It also answers both Counterbalance and Chalice (or at the very least makes ramping mana to actually answer them much less of a bother) in Elves, and it isn't like Wasteland lacks targets as is (Cradle, Arbor, Pendelhaven). Weakening Quirion Ranger might be an issue, but at the very least this warrants testing.
Lots of Mexican spoilers rolling in.
"Apuesta peligrosa" – 1R Common
Instant
Discard your hand, then draw two cards.
I think I like this. It's no Tolarian Winds, but I guess that keeps it from being an auto-include in Dredge and makes it worth considering in RDW, at least, moreso than Faithless Looting.
I don't see this benefiting Maverick much. They usually GSZ their guys into play (excpt for Thalia) anyway. There's what, 3 guys who make Spell Snare targets if cast directly (Thalia, Pridemage, Teeg; plus Stoneforge if they're playing her; but none of those fourt share a creature type)?
I think he meant Ember Beast.
I dunno, Counterbalance and Chalice of the Void are hardly seeing any play lately.
I think time will tell whether the fact that it helps in the combo matchup in making your hatebears uncounterable is important. Which combo decks with counters are popular at the moment? Hive Mind, Sneak-Show, Spiral Tide, Reanimator? It doesn't do anything against Storm combo like TES.
EDIT: In Maverick, the problem with the uncounterable hatebear strategy and perhaps with the land in general is that you need to play 3-4 to be able to put them into play naturally, which forces you to cut stuff like Horizon Canopy (which, in contrast, is useful even played as a singleton) and other utility lands like Maze of Ith, Karakas etc. (I don't think anyone would cut Wasteland) which limits your ability to search for specific answers with Knight of the Reliquary. Playing a singleton Cavern on the other hand, so as to fetch it with KotR, doesn't sound so appealing because a) you probably won't want to tutor it up when you already have a Knight in play and b) this method is probably too slow to protect your hatebears against combo.
One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.
The land is alright, but it doesn't hose blue that badly. I really wish it had this ability instead:
T: Add one mana of any color to your mana pool. Spend this mana only to cast creature spells of the chosen creature type. If this mana is spent on a spell, opponents can't take extra turns until the beginning of your next upkeep.
That land is an abortion. Can't wait until they print all permanents you control have hexproof and all spells you own have split second.
WotC actually works really hard to make me hate them, honestly, first they killed reanimtor with cage / surgical and now they don't want counterspells to counter monsters. "We don't like when you guise use ur blue counterspells to stop monsters were gonna make this land that makes counterspells not work anymore lolol"
This shit shakes my confidence in owning all these cards because every block WotC trashes another archetype by printing some retard strength OP hoser card.
Cavern of Souls will be ridiculous in Goblins.
Yes, I think I will run 4 lands that blank 10 cards in the Stoneblade MU.
A Lackey off of Cavern means the opponent NEEDS spot removal, which means they need to actually spend mana, which stops them from gaining Tempo.
So, from what I have seen from topics:
- Free turns is bad tempo if you can't cast it at ANY TIME YOU WANT EVEN WHEN TAKING A SHOWER.
- Uncounterable creatures is bad and stupid.
- CMC 1 for 4 damage or for a 4/3 is bad.
- Emmy means a unplayable Legacy beast, not a giant Tentacle monster.
Thanks MTG the Source!
I think you misunderstood that quote of mine. When playing against Maverick, one of the top decks to beat, how does having this land help you? It does not help you. It limits the spells you can cast and gives Maverick players more wasteland targets.
However, I don't see how playing this land will help Maverick. I was under the impression Maverick>blue decks.
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