Trying to decide which of these to include. Which do you find the most useful, and which the least useful? Which tilt the balance further than you would like towards 5-color control, and which are necessary to sustain it as a viable archetype? Which do you find useful as a general color fixer for 2+-color aggro builds?
Probably in that order. Brass and Mine are the best 3+ color aggro fixers. If you play Un- cards, City of Ass is a great card. After those 5, I like Reflecting Pool and Undiscovered Paradise (another good aggro fixer) the best.
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The first 2 I prefer in aggro decks like mono-red splashing a BBE or 'geddon, something like that. The last 3 I like in midrange/control/durdletastic decks although I'd still run the 1st 2 in some durdle decks, especially Coliseum.
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All the best ones have been mentioned. I like all of them except the Vivid Lands, they really are too "vivid". I hope to see some new lands comparable to City. Of course we can't forget the two best fixing rocks: Sphere and Lantern.
I personally find Tendo Ice Bridge not worth the cardboard it's printed on. But I'm generally dealing in slower formats where I want it to work all the time.... so... natch.
In the same vein, Thawing Glaciers really comes out to play in slower formats. Same with Undiscovered Paradise (although I rate it lower).
Agreed that Rupture Spire is probably the worst in the list.
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-if you build your deck around an effect, it has to be either very powerful or improve many cards in your deck
The latter, more than the former. I want to give support to 2+ colors aggro decks; I was looking for mana fixers that enter the battlefield untapped. I thought it could be a nice effect, but I wasn't sure. But you're right, this won't probably be the solution I want (if they printed enemy Scars-style taplands, on the other hand...:D )
I can recommend keeping the gold section rather small. The typical numbers are 8.5% and 9.5% the size of your cube (8% in my list), so it seems very unlikely, that this card is going to do too much in a regular cube.
I think that, in my case, it will be 10% minimum after this block. But probably you're right, this will probably not help much either.
City of Brass
Grand Coliseum
Gemstone Mine
Evolving Wilds
Terramorphic Expanse
pretty much in the same order
eidolon, your don't run these section made me giggle.
^^These 5.
In general, actively drafting fetchlands and duals/shocks make 3,4, and even 5 color decks viable. In some drafts, you can be the luckiest guy and nab several of these fixers plus a City type land. Other times, you're going to try and force an archetype you shouldn't really be pushing.
To encourage additional color fixing, I think the filters should be talked about. Surprised nobody mentioned them so far. I think they do a hell of a lot more work (ie; AA or AB colors at-will) than some of these other lands. I personally think that gives the cube too much fixing, but the case could be made for their inclusion. It's ultimately your cube, so go wild lol.
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
I had briefly entertained the thought of adding 5-color lands to my Cube, but there's currently no space to do so. What are your thoughts? Useful? Greedy? Do you run any? How does it work out in your cube, etc.
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city of brass and grand coliseum are staples in any size cube. the former is better in aggro but usable in any deck. coliseum is better in midrange and control.
gemstone mine is a good aggro land but i think it's an acceptable exclusion because it's kind of narrow.
forbidden orchard is amazing in constructed combo decks but giving your opponent small creatures is bad in almost every cube deck. aggro loses to free blockers and control loses to free beaters.
exotic orchard is not good. i've cubed with it but even on paper you can see it will rarely actually fix your mana.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Wow, just noticed nobody has even thought of mentioning Thran Quarry or Glimmervoid in this thread yet. I know they're situational, but...
they are terrible. thran quarry tacks a free stone rain onto sweepers and in some situations spot removal. that's incredibly bad. glimmervoid does the same for shatter effects and you have to be running a TON of artifacts for it to be worthwhile which makes it really narrow on top of its other issues. i wouldn't run them in any size cube.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Just giving some support for Terramorphic Expanse and Evolving Wilds.
These cards are never super, but they always make maindeck here. Even two colour decks play them a lot. They also work well with landfall. We almost cut them two years ago but they have been so consistently played every draft, that they are not uncuttable for us at 450.
Just giving some support for Terramorphic Expanse and Evolving Wilds.
These cards are never super, but they always make maindeck here. Even two colour decks play them a lot. They also work well with landfall. We almost cut them two years ago but they have been so consistently played every draft, that they are not uncuttable for us at 450.
Agreed. They're solid I'm inclined to call them staples because they're useful for most decks.
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Moved from New Card Discussion to Card & Archetype Discussion. Added [MCD] tag.
