Enjoying the debate here, as great points on both sides and some interesting ideas raised.
1. There's value in simplicity of design as well as elegance in magic. These lands are both simple, elegant, but have interesting gameplay. The hallmark of a great magic card.
2. Dual colored manlands are a fantastic idea and design.
3. I agree not much additional creative design went into the enemy man lands. Less so than the original (so far). Which is what I think corporatenoun's main point is.
4. Is it reasonable to EXPECT/hope for more creativity on these dual lands? Personal preference I guess. But definitely more on the, "oh, you got an A-/B+? What went wrong?" side of things heh.
5. Tarpit's ability definitely vanilla, but the ability matches well with the name and art of the card. You are wandering by this harmless ol' tar pit, then ALL OF A SUDDEN it animates itself and hits you without you noticing. How do you attack TAR?!?.
Raging ravine is simple enough, but I can imagine a giant rock getting angrier and angrier (raging out) as it beats down.
creates an interesting visual. adds to the flavour.
What is it about lumbering falls that make it immune to targeting? shambling vents that give life?
They could have been more creative with the new duals while still maintaining elegance and simplicity IMO, but it doesn't matter at all to me, still enjoy the cards.
They may say you're a dreamer, but you're not the only one.
Last Updated 02/07/24
Streaming Standard/Cube on Twitch https://www.twitch.tv/heisenb3rg96
Strategy Twitter https://www.twitter.com/heisenb3rg
1. There's value in simplicity of design as well as elegance in magic. These lands are both simple, elegant, but have interesting gameplay. The hallmark of a great magic card.
2. Dual colored manlands are a fantastic idea and design.
3. I agree not much additional creative design went into the enemy man lands. Less so than the original (so far). Which is what I think corporatenoun's main point is.
4. Is it reasonable to EXPECT/hope for more creativity on these dual lands? Personal preference I guess. But definitely more on the, "oh, you got an A-/B+? What went wrong?" side of things heh.
5. Tarpit's ability definitely vanilla, but the ability matches well with the name and art of the card. You are wandering by this harmless ol' tar pit, then ALL OF A SUDDEN it animates itself and hits you without you noticing. How do you attack TAR?!?.
Raging ravine is simple enough, but I can imagine a giant rock getting angrier and angrier (raging out) as it beats down.
creates an interesting visual. adds to the flavour.
What is it about lumbering falls that make it immune to targeting? shambling vents that give life?
They could have been more creative with the new duals while still maintaining elegance and simplicity IMO, but it doesn't matter at all to me, still enjoy the cards.
Last Updated 02/07/24
Streaming Standard/Cube on Twitch https://www.twitch.tv/heisenb3rg96
Strategy Twitter https://www.twitter.com/heisenb3rg
But, without anthem effects or pump spells (I run few) think this land is in the bottom tier of man lands.
I do like how it has synergy with anthem effects/pump spells, in cubes with more of those, could see this being better than in mine.
That being said I'll still happily include.
Last Updated 02/07/24
Streaming Standard/Cube on Twitch https://www.twitch.tv/heisenb3rg96
Strategy Twitter https://www.twitter.com/heisenb3rg