A multicolor block requires multicolor lands. Of
course, these days a non-multicolor block seems
to require them too, but that doesn't change the
fact that these lands are easy to acquire, great
to look at, and very effective. Sure, they come
into play tapped, and some players will dismiss
them based on that fact, but there was nothing
wrong with Coastal Tower and Boreal Shelf in
their respective days, and there is nothing
wrong with these either, especially in slightly
slower decks. These cards are worth more than
their weight in gold in limited, where a
three-color spell played at the right time can
make all the difference.
The 5 Shards comes into play tap lands.
Not as great as the Vivid lands from Lorwyn, but
for Shards block they are a must for any Shard
A good addition to any EDH deck.
Sealed deck they are life savers for making a
3-color deck work more smooth. Draft there are
the best to pick up first. Very few bombs are
better in drafting. Being uncommon they are not
going to show up much, but you never know.
Overall the perfect mana fix cards for this set.
They are uncommon and they come into play tapped
to keep it more or less balance.
Shards CIPT Lands
Wizards supposedly has a policy that they try
not to make older cards obsolete as they print
newer cards (the theory being that no matter
what packs you open there will be playable cards
in them) however they thew that rule out the
window here. These 5 lands are better than their
two-color forebearers (coastal tower etc) in
every way. In limited they are the glue (along
with obelisks and search lands) that hold the
format together. In constructed they may start
to take the place of Vivids in some places.
Don't expect to seem them in any of the older
formats however. In casual they are a god-send
to the budget deck builder who can't afford the
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