View Full Version : Spell Highlander Format - An Incredibly Fun Variant Legacy Format You Must Try
Captain Hammer
03-11-2014, 03:14 PM
My local playgroup absolutely loves legacy's wide card pool but hated both how ubiquitious a few key cards are and also hated the fairly significant portion of the format made up of noninteractive combo decks.
So we developed the following variation on legacy that adopts two simple rules...
1.) You may play only a single copy of any non land card that is legacy legal (including the sideboard).
2.) You may play up to 4 copies of any nonbasic land (it goes without saying that you can still play an unlimited number of basic lands).
Since we adopted this format, our playgroup's enjoyment of magic has skyrocketed. There is an extraordinary amount of diversity in cards that show up in decks and no two games ever play out the same.
Yes, our playgroup is well aware of EDH and tried it for a bit but opted to go this route instead for the following reasons...
1.) You can't play an EDH deck against other people's 60 card decks. This greatly limits the situations where we can make use of our EDH decks. The need for 99 cards, enlarged deckboxes that could house them and having to build around a general was unneccesarily cumbersome.
2.) For us, it didn't make sense to limit nonbasic lands to singletons as well, all this did was make manabases less stable without adding much to the interactivity and diversity of the games themselves.
3.) This format is fully backwards compatible with legacy. It led us to create fun, unique and powerful decks that are completely viable to bring to a legacy tournament. You may scoff at this notion but the decks we are playing are not to any noticeable degree, less powerful than typical legacy decks. They do fairly well in our local shops legacy tournaments because the legacy card pool is just that vast and diverse.
This variant format truly leads to far more exciting, interactive and unpredictable games. Moreover, this format led us to build decks that you don't grow tried of playing nearly as quickly as you do the average legacy deck. This is why I encourage all of you try out this format.
I was originally going to post my decklists but I decided against it, because it would take this thread off topic and the real fun of the format is experimenting with and building your very own lists.
If you're looking for cool cards to include in your first spell highlander deck, this is a fantastic link (http://gatherer.wizards.com/Pages/Search/Default.aspx?output=spoiler&method=visual&action=advanced&rating=+%3E[4.44]&format=+[%22Legacy%22]) to browse for card ideas.
YamiJoey
03-11-2014, 03:37 PM
I decided modern Lands decks sucked because they were nearly half Spells.
Crop Rotation
Punishing Fire
Gamble
Life from the Loam
Mana Bond
Exploration
Mox Diamond
Crucible of Worlds
Living Wish
51 Lands
Bringin' it back!
This is more my style of 'casual' Magic. Put limits on people that force them to think more creatively for sure, but EDH is just a different game and mostly made up of jerks who hate you for tutoring, but Kiki Jiki Pestermite is totally fine.
Bed Decks Palyer
03-11-2014, 03:59 PM
I decided modern Lands decks sucked because they were nearly half Spells.
Crop Rotation
Punishing Fire
Gamble
Life from the Loam
Mana Bond
Exploration
Mox Diamond
Crucible of Worlds
Living Wish
51 Lands
Bringin' it back!
This is more my style of 'casual' Magic. Put limits on people that force them to think more creatively for sure, but EDH is just a different game and mostly made up of jerks who hate you for tutoring, but Kiki Jiki Pestermite is totally fine.
Crap, I just sold my Japanese Exploration. This would be lovely deck! :eek:
Are Realms Uncharted any good? Or Treasure Hunt?
cuthbertthecat
03-11-2014, 04:23 PM
This seems pretty awesome. Kind of like constructed cube. Definitely gonna suggest this to my buddies.
Captain Hammer
03-11-2014, 04:42 PM
Yeah Lands would be pretty fun in this format!
My own decks are not as strong as some of the other players in my play group as they were built for budget reasons and I didn't put much work into developing them. My two most powerful decks are my aggro elves/green critters deck and my Nic Fit variant that runs a singleton Pod, Natural Order and Green Sun's Zenith. But my other decks are mostly budget choices that include a Mono Blue Control Variant, a Quinn variant, and a Pox/Black Control variant that plays a very diverse set of creature kill, threatbase and cards like Necrogen Mists, Noetic Scales, Ensnaring Bridge, Null Brooch and other control elements. The other players in my playgroup play a fairly wide swatch of deck archeatypes. I haven't seen anyone bring out Lands yet though.
nodahero
03-11-2014, 04:58 PM
Intuition.
Captain Hammer
03-11-2014, 05:00 PM
Intuition.