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Probably in that order. Brass and Mine are the best 3+ color aggro fixers. If you play Un- cards, City of Ass is a great card. After those 5, I like Reflecting Pool and Undiscovered Paradise (another good aggro fixer) the best.
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Thawing Glaciers is not in the list. I like it more than Evolving Wilds/Terramorphic Expanse but a big part of that is nostalgia.
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glaciers is really slow and mana intensive; I'd only play it in a spell slot and only in a deck that's planning to durdle through the midgame
2.)Coliseum
3.)Vivids
4.)Chasm
5.)Spire/Promenade
The first 2 I prefer in aggro decks like mono-red splashing a BBE or 'geddon, something like that. The last 3 I like in midrange/control/durdletastic decks although I'd still run the 1st 2 in some durdle decks, especially Coliseum.
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In the same vein, Thawing Glaciers really comes out to play in slower formats. Same with Undiscovered Paradise (although I rate it lower).
Agreed that Rupture Spire is probably the worst in the list.
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It's pretty bad unless you have some sort of tribal theme going. Tried it in a normal cube and it was very poor.
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Not even as some sort of "Build Around Me" for larger cubes (~720)? And, for the same role, would you consider Pillar of the Paruns?
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Grand Coliseum
Gemstone Mine
Evolving Wilds
Terramorphic Expanse
pretty much in the same order
eidolon, your don't run these section made me giggle.
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Thanks. I've been reading it for a while; finally I've decided to join in.
The latter, more than the former. I want to give support to 2+ colors aggro decks; I was looking for mana fixers that enter the battlefield untapped. I thought it could be a nice effect, but I wasn't sure. But you're right, this won't probably be the solution I want (if they printed enemy Scars-style taplands, on the other hand...:D )
I think that, in my case, it will be 10% minimum after this block. But probably you're right, this will probably not help much either.
From the OP, I am planning to include: Evolving Wilds, Terramorphic Expanse, City of Brass, Grand Coliseum, Gemstone Mine, and also City of Ass (roughly in that order). I'm still not sure about the Vivids, Reflecting Pool (a shoo-in if I include the Vivids), and Exotic Orchard. (Also roughly in that order).
Is Undiscovered Paradise good enough in 2+ colors aggro decks to justify its inclusion? I don't have any experience with this card...
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^^These 5.
In general, actively drafting fetchlands and duals/shocks make 3,4, and even 5 color decks viable. In some drafts, you can be the luckiest guy and nab several of these fixers plus a City type land. Other times, you're going to try and force an archetype you shouldn't really be pushing.
To encourage additional color fixing, I think the filters should be talked about. Surprised nobody mentioned them so far. I think they do a hell of a lot more work (ie; AA or AB colors at-will) than some of these other lands. I personally think that gives the cube too much fixing, but the case could be made for their inclusion. It's ultimately your cube, so go wild lol.
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I had briefly entertained the thought of adding 5-color lands to my Cube, but there's currently no space to do so. What are your thoughts? Useful? Greedy? Do you run any? How does it work out in your cube, etc.
Mod, please remove this thread. Similar discussion found here
gemstone mine is a good aggro land but i think it's an acceptable exclusion because it's kind of narrow.
forbidden orchard is amazing in constructed combo decks but giving your opponent small creatures is bad in almost every cube deck. aggro loses to free blockers and control loses to free beaters.
exotic orchard is not good. i've cubed with it but even on paper you can see it will rarely actually fix your mana.
I haven't been impressed with Gemstone Mine, aggro decks aren't great in more than one color imo and control decks don't want it.
Forbidden Orchard and Exotic Orchard aren't good.
Terramorphic Expanse and Evolving Wilds are great lands too.
0: City of Ass
1: City of Brass
2: Grand Coliseum
3: Gemstone Mine
4: Reflecting Pool
5-6: Terramorphic Expanse/Evolving Wilds
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they are terrible. thran quarry tacks a free stone rain onto sweepers and in some situations spot removal. that's incredibly bad. glimmervoid does the same for shatter effects and you have to be running a TON of artifacts for it to be worthwhile which makes it really narrow on top of its other issues. i wouldn't run them in any size cube.
These cards are never super, but they always make maindeck here. Even two colour decks play them a lot. They also work well with landfall. We almost cut them two years ago but they have been so consistently played every draft, that they are not uncuttable for us at 450.
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Agreed. They're solid I'm inclined to call them staples because they're useful for most decks.