Except this example is pretty clearly not about late game.
How do you figure? Anytime you play Fabled Passage turns 4+ it's obviously better than Evolving Wilds. And as I said, if you play no 1-drops the ETBT drawback is practically non-existent.
By turn 4 though, is it really better than any basic land ? By your fourth land, you should already have the colors you want. It saves the day only in situations of color death. This card is bad in standard, especially when we have shocklands in the mix. I can't imagine the disappointment in draft.
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By turn 4 though, is it really better than any basic land ? By your fourth land, you should already have the colors you want. It saves the day only in situations of color death. This card is bad in standard, especially when we have shocklands in the mix. I can't imagine the disappointment in draft.
As your fourth land and later this is VASTLY superior to any basic. It represent's any basic. It also thins your deck out, which is another reason fetchlands are played in the first place. It also lets you shuffle. Yet, another reason fetchlands are played. Cavalier of Gales, putting two useless cards on top of your library. Crack Fabled Passage, shuffle. Now you're seeing new cards. In almost every case this is superior to a basic land after you have 3 other lands. In many cases it still is before its turned on. (Same as Evolving Wilds)
If evolving wilds is a common, and prismatic vista is a rare... why is this not an uncommon?
An uncommon version would probably be an Evolving Wilds that can tap for a colorless, i.e. significantly better than Evolving Wilds but cannot color-fix the first turn it comes down.
If evolving wilds is a common, and prismatic vista is a rare... why is this not an uncommon?
An uncommon version would probably be an Evolving Wilds that can tap for a colorless, i.e. significantly better than Evolving Wilds but cannot color-fix the first turn it comes down.
That would be even more powerful than Fabled Passage in many circumstances, the downside of Evolving Wilds and this card (while you have only 3 lands or less) is that they slow your development for a turn, having it CIPT and generating colorless mana would almost completely remove any downsides unless you're really desperate for color fixing, I doubt they'd ever print that at uncommon.
If evolving wilds is a common, and prismatic vista is a rare... why is this not an uncommon?
An uncommon version would probably be an Evolving Wilds that can tap for a colorless, i.e. significantly better than Evolving Wilds but cannot color-fix the first turn it comes down.
That would be even more powerful than Fabled Passage in many circumstances, the downside of Evolving Wilds and this card (while you have only 3 lands or less) is that they slow your development for a turn, having it CIPT and generating colorless mana would almost completely remove any downsides unless you're really desperate for color fixing, I doubt they'd ever print that at uncommon.
Unless you are trying to get the last colored source on turn 4 or later to cast those color-intensive cards.
And that hypothetical card would still qualify as an uncommon. Check it out yourself: the biggest demarcating line between rare and non-rare color-fixing lands is that the rare ones are capable of color fixing the first turn they come down without additional help. Very rarely, some of the uncommon ones can color-fix the first turn they come down, but only with additional payments or with conditions on how the mana can be spent.
How do you figure? Anytime you play Fabled Passage turns 4+ it's obviously better than Evolving Wilds. And as I said, if you play no 1-drops the ETBT drawback is practically non-existent.
As your fourth land and later this is VASTLY superior to any basic. It represent's any basic. It also thins your deck out, which is another reason fetchlands are played in the first place. It also lets you shuffle. Yet, another reason fetchlands are played. Cavalier of Gales, putting two useless cards on top of your library. Crack Fabled Passage, shuffle. Now you're seeing new cards. In almost every case this is superior to a basic land after you have 3 other lands. In many cases it still is before its turned on. (Same as Evolving Wilds)
That would be even more powerful than Fabled Passage in many circumstances, the downside of Evolving Wilds and this card (while you have only 3 lands or less) is that they slow your development for a turn, having it CIPT and generating colorless mana would almost completely remove any downsides unless you're really desperate for color fixing, I doubt they'd ever print that at uncommon.
And that hypothetical card would still qualify as an uncommon. Check it out yourself: the biggest demarcating line between rare and non-rare color-fixing lands is that the rare ones are capable of color fixing the first turn they come down without additional help. Very rarely, some of the uncommon ones can color-fix the first turn they come down, but only with additional payments or with conditions on how the mana can be spent.