A popular card among us for sure. Other fun and popular cards include Misdirection, Phantasmal Image and Veldalken Shackles.
This seems pretty awesome. Kind of like constructed cube. Definitely gonna suggest this to my buddies.
It IS pretty awesome. I look forward to you sharing your group's experience. :)
This is more my style of 'casual' Magic. Put limits on people that force them to think more creatively for sure, but EDH is just a different game and mostly made up of jerks who hate you for tutoring, but Kiki Jiki Pestermite is totally fine.
Yeah, the format does invite a lot more creativity and unpredictability. And you're right about EDH, it's a just very different game that takes too much investment to get started in. Whereas, especially since no adjustments need to be made to manabases, there are lots of existing legacy decks that can easily be ported over to this variant format.
Zoo works:
//11 1cc creatures
Wild Nacatl
Kird Ape
Loam Lion
Goblin Guide
Steppe Lynx
Rakdos Cackler
Figure of Destiny
Experiment One
Vexing Devil
Grim Lavamancer
Isamaru, Hound of Konda
//10 2cc creatures
Tarmogoyf
Qasali Pridemage
Watchwolf
Fleecemane Lion
Thalia, Guardian of Thraben
Hellspark Elemental
Keldon Marauders
Spirit of the Labyrinth
Scavenging Ooze
Gore-House Chainwalker
//6 3 cc creatures
Knight of the Reliquary
Fanatic of Xenagos
Woolly Thoctar
Boggart Ram-Gang
Boros Reckoner
Ghor-Clan Rampager
//10 removal/burn
Lightning Bolt
Chain Lightning
Lava Spike
Rift Bolt
Searing Blaze
Path to Exile
Chained to the Rocks
Price of Progress
Lightning Helix
Fireblast
//3 other spells
Domri Rade
Sylvan Library
Rancor
//20 lands:
4 Wooded Foothills
3 Windswept Heath
3 Arid Mesa
2 Taiga
2 Plateau
2 Savannah
1 Mountain
1 Forest
1 Plains
1 Karakas
There are probably some good Goblin variants. Here's a gander at 1.
//1cc: 8
Goblin Lackey
Foundry Street Denizen
Legion Loyalist
Goblin Arsonist
Mogg Fanatic
Skirk Prospector
Knucklebone Witch
Mogg Raider
//2cc: 8
Goblin Piledriver
Mogg War Marshal
Tin-Street Hooligan
Warren Instigator
Goblin Wardriver
Dragon Fodder
Krenko's Command
Stingscourger
//3cc: 7
Goblin Matron
Imperial Recruiter
Goblin Warchief
Goblin Chieftain
Goblin King
Mad Auntie
Goblin Sharpshooter
//4cc: 5
Goblin Ringleader
Krenko, Mob Boss
Tuktuk Scrapper
Moggcatcher
Wort, Boggart Auntie
//5cc: 2
Siege-Gang Commander
Kiki-Jiki, Mirror Breaker
//TOTAL: 30 creatures
//Removal: 5
Tarfire
Warren Weirding
Gempalm Incinerator
Lightning Bolt
Dismember
//Other Spells: 3
Aether Vial
Patriarch's Bidding
Purphoros, God of the Forge
//Lands: 22
4 Wasteland
4 Bloodstained Mire
3 Scalding Tarn
4 Cavern of Souls
3 Badlands
1 Taiga
3 Mountain
A popular card among us for sure. Other fun and popular cards include Misdirection, Phantasmal Image and Veldalken Shackles.
It IS pretty awesome. I look forward to you sharing your group's experience. :)
Yeah, the format does invite a lot more creativity and unpredictability. And you're right about EDH, it's a just very different game that takes too much investment to get started in. Whereas, especially since no adjustments need to be made to manabases, there are lots of existing legacy decks that can easily be ported over to this variant format.
What archetypes are strong in your group?
Captain Hammer
03-11-2014, 05:45 PM
What archetypes are strong in your group?
People break out different decks each week so I can't say any one archeatype stands above the rest. We also play lots of multiplayer with these decks and control and combo generally tend to win the multiplayer games.
Lots of control and aggro/aggro control decks show up and do well in duels though.
Awesome list FTW. One of the players plays a Zoo deck that shares a similar creature base. He plays a few instant speed pump spells like Giant Growth as well.
TheArchitect
03-11-2014, 06:08 PM
This sounds really cool! I love variant formats, especially one that is based in legacy. For the hell of it I threw together a the first thing that I thought of for a list in this format. It started out as an esper goodstuff deck, but turned into an aggro-control-combo-gifts-crucible-reanimator deck. So ya, its basically like a cube deck. Which is awesome.
