Magic The Gathering

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They go in after the shocks and whichever fast/slow lands make sense in 2 color decks in explorer/historic. They usually don't make the cut in 3 color unless I'm doing some horseshit where it's one color and 2 splashes but it's never worse than drawing a Waste in 3 color which is much more than I can say about every single painland/provisionally tapped land. Not being able to cast your spells because of a pathway is usually a skill issue where there's noting you can do about "drew my 4th land as a triome, it came in tapped so I couldn't wrath and died"
If I got Shocks I would legit Rather play Checklands than Pathways, I would call Pathyways the worst Cycle of Untapped Multicolored lands..but the Snarls Exist and I would play a fucking Basic Land over a snarl.
 
LOL everyone forgets lairs exist.
 
They were Uncommon, Uncommon Land Cycles exist to suck balls like a meth addicted whore behind an arbys.
No land should be above uncommon. Save maybe something really niche (maze's end) or tribal (sliver hive).

Gates are trash but love me some alt win conditions.
Gond Gate makes them soooooo good it's not even fair. (especially with how many cards can tutor for it)
 
No land should be above uncommon. Save maybe something really niche (maze's end) or tribal (sliver hive).
I mean sure that is how I would prefer it to be, but I am telling it like it is, shit you are bringing up the Lairs and those fucking things got massively power creeped in Tarkir.
 
Spoilers have begun??? Apparently??? Clues abound as MTG crosses over with Clue: the board game, wotc continues to insist on making their new original characters donut steal into some form of brown (what fucking kind of name is Alquist proft?), and we get what I think is the funniest card name I’ve seen in ages: Wojek investigator. As soon as I can get to my PC I’m making a Wojak alter. Oh, full art basics are back, and water is wet.
Time for the Scooby Doo references.

1701896899931.png

I feel a faint throbbing in my skull.
 
Gates are trash but love me some alt win conditions.
Eh, I mean. You have Gond Gate, and Spelunking is now a bargain-price Amulet of Vigor. The turtle legend is also one.

Gates are a cheap as hell, convenient 5c manabase. You don't really need cards to support the gates theme in a deck, even, beyond the explosive vegetation variants that search them. Gives you access to a cheap and efficient sweeper in the form of Gates Ablaze, and is about $300 cheaper than trying to kit out triomes and fetches. Maze's End is like, a backup thing you can just run while you do whatever else.

If you're in a metagame where every player will find some way to explain that mana crypt is totally a casual card, then yes, gates are below-par, but if you play with people who have showered in the last month the difference in performance over a tuned manabase is pretty marginal. In a similar vein, comboing the typed-tapped duals from Dominaria United and Kaldheim alongside the various cards that search up forests (Nature's Lore et al) gets you another budget 5c base that can run some of the domain payoffs, and it works just fine at tables that aren't comboing off on turn 3.
 
Eh, I mean. You have Gond Gate, and Spelunking is now a bargain-price Amulet of Vigor. The turtle legend is also one.

Gates are a cheap as hell, convenient 5c manabase. You don't really need cards to support the gates theme in a deck, even, beyond the explosive vegetation variants that search them. Gives you access to a cheap and efficient sweeper in the form of Gates Ablaze, and is about $300 cheaper than trying to kit out triomes and fetches. Maze's End is like, a backup thing you can just run while you do whatever else.

If you're in a metagame where every player will find some way to explain that mana crypt is totally a casual card, then yes, gates are below-par, but if you play with people who have showered in the last month the difference in performance over a tuned manabase is pretty marginal. In a similar vein, comboing the typed-tapped duals from Dominaria United and Kaldheim alongside the various cards that search up forests (Nature's Lore et al) gets you another budget 5c base that can run some of the domain payoffs, and it works just fine at tables that aren't comboing off on turn 3.
I dunno, if you're going that far into making a good value gate manabase work the biggest thing you can do to watch your budget is to stop playing 5c commanders. Chances are for almost every degenerate plan you might concoct other than Slivers there's a perfectly good 2 color commander that can do it and let you run a lot more basics and a lot less janky stuff to try to make your manabase not terrible.
 
