Quote from Star Slayer »Bringing up Iroas's Champion makes me especially bitter that the RW one isn't a 2/2.
Quote from Wildfire393 »The argument that most people are making isn't that the WWK Manlands are more unique, just merely that they're more pushed.
Celestial Colonnade is Serra Angel for the same approximate cost of Serra Angel.
Stirring Wildwood is Cloudcrown Oak for 1 colorless cheaper than the approximate cost of Cloudcrown Oak
Creeping Tar Pit is a Covert Operative for two less than the approximate cost of Covert Operative (admittedly this isn't the most-pushed creature, but it's probably at least one discounted from a more pushed one)
Lavaclaw Reaches is a Fiery Hellhound with an easier Firebreathing.
The only one without a direct comparison is Raging Ravine, which seems most similar to Rubblebelt Raiders at approximately the same cost.
Meanwhile, if we look at the BFZ ones:
Shambling Vent is a 2/3 lifelink for 3. There are a couple of other 2/3 Lifelinks for 3 with multiple other abilities (Liliana, Heretical Healer and Vampire Nighthawk come to mind).
Lumbering Falls is a 3/3 Hexproof for 4. Meanwhile, Thrun, the Last Troll is a 4/4 Hexproof Regenerate for 4. Witchstalker is a 3/3 Hexproof for 3 with extra abilities.
This card is a 2/1 Double Strike for 4. Three mana gets you a 2/2 Doublestrike with bonus abilities, but even recently we've had vanilla 2/2 Double Strikes at uncommon for 3 (Iroas's Champion)
The point is that the WWK ones seem like they're generally aggressively costed, while the BFZ/OGW ones so far all seem to be a bit under the curve.
However, it's like pizza. Even bad pizza is still pretty darn good. Manlands are easily the fourth best dual in each color pair, even when they're mediocre, so there's no reason someone at 450+ shouldn't be running these.
Quote from steve_man »I think 1RW activation could have been reasonable as a 3/1 first striker.
Quote from Star Slayer »I can see the point of the new ones being a bit lazy. Stats + evergreen creature keyword is a pretty generic way to do a cycle. The WWK ones weren't like that. Only one of them was simply stats + evergreen keyword, while the others mixed it up with two evergreen keywords, one non-keyword mechanic, a triggerd ability and an activated ability. This has nothing to do with rose-tinted glasses: Even if all ten came out together, I would have noticed that the allied ones were more diverse and interesting than the enemy ones.
We haven't seen the final two though. Maybe those two don't follow the generic scheme and do something more interesting. If the BG one has indeed regeneration, that would be a bit better than simply having deathtouch, since it would give us a second one with an activated ability. I hope the UR one has evasion plus saboteur looting. Or maybe "whenever this attacks, tap target creature".
Edit: Bringing up Iroas's Champion makes me especially bitter that the RW one isn't a 2/2.
Quote from PyreDream »Let's not write off cards that haven't even been seen yet! Perhaps the Worldwake cards are being viewed through rose-tinted glasses. The only Worldwake manland that was more than an evergreen mechanic was Raging Ravine. Celestial Colonnade is literally Serra Angel. Stirring Wildwood is literally Heartwood Treefolk. Firebreathing on overcosted critters has been red since the game's inception. Creeping Tar Pit's ability has been around since Odyssey at least. If the argument is that cherrypicking evergreen mechanics is bad, does anyone really think the Worldwake manlands are a strong example to hold up as proof? They're arguably a lot safer in design than Lumbering Falls and Shambling Vent, both abilities which are very rarely seen on competitively costed cards.
I guess my point of contention lies with the phrase that the WWK lands "don't function too much differently" than the OGW lands, yet they are somehow more "unique". I'm not seeing it, but I'm open to being convinced
Quote from dr. teeth I 'm a big fan of flavor, but I sure prefer the taste of bacon to buttholes.
Quote from steve_man »My aggressive Boros decks tend to run 15-16 lands and play cards like Strip Mine / Wasteland / Tangle Wire / Winter Orb / Armageddon / Fireblast, so 5 mana can be a stretch.