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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Seachrome Coast
Image from Wizards.com

Conditional Tap Lands
- Mirrodin

Reviewed Sep. 2, 2015

Constructed: 3.50
Casual: 3.67
Limited: 3.33
Multiplayer: 3.17
Commander [EDH]: 2.75

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Card of the Day Reviews 


David Fanany

Player since 1995

Scars of Mirrodin's Conditional Tap Lands
 
I've always really liked these lands. Lands that come into play tapped are often held to favor slow decks, and since so many dual land cycles use the Invasion lands as their template, this leads to many of those cycles being held to favor slow decks as well. It was interesting to see a cycle that seemed generally better for aggressive strategies;Copperline Gorge the painlands had rotated out not long before Scars of Mirrodin was released, and these fit right in the place they had vacated (at least for the relevant color combinations). I also appreciated a certain touch that some people didn't notice at all: they all had flavor text. If it were up to me, I'd give every card flavor text; if nothing else, it's nice to have something to read when you're hanging around in between games, or you want to imagine what the air smells like over the Quicksilver Sea.
 
I would love to see this cycle completed one day, but I really don't know whether or when we're likely to return to New Phyrexia. I'm not sure it was as popular as Innistrad, much less Ravnica or Zendikar, and it was almost too good at what it did - it's terrifying and horrifying and disturbing and confronting, and that's what I remember about it more than any of the mechanics.
 
Constructed: 4/5
Casual: 4/5
Limited: 2/5
Multiplayer: 3/5
EDH/Commander: 3/5 
Michael "Maikeruu" Pierno

Today's cards of the day are the Scars of Mirrodin dual lands which enter play tapped if you control more than two lands.  These are of course excellent at the beginning of the game having no drawback until later on and that can be reduced by certain points of the mana curve relative to the cards in hand.  Like other choices these are usually better than the generic enters play tapped lands and can fit into any allied multicolor deck.
 
Constructed: 3.5
Casual: 3.5
Limited: 4.5
Multiplayer: 3.5


Armuun
Scars early-lands
 
Great in early game, terrible late game. The kind of lands you want to really budget yourself on because otherwise you run into problems later on when being able to fix, or being able to get that extra mana that turn can win you the game. it's balanced, but it feels like something's missing in these guys.
 
Constructed: 3
Casual: 3.5
Limited: 3.5
Multiplayer: 3
EDH: 2.5

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