comitted to a cycle. In fact, if I had to throw Forbidding Watchtower and (ugh) Spawning Pool in there too, it would be pretty weak.
The same seems to be ostensibly true for the new batch of manlands:
Name: Celestial Colonnade
Type: Land
Rules Text: Celestial Colonnade enters the battlefield tapped.
{T}: Add {W} or {U} to your mana pool.
{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
Name: Creeping Tar Pit
Type: Land
Rules Text: Creeping Tar Pit enters the battlefield tapped.
{T}: Add {U} or {B} to your mana pool.
{1}{U}{B}: Until end of turn, Creeping Tar Pit becomes a 3/2 blue and black Elemental creature and is unblockable. It's still a land.
Name: Lavaclaw Reaches
Type: Land
Rules Text: Lavaclaw Reaches enters the battlefield tapped.
{T}: Add {B} or {R} to your mana pool.
{1}{B}{R}: Until end of turn, Lavaclaw Reaches becomes a 2/2 black and red Elemental creature with "{X}: This creature gets +X/+0 until end of turn." It's still a land.
Name: Raging Ravine
Type: Land
Rules Text: Raging Ravine enters the battlefield tapped.
{T}: Add {R} or {G} to your mana pool.
{2}{R}{G}: Until end of turn, Raging Ravine becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.
Name: Stirring Wildwood
Type: Land
Rules Text: Stirring Wildwood enters the battlefield tapped.
{T}: Add {G} or {W} to your mana pool.
{1}{G}{W}: Until end of turn, Stirring Wildwood becomes a 3/4 green and white Elemental creature with reach. It's still a land.
Of them, the UB seems pretty vulnerable and the RG one looks downright bad. So following precedent, I shouldn't include those 2.
The problem is that they're also dual lands, which means omitting any of them gives some color combinations a bit of an edge. This isn't as much of an issue with the conclave and village, since they're only adding one color (plus, you could argue that it's balanced with Barbarian Ring, Kor Haven, Volrath's Stronghold).
So does each manland become included because of their roles as dual lands? Or should I only include the ones that have good, efficient creatures attached to them? Or should I skip them all, since if I can't add them all, I shouldn't give an edge to any color combination?
I'll put it up as a poll.
Mishra's Factory
Mutavault
Treetop Village
Faerie Conclave
You can see that I'm not comitted to a cycle. In fact, if I had to throw Forbidding Watchtower and (ugh) Spawning Pool in there too, it would be pretty weak.
The same seems to be ostensibly true for the new batch of manlands:
Name: Celestial Colonnade
Type: Land
Rules Text: Celestial Colonnade enters the battlefield tapped.
{T}: Add {W} or {U} to your mana pool.
{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
Name: Creeping Tar Pit
Type: Land
Rules Text: Creeping Tar Pit enters the battlefield tapped.
{T}: Add {U} or {B} to your mana pool.
{1}{U}{B}: Until end of turn, Creeping Tar Pit becomes a 3/2 blue and black Elemental creature and is unblockable. It's still a land.
Name: Lavaclaw Reaches
Type: Land
Rules Text: Lavaclaw Reaches enters the battlefield tapped.
{T}: Add {B} or {R} to your mana pool.
{1}{B}{R}: Until end of turn, Lavaclaw Reaches becomes a 2/2 black and red Elemental creature with "{X}: This creature gets +X/+0 until end of turn." It's still a land.
Name: Raging Ravine
Type: Land
Rules Text: Raging Ravine enters the battlefield tapped.
{T}: Add {R} or {G} to your mana pool.
{2}{R}{G}: Until end of turn, Raging Ravine becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.
Name: Stirring Wildwood
Type: Land
Rules Text: Stirring Wildwood enters the battlefield tapped.
{T}: Add {G} or {W} to your mana pool.
{1}{G}{W}: Until end of turn, Stirring Wildwood becomes a 3/4 green and white Elemental creature with reach. It's still a land.
Of them, the UB seems pretty vulnerable and the RG one looks downright bad. So following precedent, I shouldn't include those 2.
The problem is that they're also dual lands, which means omitting any of them gives some color combinations a bit of an edge. This isn't as much of an issue with the conclave and village, since they're only adding one color (plus, you could argue that it's balanced with Barbarian Ring, Kor Haven, Volrath's Stronghold).
So does each manland become included because of their roles as dual lands? Or should I only include the ones that have good, efficient creatures attached to them? Or should I skip them all, since if I can't add them all, I shouldn't give an edge to any color combination?
I'll put it up as a poll.
Re: Manland Dilemma
as much as i am a slave to cycles, you aren't, so just put in two or three of them. my suggestions are the WU and RG.
Re: Manland Dilemma
I vote for RG, UB, and WU. The others you can skip.
I think adding the RG could really help agro decks, especially with all the wrath and board-clearing effects control decks can sport.
I think adding the RG could really help agro decks, especially with all the wrath and board-clearing effects control decks can sport.
:: Casual Magic :: Cube
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