BMoor
Deck Garage |
Fetch Lands
These cards have been around for a long time,
and they make a good argument for the subtler
ideas that players have to come to grasp as they
get to understand the game.
Newer
players might get that having a choice of land
to get is good, but they will be repelled by the
life payment. As time goes on, however, they
come to understand that A) paying 1 life is an
insignificant payment, especially when you only
have to do it once, B) getting whichever color
you need now is more important than having the
ability to tap for two or more colors of land
like other "dual land" options, C) both the
fetch land and the land it fetches come into
play untapped, which means you can effectively
tap this for mana the turn you play it, D)
coming into play tapped is a bigger drawback
than it looks like, and E) thinning lands out of
your deck is a pretty solid benefit, as it
improves your draws for future turns. Each one
of these things alone can be a little tricky to
figure out on your own, as well as to understand
the significance of, but they're all pretty
important concepts to Magic: the Gathering as a
whole (except C, but that's sort of subsumed
under D anyway) and it's nice that they're all
tied together by this card. Terramorphic Exapnse
and Evolving Wilds have been teaching newer
players B and E from the Core Set, and I'm glad
that the Core Set has a card like that, but I
kind of wish fetch lands like these would get
moved to the Core Set as well. Not just because
they're really good, or because I wish I had a
set, but because I honestly feel like the game
would be better for everybody if lands like
these were more visible.
Constructed- 4.5
Casual- 4
Limited- 3.5
Multiplayer- 4
|
David Fanany
Player since
1995 |
Onslaught (and now Khans of Tarkir) fetchlands
When I first heard that Khans of Tarkir would
contain new printings of the fetchlands that
originally appeared in Onslaught, I thought of
many things. One was the scene in Futurama where
Fry, having taken a job at the cryogenic lab,
meets someone whofroze
himself because he wanted to meet William
Shakespeare and he "assumed time was cyclical".
The second thing, and slightly less of a non
sequitur, was a Mike Flores preview article for
Onslaught back in 2002 where he revealed Wooded
Foothills and explained that he thought the
members of the cycle were the best dual lands
since Alpha.
At the time, I didn't quite get what he meant
by that, as I wasn't well-versed in the demands
of tournament Magic. I soon figured it out.
Everyone soon figured it out. Acting as extra
copies (or as certainty of drawing) for Alpha
dual lands was just the beginning, as their
appearance on the Magic scene led to endless
discussion and arguments about deck thinning,
speed, and the cost of manabases. I fully expect
that all of those will happen again, as it's
been at least one "generation" of players since
then. I fully expect it will be as loud and
inconclusive as it was in 2003.
Years after Onslaught but years
before
Khans of Tarkir, Jay Moldenhauer-Salazar wrote
an article on Wizards of the Coast's site about
how "premium" dual lands will always be among
the most expensive cards in a set, but casual
players should try and get them anyway. I've
also spent a lot of time thinking about who
exactly cards like the fetchlands are truly
essential for. If you're a high-level player,
especially one interested in Modern, then yes,
fetchlands are your first through tenth interest
from Khans of Tarkir, and may yet turn out to be
your only one. But if you're not that type of
player, are you really going to get so much more
enjoyment out of them than any other card?
They're very cool cards, but their game impact
is almost purely technical. If your interest in
the game centers on other things, you may not
even notice the statistical improvement in a
two-color deck's performance over a number of
games. If you just want to make a multicolored
deck with some of your favorite cards and play
with like-minded friends in a venue no more
public than a cafeteria, there are a multitude
of options that help you almost as much - no
less than ten of which are in Khans of Tarkir
itself.
Magic, much like life, is not a destination.
It's a journey. The cards are the vehicle. Life
is what happens between your untap step and your
discard step, and if a card doesn't make your
journey worthwhile, it doesn't need to be in
your deck.
Constructed: 4/5
Casual: 4/5
Limited: 2/5
Multiplayer: 4/5
|
Michael "Maikeruu" Pierno |
Today's cards of the day are the return of the
fetch lands from Onslaught which are for allied
colored
pairs of lands, cost one life and the sacrifice
of the fetch land itself. The enemy paired lands
from Zendikar will probably appear later in the
block, but for now these five reprints will add
quite a bit to the two and three color decks of
current formats. These will definitely appear
frequently in Standard and Modern settings and
make the option of running a three color clan
deck more viable.
In Limited getting one of these in Sealed
that is a match for two useful colors is a major
asset as it helps fix a shorted color and thin
the deck for the small price of one life. In
Booster it is a difficult choice for a first
pick as it either locks you into at least one of
the colors or sits as a rare draft in your
sidedeck. If a color is one you hope to draft or
it is outside of the first pack and is a match
for your pool then it is an easier first pick.
Constructed: 4.5
Casual: 4.5
Limited: 4.5
Multiplayer: 4.5
|