1 Academy Ruins
1 Creeping Tar Pit
1 Seat of the Synod
1 Wasteland
4 Flooded Strand
3 Polluted Delta
1 Karakas
1 Plains
2 Island
1 Scrubland
1 Swamp
3 Tundra
2 Underground Sea
1 Crucible of Worlds
1 Sensei's Divining Top
1 Brainstorm
1 Ponder
1 Portent
1 Preordain
1 Impulse
1 Intuition
1 Gifts Ungiven
1 Cabal Therapy
1 Inquisition of Kozilek
1 Thoughtseize
1 Darkblast
1 Path to Exile
1 Swords to Plowshares
1 Go for the Throat
1 Dismember
1 Vindicate
1 Entomb
1 Flusterstorm
1 Counterspell
1 Mana Leak
1 Force of Will
1 Misdirection
1 Reanimate
1 Unburial Rites
1 Engineered Explosives
1 Toxic Deluge
1 Supreme Verdict
1 Wrath of God
1 Liliana of the Veil
1 Jace, the Mind Sculptor
1 Snapcaster Mage
1 Lingering Souls
1 Vendilion Clique
1 Trinket Mage
1 Elesh Norn, Grand Cenobite
1 Griselbrand
Captain Hammer
03-11-2014, 11:33 PM
Awesome list TheArchitect.
May I suggest replacing some of the less powerful cads for solid card draw like Ancestral Vision and Fact or Fiction (it's instant speed afterall).
If you're looking for cool cards to include in your first spell highlander deck, this is a fantastic link (http://gatherer.wizards.com/Pages/Search/Default.aspx?output=spoiler&method=visual&action=advanced&rating=+%3E[4.44]&format=+[%22Legacy%22]) to browse for card ideas.
emidln
03-12-2014, 12:57 AM
I've been trolling people on Cockatrice all night with a 5c Legacy-legal storm deck. I think I forgot about EOTGiftsGG. It's not *that* bad, although the manabase makes me kinda sad:
4 City of Brass
4 Gemstone Mine
4 Polluted Delta
2 Scalding Tarn
3 Underground Sea
2 Volcanic Island
1 Tundra
1 Island
That said, highlights so far:
Doomsday, activate Jace, the Mindsculptor
Lim-Dul's Vault, activate Jace, the Minsculptor
Mental Note milling Past in Flames drawing Gifts, cast Gifts for 4 Rituals
Time Spiral into Grim Tutor->Tendrils
Resolved Brainstorm and then fetched (obv won after, opp was playing Plains).
I'm sure it's strictly worse than ANT, but in a lot of matchups, it doesn't feel that much worse. I could see someone going X-2 or X-3 with a 5c Highlander Storm deck at an SCG with tight play. The manabase could probably be less greedy (Gemstone Mine/City of Brass is just me being lazy). Honestly, I'm way more concerned about less than 4 Brainstorm in this deck followed by fewer than 3 Dread of Night than I am about anything else. The tier 2 storm spells give you a different dimension compared to a typical ANT deck that can probably pick up a lot of wins (Intuition/Gifts/Snapcaster/Jace is CA that Storm doesn't typically have access to). Without 4 LED, you get to play a Force and a Pact of Negation, possibly a Flusterstorm too.
YamiJoey
03-12-2014, 05:00 AM
Anyone got a sweet Battle of Wits deck?
Bed Decks Palyer
03-12-2014, 05:48 AM
This could be the way how to revive Creaturegeddon! :cool:
18 G/W manabase
4 Wasteland
(1) Karakas (optional)
Birds of Paradise
Fyndhorn Elves
Deathrite Shaman
Noble Hierarch
Llanowar Elves
Utopia Tree
Wall of Roots
Mother of Runes
Sylvan Safekeeper
Quirion Ranger
Scryb Ranger
Stoneforge Mystic
Jötun Grunt
Scavenging Ooze
Tarmogoyf
Werebear
Wild Mongrel
Eternal Witness
Harmonic Sliver
Knight of the Reliquary
Terravore
Erhnam Djinn
Masticore
Mystic Enforcer
Genesis
Glory
Gigapede
Exalted Angel
Eternal Dragon
Path to Exile
Reprisal
Swords to Plowshares
Umezawa's Jitte
Batterskull
Sword of Your Choice
Mirri's Guile
Sylvan Library
Ground Seal
Armadillo Cloak
Aura Shards
Oblivion Ring
Solitary Confinement
Elspeth, Nice Errant
Armageddon
Cataclysm
Ravages of War
Wrath of God
Life From the Loam
Mox Diamond
some W/G manarock?
