Fetching a triland seems really good, especially for those of us who don't have OG Duals. I'm not sure how I'm gonna fit them in though. 5 card partial land cycles are awkward and hurt my aesthetics
I'm a fan of the cycling duals and I think these are potentially good as well. Not sure I like 3 mana for cycling, but, I think they're very interesting with fetches.
I’m hyped for the triome cycle in Cube! I like to give extra support to multicolor decks, so these are an easy replacement for the Sandsteppe Citadel style trilands.
The triome naming convention seems flavored specifically for Ikoria, so I’m not sure when they will be able to print the 5 shard triomes to finish the cycle. In the meantime, how much will the land imbalance of 5 triomes and 5 trilands affect draft decisions?
Im thinking of cutting other generic color fixing lands like Tendo ice bridge, aether hub, reflecting pool and i guess evolving wilds/terramorphic expanse. What are other idea's for cuts? Are you adding them to guild sections?
I have a generic "multicolor" section for miscellaneous cards that aren't part of guilds but don't fit into the other sections. I'll probably throw these in there for now.
I'm probably going to obtain these but sit on them until the cycle is filled out. I think they're generally better than the manlands except Colonnade and maybe Tar-Pit? Even with those two being better than this cycle on average, this cycle as a whole is probably better so that would be my swap.
I think I am going to dig out the Mirage slow fetch lands. It may seem like a slow combo but with 25 fetchable lands getting 15 ways to fetch them sounds like a great time. U/W and U/B manlands are shipping back to the gold section, which with all this perfect section will likely go back up to 4 from 3. I had planned on adding the canopy lands but I think I will put that on hold.
In powered cubes everything speeds up, whereas these lands slow you down. Drawing a land that enters tapped in a critical turn is backbreaking, so I will most likely pass on these tri-lands, even though it is great they are fetchable.
While I like these lands, the cycling 3 is way worse than cycling 2. We learned this from Sweltering Suns which on paper looked like an anti-aggro card that you could cycle against control, but the 3 cost was cumbersome.
Cycling on lands is fundamentally different than cycling on situational spells. 80-90% of the time, you will just play this as a land or fetch it as a land. The cycling mode on this is purely flood insurance. When you flood and your opponent doesn't, you lose. However, when you're both flooding, whoever mitigates better will win. This goes a long way towards helping mitigate flooding, when the cycling being overcosted is far less of a problem.
I get the differences between value of cycling on a land vs a spell, but when it comes to curve flexibility I think the principle of 3 being way more than 2 still stands. My point is not that cycling is bad or irrelevant, but rather than we should anticipate the cycling ability to play out much worse than the cycle-2 fetchable duals. The difference between 2 and 3 is often the difference between spell + cycle or having to choose one.
Decent addition / supplement to AKH cycling duals since these are the first fetchable TRI-lands.
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OCD aside, more synergies for Loam, Wrenn and Six, Crucible, etc.
The triome naming convention seems flavored specifically for Ikoria, so I’m not sure when they will be able to print the 5 shard triomes to finish the cycle. In the meantime, how much will the land imbalance of 5 triomes and 5 trilands affect draft decisions?
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It would be nice to finish the Amonkhet cycle too, I like the cycling duals quite a bit.
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