Ironically, it's a nonbasic land that rewards
you for playing basic lands. On the first turn,
this will always come into play-- excuse me,
enter the battlefield-- tapped, meaning it's no
better than the tapped lands of old when it
comes to faster decks. But later in the game, it
can come down untapped, meaning that this style
of dual land caters to the slower deck, the one
that doesn't necessarily need to have a turn one
play. It also encourages the use of basic lands,
in a format full of intense multicolor cards and
multicolor requirements. These duals, along with
Anathemancer, may help push Standard back to the
use of fewer colors in decks.
Constructed- 3.5
Casual- 3.5
Multiplayer- 3.5
Limited- Not enough information
David Fanany
Player since
1995
Drowned Catacomb
Is this card most comparable to Salt Marsh? To
Watery Grave? To (gasp!) Underground Sea? How
about none of the above? Like many of the M10
cards we've seen so far, it stands somewhat on
its own, and has charm and merit all its own.
Drowned Catacomb and the rest of its cycle are a
beautiful, powerful, and elegant new dual lands
for a new era of Magic.
Constructed:
I think these new non-pain lands will be great
for Standard. Come into play tap is not that
bad. This should be great for new players to
collect and use for tournament play also.
Casual & Multiplayer:
Most casual and multiplayers use mono color
decks for fun. This should really help out the
two color decks. Late game they will never have
to wait for their CIPT.
Limited:
M10 will be very interesting to see how it will
be drafted. What colors will be most draft
together. Will they help each other out to. With
alot of new unkown cards it will be exciting to
see what will happen.
Overall I am very pleased with the new lands,
hope everyone else likes them to. Cann't not
wait for M10.
Constructed: 4
Casual: 3
Multiplayer: 3
Limited: 3
Later
Miguel
Paul
Magic The Gathering COTD: Drowned Catacomb
Welcome back readers today we have Drowned
Catacomb, one member of the new allied colored
lands being introduced in Magic 2010. I’m
assuming we are reviewing these cards as a cycle
and not just the individual color combinations
of cards. These new allied lands come into play
tapped unless you control either of the
respective land allies. Drowned Catacomb and its
ilk herald a return to more basic land oriented
format.
After the dominance of Five color control decks
and Reflecting Pool/ Vivid land bases wizards is
heralding a return to basic lands matter and a
focus on maximum three color decks. In standard
with the introduction of these lands I doubt
they will make too much of a difference until
rotation, minus the fact they will be replacing
the allied painlands such as Adkar Wastes,
Battlefield Forge ect.
In extended the availability of painlands,
tribal, shock and even filter lands along with
Reflecting Pool and vivids means these may or
may not see play outside of two color decks that
utilize a fair amount of basics. In legacy and
vintage the effect will be minimal if any. In
casual and multiplayer duel lands that don’t
damage a player will be looked upon kindly by
casual players, in a place where two color decks
are more likely these lands are a perfect
offering to casual players looking to stabilize
their mana bases. In limited if you’re in color
these lands are always a worthy addition to
limited decks. Overall these lands are a great
boon for casual and budget constrained players
as well as a legitimate choice for tournament
decks utilizing basics and a stable two color
mana base.