Crucible of Worlds
Trim to sixty.
SB:
Gaddock Teeg
Thalia, Guardian of Thraben
Glowrider
Tormod's Crypt
Grafdigger's Cage
Orim's Chant
Silence
Abeyance
Gilded Light
Chalice of the Void
Sphere of Resistance
Thorn of Amethyst
Trinisphere
Ivory Mask
Leyline of Sanctity
They tried to make me lose to Tendrils but I said, "No, no, no".
YamiJoey
03-12-2014, 08:11 AM
I dislike the use of multiple Wastelands and things. I do think the limit should be applied to those kinds of Lands too. Anything that you play over a Dual Land, Fetch, or Basic for an additional effect. (But then I suppose there's the question of whether Grove counts as utility or not, so maybe not...)
Zombie
03-12-2014, 08:29 AM
I dislike the use of multiple Wastelands and things. I do think the limit should be applied to those kinds of Lands too. Anything that you play over a Dual Land, Fetch, or Basic for an additional effect. (But then I suppose there's the question of whether Grove counts as utility or not, so maybe not...)
At least in German Highlander 1 land per deck limits led to pretty screwed up things like 3 color manabases being more stable than 2 color ones.
It also makes Wasteland really, really stupid because it can completely blow you out but it's not common enough to play around it. More EV to just play greedy and get blown out at random.
TheArchitect
03-12-2014, 10:28 AM
I think having the singletons of lands as well makes the most sense, to be honest. I enjoy a good brew so here's so more lists.
UBwr Reanimator:
1 Badlands
2 Island
2 Marsh Flats
4 Polluted Delta
3 Scalding Tarn
1 Scrubland
2 Swamp
1 Tundra
3 Underground Sea
1 Volcanic Island
1 Brainstorm
1 Gitaxian Probe
1 Ponder
1 Portent
1 Preordain
1 Serum Visions
1 Sleight of Hand
1 Impulse
1 Lim-Dûl's Vault
1 Grim Tutor
1 Careful Study
1 Entomb
1 Faithless Looting
1 Firestorm
1 Mental Note
1 Thought Scour
1 Izzet Charm
1 Merfolk Looter
1 Hapless Researcher
1 Intuition
1 Fact or Fiction
1 Gifts Ungiven
1 Flusterstorm
1 Thoughtseize
1 Force of Will
1 Misdirection
1 Reanimate
1 Life // Death
1 Animate Dead
1 Dance of the Dead
1 Exhume
1 Loyal Retainers
1 Necromancy
1 Unburial Rites
1 Elesh Norn, Grand Cenobite
1 Ashen Rider
1 Griselbrand
1 Tidespout Tyrant
1 Iona, Shield of Emeria
1 Jin-Gitaxias, Core Augur
#60
Sideboard:
1 Show and Tell
1 Sneak Attack
Junk:
2 Bayou
1 Dryad Arbor
1 Forest
1 Karakas
1 Maze of Ith
1 Plains
3 Savannah
2 Scrubland
1 Swamp
3 Verdant Catacombs
4 Wasteland
3 Windswept Heath
1 Birds of Paradise
1 Deathrite Shaman
1 Mother of Runes
1 Noble Hierarch
1 Sylvan Safekeeper
1 Weathered Wayfarer
1 Dark Confidant
1 Gaddock Teeg
1 Qasali Pridemage
1 Scavenging Ooze
1 Spirit of the Labyrinth
1 Stoneforge Mystic
1 Thalia, Guardian of Thraben
1 Tidehollow Sculler
1 Eternal Witness
1 Knight of the Reliquary
1 Orzhov Pontiff
1 Nekrataal
1 Sigarda, Host of Herons
1 Path to Exile
1 Swords to Plowshares
1 Abrupt Decay
1 Go for the Throat
1 Vindicate
1 Umezawa's Jitte
1 Inquisition of Kozilek
1 Thoughtseize
1 Gerrard's Verdict
1 Hymn to Tourach
1 Aether Vial
1 Green Sun's Zenith
1 Sensei's Divining Top
1 Sylvan Library
1 Birthing Pod
1 Chord of Calling
1 Garruk Relentless
1 Liliana of the Veil
I've been trolling people on Cockatrice all night with a 5c Legacy-legal storm deck. I think I forgot about EOTGiftsGG.
