I'll try to add a photo in a bit when I can, but basically lands that enter untapped and can tap for one color on one side and a different color on the other. However, you're locked into the color you play it as. While they're conceptually cool, I'm worried (and maybe a bit relieved) that they fall flat. Thoughts?
Compared to something like Prismatic Vista or Ash Barrens (which also lock into one color after use), this is a good deal worse. No shuffle effect, graveyard interaction, and or 5-color flexibility.
After playing one of these, they end up being effectively a basic land, but without the benefits (things that untap forests, High Tide, immunity to Wasteland, etc.).
Unlike a shock, fetch, or ABU dual, only decks that are in these exact 2 colors will want these.
It is nice that they don't have the come-into-play-tapped clause for sure. But I'd put these about on the level of the painlands.
IMO, those lands are strictly better than Painlands, but worse than ABU, Fetch, Shock, Horizon lands, cycle lands and (maybe) Check lands
That's not what "strictly better" means. Even setting aside the fact that painlands can generate colorless, painlands continue to generate both colors of mana after being played.
In a large cube, enemy colors still have some weak lands. I think this cycle will be better than filter and check lands. In some guilds perhaps they are better than fast lands.
I don't think being locked into one color of mana is a deal-breaker. I am very rarely keeping hands with a single colored mana source anyway. Always coming into play untapped is key, especially in guilds like Boros that feature one drops in both colors.
In aggro colors, the fast lands are just better. In control colors, your color requirements are probably stricter, so one of the various CIPT duals with upside is better. Off-hand I think I'd run shocks, fetches, duals, manlands, canopy lands, painlands, fastlands, and triomes over these easily, and might like checklands and tangolands over them as well. And I'm probably forgetting some cycles in there.
These lands are definitely baseline cubeable, they just have a lot of competition. Seems like a good option for larger cubes, cubes on a budget (not sure how budget these will be while they're in standard though), or people who really dislike the ETB part of the manlands. If I were to play these in 540, it'd be over the Triomes, but I'll probably stick with the Triomes.
I think these lands are good, and I'll be testing them out. I hope the other 4 drop sooner rather than later.
The list of guild lands that can provide either color of mana on T1 and never come into play tapped is relatively short. These are likely somewhere around the level of painlands, which are good fixers. In a 2-color deck, it functions like a Prismatic Vista that changes some of the fetch-related upsides (shuffling, thinning, etc) with a few new ones (no damage, can be reset into the other color if bounced/blinked, etc). They look interesting and are likely worth a test.
I love these. I'll take as many of them as I can get and I'll put them in my cubes. These may not technically be dual lands, but etb untapped cycles aren't something we see every day.
Apparently it's a cycle of 6 because they decided to split them up between this and commander? The 6 chosen were for the 4 members of the party (UR for Wizards, UB for Rogues, RW for Warriors, WB for Clerics) and then the two remaining landfall combos (GW and RG). Ends up looking like a weird distribution, but at least there's a method to the madness.
Apparently it's a cycle of 6 because they decided to split them up between this and commander? The 6 chosen were for the 4 members of the party (UR for Wizards, UB for Rogues, RW for Warriors, WB for Clerics) and then the two remaining landfall combos (GW and RG). Ends up looking like a weird distribution, but at least there's a method to the madness.
Apparently it's a cycle of 6 because they decided to split them up between this and commander? The 6 chosen were for the 4 members of the party (UR for Wizards, UB for Rogues, RW for Warriors, WB for Clerics) and then the two remaining landfall combos (GW and RG). Ends up looking like a weird distribution, but at least there's a method to the madness.
The rest are in Kaldheim, wish we had the horizon lands already
The painlands are always on my watchlist, since I would really like to play Reality Smasher, Thought-Knot Seer and Eldrazi Displacer. I'm just waiting for a bit more colorless producing good lands or colorless payoffs so I can include the package. These lands being close to the functionality of the painlands but without generating colorless makes me completely uninterested.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Draft my cube! (630 cards)
After playing one of these, they end up being effectively a basic land, but without the benefits (things that untap forests, High Tide, immunity to Wasteland, etc.).
Unlike a shock, fetch, or ABU dual, only decks that are in these exact 2 colors will want these.
It is nice that they don't have the come-into-play-tapped clause for sure. But I'd put these about on the level of the painlands.
That's not what "strictly better" means. Even setting aside the fact that painlands can generate colorless, painlands continue to generate both colors of mana after being played.
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
I don't think being locked into one color of mana is a deal-breaker. I am very rarely keeping hands with a single colored mana source anyway. Always coming into play untapped is key, especially in guilds like Boros that feature one drops in both colors.
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
My High Octane Unpowered Cube on CubeCobra
The list of guild lands that can provide either color of mana on T1 and never come into play tapped is relatively short. These are likely somewhere around the level of painlands, which are good fixers. In a 2-color deck, it functions like a Prismatic Vista that changes some of the fetch-related upsides (shuffling, thinning, etc) with a few new ones (no damage, can be reset into the other color if bounced/blinked, etc). They look interesting and are likely worth a test.
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!
I love these. I'll take as many of them as I can get and I'll put them in my cubes. These may not technically be dual lands, but etb untapped cycles aren't something we see every day.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Draft my cube! (630 cards)
Huh... Well thanks for the explanation.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Interested in the R/B and U/G ones.
On spoiled card wishlisting and 'should-have-had'-isms:
I'm still mad.
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
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!
The rest are in Kaldheim, wish we had the horizon lands already