Knowing that he has vampire related abilities is good. If the second ability puts X bats into play (as some people have guessed) it could still end being somewhat decent.
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Knowing that he has vampire related abilities is good. If the second ability puts X bats into play (as some people have guessed) it could still end being somewhat decent.
The thing I noticed was his number (something in the low 100's), which seemed pretty low for the S's in black. Perhaps we're getting a lot of non-basic lands?
Notice it's wording (wich might not be the official one btw):Quote:
Valakut, the Molten Pinnacle
Land
Valakut, the Molten Pinnacle enters the battlefield tapped.
Whenever a Mountain enters the battlefield (under your control?), as long as you control 5 other Mountains, Valakut, the Molten Pinnacle deals 3 damage to target creature or player.
Tap : Add to your mana pool.
" as long as you control 5 other Mountains"
If it's a mountain it can be fecthed, and a fetchable lightning bolt is just sick.
Otherwise it might still see play in Goblins, the only deck that could occasionally reach 5 mountains.
Very interesting card and a great way for red to deal with Pro:Red creatures and the likes. And the screenshot of the card indicates that it isn't a mountain by itself (plus, the Tap: :r: would be redundant)
If it's a cycle, the black one is going to be interesting due to Urborg.
This would be a great finisher or way to get in surprise late game damage for any red deck...making burn just that tiny sliver more viable...they now have a reason to play fetches, which would just read sac, 1 life, free lightning bolt.
Or you just play it in Zoo, which is actually a viable deck and already runs fetches. But 5 mountains... seems a bit steep.
I think its bad in legacy. But a powerhouse in standard rdw. Cip lands are just too bad in 1.5! Yes you could steal wins against control whene you drop your 7th land and shoot the remaining 3 life points to the dome but in most games its just a cip wasteabel mountain.
It seems very good in multiplayer, whene games drag on and you have 3 Valakuts out and maybe some of your opponents/teammates also play red...
I agree, Valakut, the Molten Pinnacle in legacy seems terrible as spoiled.
If it tapped for RG or even RW, maybe. And a big maybe at that. My list only runs 14 mana lands (the rest are fetchs) and of those..6 are mountains (3 Taiga, 2 Plateau, 1 Basic). That means Id get 1 free bolt out of the land, assuming I got exactly what I needed. Not good enough.
Something like GoyfSligh though...it may find a better home there but I don't know. I think its too lackluster personally, unless its spoiled wrong/incompletely.
Bad in legacy? Seriously? These new lands, if they're all decent power level wise have a good chance at being in some kind of combo deck with prismatic omen/elsewhere flask type effects, getting slotted into 43lands.dec, or resurrecting the turboland and 5cgarden archetypes.
Seriously, saying these are bad in legacy is just looking at a thresh list and thinking "they don't go in here, so they're bad".
Remember, Crop Rotation and Exploration and Horn of Greed are all legal in legacy, as are fetchlands, original duals, and SDT to put things together. Along with stuff like 3sphere and Sphere of Resistance (or Nether Void) to slow things down. These lands could also just be the finisher Stax has always been looking for.
TONS of potential in Legacy, although, as always, no guarantee on how that will actually end up playing out.
Doesn't that wording say when you play a mountain, if you have at least five other mountain in play (in addition to the one you are playing), then Bolt something?Quote:
Valakut, the Molten Pinnacle
Land
Valakut, the Molten Pinnacle enters the battlefield tapped.
Whenever a Mountain enters the battlefield (under your control?), as long as you control 5 other Mountains, Valakut, the Molten Pinnacle deals 3 damage to target creature or player.
Tap : Add to your mana pool.
That'd mean you need Valakut, 5 mountains, and a mountain in hand before you get to Bolt something. Seems interesting, but not Legacy playable. Goblins might be the only deck that even runs that many mountains. Does Goyf Sligh even run seven mountains?
Dragon Stompy anyone?
Dave
Maluket could be explosive in combination with stuff like Scapeshift or New Frontiers, although it's probably a third tier combo at best. (My understading is that pulling Maluket & 6 mountains with Scapeshift would be 18 damage.)
On a second thought in order to be effective thet card needs:
- A deck with lots of lands, this pretty much means a control deck.
- A deck with lot of Mountains, this means a ( mostly ) mono-red deck with few non-basics.
This, pretty much makes that card unplayble but I think it's part of a cycle and the others, especially the blue one :P, could be played.
Aggro-Loam comes to mind..
Elfrago,
The card needs lots of mountains, not lots of basic mountains. Hi, I'm a dual land! (Plateau, Taiga, Volcanic Island, Badlands, Sacred Foundry, Stomping Ground, Steam Vents, Blood Crypt).
Cthulu,
Are you just not familiar with the archetypes I mentioned or how they work? Turboland and 5c Garden died off because new cards for them never got printed and the meta shifted so that they were less effective. The new lands may or may not change that, but its definitely worth exploring if you enjoyed playing those archetypes.
EDIT: I also think a lot of people are overestimating the opportunity costs of a card like this. Essentially, you get free uncounterable spells in the late game at a cost of a colored nonbasic land slot gaining CIPT. That's not a big price to pay given the payoff.
The problem is that, barring a Magical Hack on Urborg, Tomb of Yawgmoth, you have no way of generating predictable and repeatable amounts of damage. Seven lands is the upper limit for colored-mana-producing lands in a lot of decks, and decks that run more (say, Merfolk) usually aren't in red. That means most decks not built specifically to take advantage of this card won't be able to use its ability more than a few times, making it a waste.
Think of it this way: even Goblins runs 4 Wasteland and 3-4 Port, and then at least six fetches (3 Mire, 3 Foothills at least). If we assume twenty lands, that's only seven to ten slots left for lands with the Mountain subtype. If we drop one of those for BoltLand, we have six to nine mountains left, meaning we have somewhere between one and four triggers remaining. Here's the big catch, though: in order to regularly trigger this card, Goblins can't play Ports or Wastelands as those aren't going to work. It also requires Goblins not to win by turn seven, which is usually a sign that the Goblins player isn't doing so hot.
This land is crap.
The Bolt Land is bad in Legacy/Vintage/Extended. It does however, have an amazing time in EDH and other big-deck formats. Shoe-in for my EDH mono-red deck :D