I understand that there's power in flexibility and whatnot, but the more I see of this MDFC land mechanic, the less I like it. I get that making the lands ETB untapped would likely be too strong, but the nonland side on most of these are just underwhelming in the extreme.
Speaking to this one in particular - I get that the idea is to have this replace a land slot and have the upside of using the spell side when needed. But in practice, it's either a crappy spell with corner-case application that you might use every once in a while, or its a slower basic land that dies to nonbasic hate. The draw to this mechanic is supposed to be that flexibility is power, but why do i want the flexibility to have the choice between TWO otherwise crappy effects?
Maybe it's just me, but the whole mechanic seems clever in theory but incredibly lazy and boring in practice.
I think the past few DFCs (particularly the clone one and this one) do an exceptional job conveying the flavor of choosing between a place and something that's happening there. The event/spell/creature is the focus of one and for the land they pull back and show the bigger picture or a different angle of the space. It's great, flavorful art direction and I think that's the greatest success of this lot of DFCs for me. Physically playing with DFCs is not my bag, but I can definitely appreciate the elegant communication of what these cards represent. Not change, like Innistradi DFCs, but choice between a piece of the world and the things that happen there.
Stall against aggro, or play into how long control takes to set up. Your choice.
Source: io9
Art by YW Tang
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#BLM
#DefundThePolice
Speaking to this one in particular - I get that the idea is to have this replace a land slot and have the upside of using the spell side when needed. But in practice, it's either a crappy spell with corner-case application that you might use every once in a while, or its a slower basic land that dies to nonbasic hate. The draw to this mechanic is supposed to be that flexibility is power, but why do i want the flexibility to have the choice between TWO otherwise crappy effects?
Maybe it's just me, but the whole mechanic seems clever in theory but incredibly lazy and boring in practice.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||