Welcome again, hope you had a great weekend! I have a quick announcement to make: in just over 7 weeks, this blog will be a year old! I’ll try and think of something to celebrate!
As promised now, we are going to take a look at the last 5 of this dual land series, the ones corresponding to enemy color combinations: Boros, Golgari, Izzet, Orzhov and Simic. Let’s get started!
I’ve been looking for innovative downsides in this series, and most of the time I’m trying to figure out something that the corresponding guild is going to be able to take advantage of. Well Boros can make sure they have some agents – typo alert, I meant power 2 or less – protecting this village, so that you don’t have to sacrifice it.
Note the alternate “do this or the land is destroyed” template, which is different from “downside when entering the battlefield” or “either downside or enters tapped”.
Marsh Shrine is following third template.
Golgari specialty being to fill their own graveyard, putting cards back into their library shouldn’t be too hard. That being said it’s pretty hard to insure it will be possible, – as taught by Innistrad zombies – so let’s make sure failing this condition will only cause the shrine to enter tapped.
Keep in mind that moving cards from your library to the graveyard back and forth can easily help create crazy combos – see Life from the Loam.
I have pushed creativity to the extent where the template of that card becomes slightly over complicated. Basically, the izzet dual land will inflict you one damage when coming into play, – untapped – and one more if you don’t use it right away.
What it ends up meaning, is that you don’t have a choice but play it untapped, – as opposed to Steam Vents – and if you can’t make a use of it, it will cost you the full price. Less choice, but higher upside.
Everdark Ghost Town.
Very similar idea here. Unlike with shocklands, you don’t chose whether this one will enter tapped or not, and the cost is slightly different than usual. Instead of losing 2 life, you lose 1 and your opponent gains 1.
Generally speaking, if you are aggro you would prefer your opponent not to gain 1, if you are control you would enjoy not losing 2. So this should fit well in the Orzhov syndicate.
This should be fun in multiplayer, as you chose which opponent will gain the life.
This one is amazing! I see it being similar to Temple of Mystery, except you can chose between an untapped land and a powerful effect.
I do think Scry 1 is more powerful than looking at your opponent’s hand, but that’s very close! All in all, Spore Valley should be very efficient, and control players would probably love it – which seems to be a recurring theme for my lands, and I think I know why.
The theme of this series was to make dual lands with various, creative downsides. I do believe imposing something on control players is easier for them than for the aggressive ones. Think about it that way: pretty often, a highly defensive deck will just draw cards during its first many turns! If you impose restrictions on them, they might very well shrug it off and be patient, while building a great mana base to play many various control spells to react to multiple possible situations. Meanwhile, disrupting the mana base of the player who is trying to be proactive is going to have more of an impact. If I ever go back to making utility lands, I believe more of them will work better with lots of creatures.
I hope you enjoyed those last few lands and like the ideas I implemented for them. I will come back to this theme and make more utility lands some day, and possibly try and stray away from bi-color lands for a change. Maybe I’ll consider commons and uncommons as well. For now I’m going to leave you with a bonus card: Zerglings from Starcraft! I believe this one don’t need too many words so I’ll let you enjoy it and wish you a great week.
See you next time!