Slivers isn't even that Degenerate, The only way slivers become Degenerate is if the other 3 players are absolute retards and don't run any interaction.
Every commander deck is degenerate, no one plays fair cards in commander. That's the appeal of the format, you finally have some place other than limited to put in your 8 mana card that lets you physically move around the table and kick each player in the nuts until they stop moving. If you're playing a fair card in commander you sat down at the wrong table.

It's absolutely true that Slivers, while degenerate, is not CEDH and will fold to a single Farewell. Short of that you probably just win combat if you're in the sort of pod that lets you play 5 creatures and tap them occasionally
 
WTF are you smoking? There weren't any lairs in tarkir.
Original Lair.jpg

Better Lair.png

I dunno if they actually finished the full cycle like they did the (Obviously Better Triomes) but the Tarkir Uncommon 3 color lands make the already unplayable Planeshift lairs even more unplayable. I wouldn't fucking touch the lairs even in a Landfall deck. The Karoo's are trash but at least they make 2 mana when they tap.

Edit : I had my timing wrong, Tarkir was completing the cycle, the Tapped Tri Color lands were started in Alara.
 
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I actually like Lairs more than karoos, if only because it’s an immediate payout rather than a delayed one. I think they both have places in strategies that work for them best, but lairs mean that I can immediately use that mana to play a spell on curve or fix my colors in a meaningful way. It can also be just an untapped land that picks up a tapped land to have open mana on an opponents turn, or picking up an early channel land to potentially threaten use. It really depends on your playstyle and what you want out of your mana base. Maybe it’s because I didn’t play with lairs when they first came out, but they have a fun feel to them that more modern cycles don’t have.

Edit: I can’t fucking word properly
 
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I dunno if they actually finished the full cycle like they did the (Obviously Better Triomes) but the Tarkir Uncommon 3 color lands make the already unplayable Planeshift lairs even more unplayable. I wouldn't fucking touch the lairs even in a Landfall deck. The Karoo's are trash but at least they make 2 mana when they tap.

Edit : I had my timing wrong, Tarkir was completing the cycle, the Tapped Tri Color lands were started in Alara.
LOL what are you smoking? karoo & friends requires an untapped land AND enter tapped, meaning you have to go down 2 mana that turn to try and use them. Lairs not only enter untapped (meaning you can use them right away) but you can tap the land you bounce losing no mana tempo that turn. How exactly is "entering tapped" a "massive power creep" over that?

and with all the utility lands released since then, calling them unplayable in landfall is just insanity. I love threatening multiple players with bojuka bog or change out your pathways or even get back the spells you converted to mana at the start of the game. "Oh did you think you were free of Ondu Inversion?" *evil laugh*

At this point I'm starting to wonder if you even actually play magic.
 
At this point I'm starting to wonder if you even actually play magic.
Yes, I have played it enough to understand that having a jacked up mana base in your 3 Color Deck so you can do something like "Oh I am gonna bounce a land once every 50 Games to get value out of a MDFC" is a terrible idea.

karoo & friends requires an untapped land
No?

Karoo.jpg

I forgot Lairs came in untapped but Karoos, and unlike the Lair it can bounce itself. (OG Karoos required untapped but the Ravnica ones are better..and they get lumped in with the OG Karoos)

calling them unplayable in landfall is just insanity.
Because you have 3 Guild colored Bounce Lands, that can bounce themselves and the Guild ones barely pass muster in my Jund Landfall deck because each one you play increases the chances of a really awkward opening hand.

utility lands released
In 3 Colors and above I play very few Utility lands, 3 Colors is the point where keeping your Mana base sensible really starts to matter, It is where I start to count MDFCs as spells rather than lands, and most of them don't even make the cut because in 3 Colors you have enough powerful cards that you really don't need to try to get value out of your lands.
 
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