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Author Topic:   The Post for Theros
thror
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posted September 05, 2013 09:30 PM   Click Here to See the Profile for thror Send a private message to thror Click to send thror an Instant Message Edit/Delete Message Reply With Quote 
these lands are bad. these are rare? ewwwww

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chaos021
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posted September 05, 2013 09:39 PM   Click Here to See the Profile for chaos021 Click Here to Email chaos021 Send a private message to chaos021 Click to send chaos021 an Instant Message Edit/Delete Message Reply With Quote View chaos021's Have/Want ListView chaos021's Have/Want List
quote:
Originally posted by thror:
these lands are bad. these are rare? ewwwww


Kinda turns you off to buying a box, right?

 
WeedIan
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posted September 05, 2013 10:19 PM   Click Here to See the Profile for WeedIan Click Here to Email WeedIan Send a private message to WeedIan Click to send WeedIan an Instant MessageVisit WeedIan's Homepage  Edit/Delete Message Reply With Quote View WeedIan's Have/Want ListView WeedIan's Have/Want List
Scry tap lands

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thror
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posted September 05, 2013 10:19 PM   Click Here to See the Profile for thror Send a private message to thror Click to send thror an Instant Message Edit/Delete Message Reply With Quote 
quote:
Originally posted by chaos021:
Kinda turns you off to buying a box, right?

i don't buy boxes anyway. you lose money unless you get them for like 80/ea, and around here that doesn't happen. turns me off from limited though. i almost expect people to leave these lying around with their bad draft commons/uncommons at larger events.

the only way these get played at all is if next years core set AND fall set have worse lands. which is quite frankly unthinkable. i'm perplexed that people at wotc were 'excited' about these. scry 1 on a guildgate should NOT move it from common to rare.

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Boston
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posted September 05, 2013 10:20 PM   Click Here to See the Profile for Boston Click Here to Email Boston Send a private message to Boston Click to send Boston an Instant Message Edit/Delete Message Reply With Quote View Boston's Have/Want ListView Boston's Have/Want List
quote:
Originally posted by chaos021:
Kinda turns you off to buying a box, right?

It was borderline anyway... and this seals the deal.

 
Pail42
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posted September 05, 2013 11:01 PM   Click Here to See the Profile for Pail42 Send a private message to Pail42 Click to send Pail42 an Instant Message Edit/Delete Message Reply With Quote 
IMHO these lands are reasonably powerful, but I agree they don't have much wow-factor. I think they will find spots in decks, especially if the format is slow and control-y.

Re: random ally/enemy pairings, they will complete the full cycle of ten in the block. http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/ld/263 "the previous year in Standard had extra time with the Return to Ravnica shocklands, and that the Gatecrash color pairs could use some extra time in the spotlight, so that is the model we went with. This left us with five more for the rest of the block. What will the order be for their release? You'll have to wait and see."

Other tidbits from the article. They wanted them to be worse than the shocklands and the fetchlands in terms of enabling 3-color decks "we wanted them to not play so well with the Ravnica dual lands that decks would be three colors by default"

"There was some concerns within development that the scry lands might be too powerful" ... "Now, most decks don't have too many turn-one plays, so the cost of the land coming into play tapped on turn one is very low." tells me they expect a very slow standard.

 
chaos021
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posted September 05, 2013 11:09 PM   Click Here to See the Profile for chaos021 Click Here to Email chaos021 Send a private message to chaos021 Click to send chaos021 an Instant Message Edit/Delete Message Reply With Quote View chaos021's Have/Want ListView chaos021's Have/Want List
quote:
Originally posted by Pail42:
Other tidbits from the article. They wanted them to be worse than the shocklands and the fetchlands in terms of enabling 3-color decks "we wanted them to not play so well with the Ravnica dual lands that decks would be three colors by default"

"There was some concerns within development that the scry lands might be too powerful" ... "Now, most decks don't have too many turn-one plays, so the cost of the land coming into play tapped on turn one is very low." tells me they expect a very slow standard.


Well they did a bang-up job on the suck factor, but I fail to see how this limits 3 color decks? Losing Farseek and check lands did that all on its own. What am I missing?

 
WinkyBlitzen
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posted September 05, 2013 11:26 PM   Click Here to See the Profile for WinkyBlitzen Click Here to Email WinkyBlitzen Send a private message to WinkyBlitzen Click to send WinkyBlitzen an Instant Message Edit/Delete Message Reply With Quote View WinkyBlitzen's Have/Want ListView WinkyBlitzen's Have/Want List
quote:
Originally posted by chaos021:
Well they did a bang-up job on the suck factor, but I fail to see how this limits 3 color decks? Losing Farseek and check lands did that all on its own. What am I missing?

The entitlement factor kind of tilts me here. Playing 3+ color decks isn't always supposed to be easy. Playing a format where you have trips green, red, and black by turn 5 is like ice cream. Good in moderation, but at a certain point, you get sick.
And to answer your question, what they are saying is that if they printed a cycle at a similar power level in concert with shocks like the checklands then it would not limit the ease and efficiency of constructing 3 color decks.

