It's also a 3/3 Creature, so it dies to everything but un-Revolted Push and Abrupt Decay. This card would have been better as an Enchantment, but even then it's still 4 mana on turn 5 to drain a target for 2, then repeat once a turn maybe. I doubt it would ever be playable against top tier decks.
In order to not just be an EtBT land, you need to have spent 2 mana on something that turn and then sac those lands, which UW control usually isn't doing unless it's later in the game and you wrath/deploy a walker. Plus, the deck tends to need both blue and white mana, so trading away duals doesn't actually feel like a win 100% of the time. The interaction with Teferi is neat, but I don't think I want to play it just for that.
It forces you to spend your 3 mana all at once, and a large chunk of the deck is 1-2 mana spells. If you have an opt, counterspell, and path, you don't get to play two different colors of spell with that 3 mana. No Dovin's Veto, no Detention Sphere, no T3feri. I don't think there's enough upside to justify making the manabase physically awkward each time you play this land, and it's terrible to see in your opening hand unless you have 2 other lands you don't mind losing.
Forerunner wasn't technically infinite because eventually it killed itself with the Pestilence activations. The biggest barrier to Raptor/Poly is it requires three cards and 1 of them is 7 mana after the Raptor reduction.
Which isn't necessarily a bad thing; we have access to most of the best removal in the game, so there's a higher bar for creatures to pass. It just feels silly for a 3 mana 7/6 with upside (for any shell it would be played in) to not meet par. I guess part of the issue is that 3 mana is just a lot to pay in Modern, especially for a creature that doesn't have any immediate impact, regardless of size.
I feel silly for saying this, but is 7 power for 3 mana that gives a downside-turned-upside the next upkeep even good enough in Modern right now? It would depend on the shell that rises around it, but I'm not sure if cheap evasion-less beaters are what graveyard strategies are lacking.
In order to not just be an EtBT land, you need to have spent 2 mana on something that turn and then sac those lands, which UW control usually isn't doing unless it's later in the game and you wrath/deploy a walker. Plus, the deck tends to need both blue and white mana, so trading away duals doesn't actually feel like a win 100% of the time. The interaction with Teferi is neat, but I don't think I want to play it just for that.
It forces you to spend your 3 mana all at once, and a large chunk of the deck is 1-2 mana spells. If you have an opt, counterspell, and path, you don't get to play two different colors of spell with that 3 mana. No Dovin's Veto, no Detention Sphere, no T3feri. I don't think there's enough upside to justify making the manabase physically awkward each time you play this land, and it's terrible to see in your opening hand unless you have 2 other lands you don't mind losing.
Could be interesting, it does remove the Hexproof from the land, though,
so you become vulnerable to GQ and Field.Edit: wait, I was thinking Blood Sun only hit a named land. It turns off the destruction abilities of every land, as well. This could be cool.
Has Loaming Shaman ever been remotely playable in Modern?