They, along with only the original duals, Ravnica duals, pain-lands, and fetches to a degree (the latter three sets with the drawback of paying life), make two colors of mana on turn 1. Playing an untapped dual land, particularly on turn 1 but generally for any of the first three land drops, is critical for aggro. Unfortunately, the Scars lands drawback of cipt if they are land 4+ is a significant drawback for control decks looking to hit untapped lands on these turns in particular and that could care less about a cipt land on turn 1. Additionally, they are only ally colors and compete with Worldwake man-lands, Mirage fetches, and other ally colored lands for “extra” dual-land spots outside of the main three ten land cycles (original duals, Ravnica duals, and fetches for many people).
I could find a thread specifically devoted to this cycle, and I’d be interested to know how everyone feels about them. Do you like them? How good are they? Would you or do you include them in cube? Do you include the whole cycle? If not, do you attempt to “balance” them out with another cycle – and which one? Etc…
We have so many land cycles now that I don't think these need to be used unless you are running a really large cube.
I personally like pain lands for aggro better, filter lands for certain color combinations (Bx), and bounce lands for more control oriented color combinations. But that's just me. And this of course after shock, abu duals and fetch lands.
I think they're pretty close to painlands for aggro. I prefer these in an aggro mirror, but would probably most of the time want painlands to avoid the risk of playing a tapland after turn 3.
For budget reasons I don't run the top three cycles of land, and these have been great for me in the aggro colors. I'll probably run the new scrylands for the control when the price drops.
My issue with these in an aggro deck is when you get this as your 3 or 4th land. You always wish they were a pain land because it screws up your curve (which is so important for aggro). And that's why I like the pain lands better. I actually think the pain lands are well designed lands. If only they had basic land types. They'd be perfect if they did.
If you run budget and don't run dual/fetch/shock, these are great option for aggro color pair. Otherwise, these aren't that great until really big size cube.
I actually think the pain lands are well designed lands.
So do I. Other than the basic land interactions, they're comparable to the Shock lands in terms of their average performance in the cube. Sometimes they can be quite a bit better, actually.
I actually think the pain lands are well designed lands.
Personally I like the design of the shocks better. Ticking your life down every time you use it slightly complicates gameplay, you have to spin down your life in the middle of casting a spell. It is a very subtle difference.
That said scars lands benefit the R aligned colours, though I also agree with some that Painlands (Ice Age/Xth) are better.
I'm a personal advocate of using different land cycles for different color combinations (after fetchlands, original duals, shocklands, and select Zendikar manlands. For example, I think that Azorius Chancery and Blackcleave Cliffs are quite cubeable, while Rakdos Carnarium and Seachrome Coast aren't remotely good enough. Once you get past the obvious autoincludes, I think that personalizing the lands for each dual color combo helps support different archetypes and keeps gameplay more interesting. Anyone else do this?
I'm a personal advocate of using different land cycles for different color combinations (after fetchlands, original duals, shocklands, and select Zendikar manlands. For example, I think that Azorius Chancery and Blackcleave Cliffs are quite cubeable, while Rakdos Carnarium and Seachrome Coast aren't remotely good enough. Once you get past the obvious autoincludes, I think that personalizing the lands for each dual color combo helps support different archetypes and keeps gameplay more interesting. Anyone else do this?
I do this - certain archetypes want their lands to come into play untapped in early turns. Others archetypes want card advantage (karoos). Others want to WW on turn 2 and then BB on turn 3 (filters). It was recommended by the forum people here, and it has worked out great.
At 360 I run 3 lands each but have only slowly been acquiring the expensive ones. (I am up to 10 shocks, 8 Fetches, and 4 duals). The Scars lands have been great filler in the mean time.
I would rank them like this
G/W: 5th best after Horizon Canopy, or maybe 6th of you like the pain in that color
R/G: 4th best after the main 3 or 5th if you like Pain
B/R: 4th best, I am usually doing enough damage to myself here
U/B: Probably around 7th after manland, karoo, mirage fetch
W/U:Probably around 7th after manland, karoo, mirage fetch
Nothing in this game is degenerate or completely dominant. They haven't banned anything in standard in a long, long time. Hell they should have banned affinity right away, but they didn't until boxed sales collapsed too. Hasbro had to come in and fire people.
I'll enjoy watching all the whiners eat crow monday.
Nothing in this game is degenerate or completely dominant. They haven't banned anything in standard in a long, long time. Hell they should have banned affinity right away, but they didn't until boxed sales collapsed too. Hasbro had to come in and fire people.
I'll enjoy watching all the whiners eat crow monday.
They, along with only the original duals, Ravnica duals, pain-lands, and fetches to a degree (the latter three sets with the drawback of paying life), make two colors of mana on turn 1. Playing an untapped dual land, particularly on turn 1 but generally for any of the first three land drops, is critical for aggro. Unfortunately, the Scars lands drawback of cipt if they are land 4+ is a significant drawback for control decks looking to hit untapped lands on these turns in particular and that could care less about a cipt land on turn 1. Additionally, they are only ally colors and compete with Worldwake man-lands, Mirage fetches, and other ally colored lands for “extra” dual-land spots outside of the main three ten land cycles (original duals, Ravnica duals, and fetches for many people).
Personally, I’ve been thinking about including an unbalanced cycle, including the three Scars duals in aggro color combinations (Blackcleave Cliffs, Copperline Gorge, Razorverge Thicket) with the two Mirage fetches in control color combinations (Bad River and Flood Plain).
I could find a thread specifically devoted to this cycle, and I’d be interested to know how everyone feels about them. Do you like them? How good are they? Would you or do you include them in cube? Do you include the whole cycle? If not, do you attempt to “balance” them out with another cycle – and which one? Etc…
I personally like pain lands for aggro better, filter lands for certain color combinations (Bx), and bounce lands for more control oriented color combinations. But that's just me. And this of course after shock, abu duals and fetch lands.
http://riptidelab.com/forum/threads/modular-cube-5-colors.800/
Retro combo cube thread
http://riptidelab.com/forum/threads/retro-combo-cube.1454/
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http://riptidelab.com/forum/threads/modular-cube-5-colors.800/
Retro combo cube thread
http://riptidelab.com/forum/threads/retro-combo-cube.1454/
You sir are correct. Thank you for pointing that out.
I still like pain lands better.
http://riptidelab.com/forum/threads/modular-cube-5-colors.800/
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So do I. Other than the basic land interactions, they're comparable to the Shock lands in terms of their average performance in the cube. Sometimes they can be quite a bit better, actually.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
Personally I like the design of the shocks better. Ticking your life down every time you use it slightly complicates gameplay, you have to spin down your life in the middle of casting a spell. It is a very subtle difference.
That said scars lands benefit the R aligned colours, though I also agree with some that Painlands (Ice Age/Xth) are better.
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I do this - certain archetypes want their lands to come into play untapped in early turns. Others archetypes want card advantage (karoos). Others want to WW on turn 2 and then BB on turn 3 (filters). It was recommended by the forum people here, and it has worked out great.
360 Uncommons only Cube!
I would rank them like this
G/W: 5th best after Horizon Canopy, or maybe 6th of you like the pain in that color
R/G: 4th best after the main 3 or 5th if you like Pain
B/R: 4th best, I am usually doing enough damage to myself here
U/B: Probably around 7th after manland, karoo, mirage fetch
W/U:Probably around 7th after manland, karoo, mirage fetch
Who's eating crow?
If only...
Whoops, my bad, I wish there was a Boros one too.
Who's eating crow?
Agreed, it would be quite good in those colors.