 
JayC
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posted September 05, 2013 11:30 PM   Click Here to See the Profile for JayC Click Here to Email JayC Send a private message to JayC Click to send JayC an Instant Message Edit/Delete Message Reply With Quote 
quote:
Originally posted by thror:
i don't buy boxes anyway. you lose money unless you get them for like 80/ea, and around here that doesn't happen. turns me off from limited though. i almost expect people to leave these lying around with their bad draft commons/uncommons at larger events.

the only way these get played at all is if next years core set AND fall set have worse lands. which is quite frankly unthinkable. i'm perplexed that people at wotc were 'excited' about these. scry 1 on a guildgate should NOT move it from common to rare.


You won't leave them around when they're a worth $2 - $5.


 
Zeckk
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posted September 06, 2013 01:31 AM   Click Here to See the Profile for Zeckk Click Here to Email Zeckk Send a private message to Zeckk Click to send Zeckk an Instant MessageVisit Zeckk's Homepage  Edit/Delete Message Reply With Quote View Zeckk's Have/Want ListView Zeckk's Have/Want List
quote:
Originally posted by chaos021:
Kinda turns you off to buying a box, right?

Hardly. Competitive players will want the optimal land base, and while its hardly a huge jump from a guildgate to a temple, it IS a jump. Besides, the God cycle, the dragon, the merfolk elemental, thoughtseize, lion, etc. all make me confident about picking up a box.

 
JoshSherman
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posted September 06, 2013 04:36 AM   Click Here to See the Profile for JoshSherman Click Here to Email JoshSherman Send a private message to JoshSherman Click to send JoshSherman an Instant MessageVisit JoshSherman's Homepage  Edit/Delete Message Reply With Quote 
Weren't we told these would be better than the M10 lands? I don't think they are. I'd much rather play an untapped land than scary one. The only time they are better is turn one if you don't have a turn one play or if you don't have any other types of lands to drop.

They aren't strictly worse, but I think overall they are worse. And printed like that they certainly shouldn't be rare.

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ErikTheMighty
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posted September 06, 2013 04:53 AM   Click Here to See the Profile for ErikTheMighty Click Here to Email ErikTheMighty Send a private message to ErikTheMighty Click to send ErikTheMighty an Instant Message Edit/Delete Message Reply With Quote View ErikTheMighty's Have/Want ListView ErikTheMighty's Have/Want List
The only upside to these lands I can see is how much more likely they make it that we'll be seeing a reprint of fetches next fall.

See you in a year!

[Edited 1 times, lastly by ErikTheMighty on September 06, 2013]

 
Vegas10
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posted September 06, 2013 05:32 AM   Click Here to See the Profile for Vegas10 Click Here to Email Vegas10 Send a private message to Vegas10 Click to send Vegas10 an Instant Message Edit/Delete Message Reply With Quote View Vegas10's Have/Want ListView Vegas10's Have/Want List
we know there bad because they are only going to see some play by default not because you really want them in your standard deck, they will come into play tapped when you need them not to more often than the scry ability will really make a difference, again due to lack of better option will see play.
 
flam flawless
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posted September 06, 2013 05:51 AM   Click Here to See the Profile for flam flawless Click Here to Email flam flawless Send a private message to flam flawless Click to send flam flawless an Instant Message Edit/Delete Message Reply With Quote View flam flawless's Have/Want ListView flam flawless's Have/Want List
The only decks IMO these new scry lands will see play in is EDH...or if the meta slows to a crawl, which I don't foresee anytime soon.
 
hilikuS
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posted September 06, 2013 06:07 AM   Click Here to See the Profile for hilikuS Click Here to Email hilikuS Send a private message to hilikuS Click to send hilikuS an Instant Message Edit/Delete Message Reply With Quote View hilikuS's Trade Auction or SaleView hilikuS's Trade Auction or Sale
So according to these set numbers on the Salvation spoiler, there's 1 more land to be spoiled. Maybe it'll be really cool.
 
skizzikmonger
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posted September 06, 2013 06:10 AM   Click Here to See the Profile for skizzikmonger Click Here to Email skizzikmonger Send a private message to skizzikmonger Click to send skizzikmonger an Instant Message Edit/Delete Message Reply With Quote 
I need a play set of these

~Reaper of the Wild
2BG
Creature-Gorgon
Whenever another creature dies, scry 1.
B: Reaper of the Wild gains deathtouch
until end of turn.
1G: Reaper of the Wild gains hexproof
until end of turn.
4/5

 
jbark
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posted September 06, 2013 06:12 AM   Click Here to See the Profile for jbark Click Here to Email jbark Send a private message to jbark Click to send jbark an Instant Message Edit/Delete Message Reply With Quote View jbark's Have/Want ListView jbark's Have/Want List
That reaper of the wild looks fairly good...
 
Pail42
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posted September 06, 2013 07:01 AM   Click Here to See the Profile for Pail42 Send a private message to Pail42 Click to send Pail42 an Instant Message Edit/Delete Message Reply With Quote 
quote:
Originally posted by JoshSherman:
Weren't we told these would be better than the M10 lands?