What list are you playing? I was thinking about how storm might work in such an environment.
@OP: Has anyone in your playgroup built a successful storm brew?
Here's an attempt:
//11 draw/cantrip
Brainstorm
Ponder
Preordain
Gitaxian Probe
Serum Visions
Sleight of Hand
Faithless Looting
Thought Scour
Meditate
Sensei's Divining Top
Jace, the Mind Sculptor
Ad Nauseam
//Tutor: 7
Gamble
Grim Tutor
Diabolic Intent
Lim-Dul's Vault
Doomsday
Intuition
Gifts Ungiven
//Mana: 13
Chrome Mox
Lotus Petal
Mox Diamond
Lion's Eye Diamond
Dark Ritual
Cabal Ritual
Culling the Weak
Rite of Flame
Manamorphose
Seething Song
Desperate Ritual
Pyretic Ritual
Wild Cantor
//4 recursion:
Past in Flames
Ill-Gotten Gains
Noxious Revival
Snapcaster Mage
//4 protection:
Force of Will
Misdirection
Duress
Thoughtseize
//2 Storm Kill:
Tendrils of Agony
Empty the Warrens
//20 lands:
4 City of Brass
4 Ancient Spring
4 Verdant Catacombs
3 Misty Rainforest
1 Dryad Arbor
2 Underground Sea
1 Badlands
1 Volcanic Island
EDIT: perhaps I'm committing too hard to the creature engine just to run Diabolic Intent and Culling the Weak. I was worried about sufficient tutoring and mana generation without being able to run multiples of other things, and in terms of raw power those are the best ritual and tutor as long as you can fetch up a Dryad Arbor to feed. Maybe relying on creatures leaves you too vulnerable to additional disruption, but if you maintain priority you can fetch and cast Culling/Intent without opponent having a window to cast a kill spell. You can always filter through them if you can't feed them. The green fetches are so you can always find Dryad Arbor but that makes it slightly harder to get the optimal dual, making you weaker to Wasteland and leading to some awkward fetch choices. Maybe that vulnerability isn't worth the added bonus of the 2 sac cards.
Wild Cantor then also feeds them while filtering red mana into blue mana for cantrips. Maybe Chromatic Sphere and Chromatic Star are needed as well for more blue filtering?
Invasion saclands are another attempt to generate extra mana on the combo turn. Ancient Spring seems like the best, generating cantrip mana on early turns and black mana on the combo turn.
emidln
03-15-2014, 11:59 PM
What list are you playing? I was thinking about how storm might work in such an environment.
Playing this list right now:
https://gist.github.com/emidln/9520542
Technics
03-16-2014, 03:57 AM
At least in German Highlander 1 land per deck limits led to pretty screwed up things like 3 color manabases being more stable than 2 color ones.
It also makes Wasteland really, really stupid because it can completely blow you out but it's not common enough to play around it. More EV to just play greedy and get blown out at random.
If a land has a none mana ability its limited to 1 per deck.
I know that kills fetches, but its the best i can come up with thats simple and doesnt turn this into 60 card highlander.
Bed Decks Palyer
03-16-2014, 05:09 AM
If a land has a none mana ability its limited to 1 per deck.
I know that kills fetches, but its the best i can come up with thats simple and doesnt turn this into 60 card highlander.
Are you sure you meant "If a land has a none mana ability" or should it be "If a land has a non-mana ability"?
The first reduces fetches to singletons but doesn't hinder Wasteland.
The latter makes all double/triple/5C producing lands legal in playsets, but one must play Ghost Quarter, Dust Bowl, Encroaching Wastes and/or Tectonic Edge alongside Wasteland. Also, and sorry I'm a rules Nazi, but what about City of Brass? It has a non-mana ability... kind of.
HugSeal
03-16-2014, 06:31 AM
Are you sure you meant "If a land has a none mana ability" or should it be "If a land has a non-mana ability"?
The first reduces fetches to singletons but doesn't hinder Wasteland.
The latter makes all double/triple/5C producing lands legal in playsets, but one must play Ghost Quarter, Dust Bowl, Encroaching Wastes and/or Tectonic Edge alongside Wasteland. Also, and sorry I'm a rules Nazi, but what about City of Brass? It has a non-mana ability... kind of.
Well, alot of the dual-lands have non-mana abilities aswell. Entering tapped is an ability :)
Zombie
03-16-2014, 07:01 AM
Well, alot of the dual-lands have non-mana abilities aswell. Entering tapped is an ability :)
If a land has an activated ability that doesn't produce mana...
