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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Temple of Mystery
Image from Wizards.com

Scry Lands
- Theros

Reviewed Sept. 4, 2015

Constructed: 3.67
Casual: 3.88
Limited: 3.88
Multiplayer: 3.50
Commander [EDH]: 3.75

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

Theros' Scry Lands
 
If you were on forums in the lead-up to Theros, you no doubt remember that there was some disappointment when that block's dual land designs were revealed. Most of those same people ended up playing Theros' scry lands in decks they posted publicly on those same forums, which should have taught us all an important lesson about the internet. There's a good reason scry has become an evergreen mechanic - much like a dual land, it's something that every deck can make use of, and much like Worldwake's animating dual lands, combining two good things gives you something even better. The creative department also did another good job of using the lands as worldbuilding; the fact that each of them is a temple highlights the role of religion and the gods on Theros. (Actually, considering how much of the block is inspired by the God of War video games, I was sort of expecting some climactic piece from Journey into Nyx that showed Ajani slashing Heliod to pieces in a backdrop that resembled but was legally distinct from the Chamber of the Flame. Perhaps next time . . .)
 
Until next week, play with lands that come into play tapped. A lot of them are really, really good.
 
Constructed: 4/5
Casual: 4/5
Limited: 3/5
Multiplayer: 4/5
EDH/Commander: 4/5
Mattedesa

Deck Garage

Today's cards of the day are the Scry dual lands from Theros which enter play tapped and have you Scry 1.  While Scry is a nice benefit and these are obviously better than generic dual lands, these are only a little better than the gain one life lands and do not offer as much potential as the top creature lands.  In a Scry supported deck or one where filtering is critical these have added value, but overall they won't see play over options that can enter play untapped.
 
Constructed: 3.5
Casual: 3.5
Limited: 4.5
Multiplayer: 3.5


Armuun

Scry-lands
 
These always annoyed me. Sure, scry is good, but for that peek, you're effectively setting yourself back that turn. Except on turn 1. Late game, they're alright, but not scary good. It's nice that it does something, but i'm personally wary about lands that ETB tapped. 
 
Constructed: 3.5
Casual: 4
Limited: 4
Multiplayer: 3
EDH: 3.5

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