We were only told they were different.

 
AGO
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posted September 06, 2013 07:53 AM   Click Here to See the Profile for AGO Click Here to Email AGO Send a private message to AGO Click to send AGO an Instant Message Edit/Delete Message Reply With Quote View AGO's Trade Auction or SaleView AGO's Trade Auction or Sale
OMG crappy rares! How dare they do this to us!
 
chaos021
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posted September 06, 2013 08:33 AM   Click Here to See the Profile for chaos021 Click Here to Email chaos021 Send a private message to chaos021 Click to send chaos021 an Instant Message Edit/Delete Message Reply With Quote View chaos021's Have/Want ListView chaos021's Have/Want List
quote:
Originally posted by WinkyBlitzen:
The entitlement factor kind of tilts me here. Playing 3+ color decks isn't always supposed to be easy. Playing a format where you have trips green, red, and black by turn 5 is like ice cream. Good in moderation, but at a certain point, you get sick.
And to answer your question, what they are saying is that if they printed a cycle at a similar power level in concert with shocks like the checklands then it would not limit the ease and efficiency of constructing 3 color decks.

I didn't say it was supposed to be easy, but according to what some guy was quoted in the article for Theros, it was implied that whatever cycle of lands they printed would make playing more than 2 colors more difficult. I don't exactly see how it becomes all that more difficult. I guess it might be slower? Maybe that's what they're aiming for.

quote:
Originally posted by Zeckk:
Hardly. Competitive players will want the optimal land base, and while its hardly a huge jump from a guildgate to a temple, it IS a jump. Besides, the God cycle, the dragon, the merfolk elemental, thoughtseize, lion, etc. all make me confident about picking up a box.

So how many are you planning on buying?

[Edited 1 times, lastly by chaos021 on September 06, 2013]

 
Pail42
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posted September 06, 2013 09:23 AM   Click Here to See the Profile for Pail42 Send a private message to Pail42 Click to send Pail42 an Instant Message Edit/Delete Message Reply With Quote 
quote:
Originally posted by chaos021:
I didn't say it was supposed to be easy, but according to what some guy was quoted in the article for Theros, it was implied that whatever cycle of lands they printed would make playing more than 2 colors more difficult. I don't exactly see how it becomes all that more difficult. I guess it might be slower? Maybe that's what they're aiming for.

"We needed duals that you would be able to run twelve of if you really wanted to force a twenty-four-dual-land mana base like Return to Ravnica Standard, but that would have enough of a downside that it was a well thought-out decision rather than something with little to no opportunity cost.
...
If you want to run a three-color deck, you will run into more situations where you are playing lands tapped when you don't want to, or taking more damage from your shocklands than you did in the previous year. We don't want to keep three-color decks from existing, just make them feel different from the previous year and give a lot of good reasons for deciding to play two colors instead."

PS, slower IS "more difficult".

 
GenghisTom
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posted September 06, 2013 10:25 AM   Click Here to See the Profile for GenghisTom Click Here to Email GenghisTom Send a private message to GenghisTom Click to send GenghisTom an Instant Message Edit/Delete Message Reply With Quote 
Looks like Serra's Sanctum has risen roughly $10 in the last few weeks
 
WinkyBlitzen
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posted September 06, 2013 10:50 AM   Click Here to See the Profile for WinkyBlitzen Click Here to Email WinkyBlitzen Send a private message to WinkyBlitzen Click to send WinkyBlitzen an Instant Message Edit/Delete Message Reply With Quote View WinkyBlitzen's Have/Want ListView WinkyBlitzen's Have/Want List
quote:
Originally posted by chaos021:
I didn't say it was supposed to be easy, but according to what some guy was quoted in the article for Theros, it was implied that whatever cycle of lands they printed would make playing more than 2 colors more difficult. I don't exactly see how it becomes all that more difficult. I guess it might be slower? Maybe that's what they're aiming for.

So how many are you planning on buying?


It makes the more difficult in the sense that you'll be less willing to play as many of these in a deck than you would be with check lands. Coming in to play tapped is a real cost, which means you need to limit the amount of these lands that you can play, which means you have to play more basics, which means 3 color manabases are less consistent.

 
revenger
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posted September 06, 2013 11:35 AM   Click Here to See the Profile for revenger Click Here to Email revenger Click to send revenger an Instant MessageVisit revenger's Homepage  Edit/Delete Message Reply With Quote 
scry lands. Hella sucky. I woulda been happy with the painlands.

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WinkyBlitzen
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posted September 06, 2013 11:55 AM   Click Here to See the Profile for WinkyBlitzen Click Here to Email WinkyBlitzen Send a private message to WinkyBlitzen Click to send WinkyBlitzen an Instant Message Edit/Delete Message Reply With Quote View WinkyBlitzen's Have/Want ListView WinkyBlitzen's Have/Want List
I think the UB and BW ones might be a little underrated early on due to the disappointment factor (guildgates are commonz, come on!!!). The effect of Scry one is actually pretty substantial for control, and the fact that these are replacing the check lands also makes aggro a little worse, which contextually makes control better.
 

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