Technics
03-16-2014, 01:04 PM
"If a land has a non-mana producing activated ability, you are restricted to one"
Think that works?
Sent from my Nexus 5
YamiJoey
03-16-2014, 04:15 PM
These solutions all make for crap mana bases. How's about an 'unrestricted list', where it's a list of duals etc. you're allowed to play, as opposed to the list of things you're not.
TsumiBand
03-16-2014, 05:48 PM
These solutions all make for crap mana bases. How's about an 'unrestricted list', where it's a list of duals etc. you're allowed to play, as opposed to the list of things you're not.
+1
Captain Hammer
03-17-2014, 09:20 AM
I don't see why people are so eager to restrict lands to singletons as well. The rules posted in the OP work fine, hence the name of the format Spell Highlander. You are restricted to highlander rules for all spells, not lands. Exempting lands from the highlander rule altogether is the simpler and more elegant solution. Simpler in that the rule is easy to explain and understand and elegant in that lands are fundamentally seperated from all other magic cards in that they don't use the stack and you are generally only allowed to play one land a turn.
What's the point of restricting lands? The two most powerful lands in this format are Wasteland and Gaea's Cradle. Wasteland is an important card in that it discourages greedy manabases so I think it's better that decks are allowed to play 4 copies of it. Meanwhile Gaea's Cradle doesn't see much play anyways since abusing it's power requires you to overextend and open yourself up to a sweeper, plus it's a mana ability so it wouldn't be impacted by the restrictions you guys impose.
Plus, by not restricting lands, it makes it much easier to port a legacy deck over to this format, and back again, which greatly increases the accessibility of this format. This easy portability and cross compatibility with legacy is what makes the format so readily adoptable. Most legacy decks and strategies can be modified to be legal and functional in this format without touching the manabase.
raudo
03-18-2014, 03:41 AM
Have been playing with decks like this for ages. Unlimited lands, but only one of each nonland legacy card allowed. Very fun cause with good cards you can play against friends not-so-good legacy or modern decks.
Currently playing monoblack and RGW.
Captain Hammer
03-19-2014, 01:19 AM
Have been playing with decks like this for ages. Unlimited lands, but only one of each nonland legacy card allowed. Very fun cause with good cards you can play against friends not-so-good legacy or modern decks.
Currently playing monoblack and RGW.
Awesome. I am in the process of tweaking my monoblack aggro disruption decklist and would love to see your list for ideas if you wouldn't mind sharing it.
Tyrio
03-19-2014, 01:57 AM
Here's a singleton Lands list I mocked up. I feel being able to have the full set of Wastes, Mazes, and other lands would be too boring so I went with singleton nonbasics as well.
1 Eternal Witness
1 Oracle of Mul Daya
1 Knight of the Reliquary
1 Exploration
1 Manabond
1 Crucible of Worlds
1 Mox Diamond
1 Punishing Fire
1 Engineered Explosives
1 Ensnaring Bridge
1 Oblivion Stone
1 Zuran Orb
1 Intuition
1 Gifts Ungiven
1 Life from the Loam
1 Gamble
1 Crop Rotation
1 Entomb
1 Enlightened Tutor
1 Thopter Foundry
1 Sword of the Meek
1 Prismatic Omen
1 Scapeshift
1 Raven's Crime
1 Personal Tutor
1 Volrath's Stronghold
1 Maze of Ith
1 Grove of the Burnwillows
1 Tolaria West
1 Misty Rainforest
1 Verdant Catacombs
1 Wooded Foothills
1 Vivid Grove
1 Tropical Island
1 Taiga
1 Bayou
1 Savannah
1 Underground Sea
1 Volcanic Island
1 Thespian's Stage
1 Dark Depths
1 Wasteland
1 Ghost Quarter
1 The Tabernacle at Pendrell Vale
1 Karakas
1 Bojuka Bog
1 Glacial Chasm
1 Kor Haven
1 Riftstone Portal
1 Valakut, the Molten Pinnacle
1 Academy Ruins
1 Tranquil Thicket
1 Lonely Sandbar
1 Barren Moor
1 Barbarian Ring
1 Cephalid Coliseum
1 Urborg, Tomb of Yawgmoth
1 Buried Ruin
1 Mishra's Factory
1 Dust Bowl
The colored mana distribution was eye-balled and potentially incorrect. The list also probably needs a Quicksand and/or Desert to help make up for the Maze/PFire deficit.
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