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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Battlefield Forge
Image from Wizards.com

Enemy Pain Lands
- Apocalypse

Reviewed Aug. 24, 2015

Constructed: 4.17
Casual: 4.00
Limited: 4.17
Multiplayer: 4.00
Commander [EDH]: 4.50

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

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David Fanany

Player since 1995

Apocalypse's Enemy Pain Lands
 
Apocalypse marked a significant milestone in the history of dual lands. It was the first time since the age of the original duals that Standard had had a cycle of ten lands, one for each two-color combination, that all used the same mechanic. This put all of those combinations on an equal footing, at least theoretically. As I'll mention again when we talk about Ravnica, a dual land is fundamentally just something that lets you cast spells, and people will still gravitate towards strong cards in tournaments and towards cards they like for more casual settings. 
 
But beyond that, Apocalypse's pain lands were emblematic of a set that wanted to do things. It was the first hint we got that Wizards of the Coast was thinking seriously about whether and how Magic should involve enemy colors. Although we didn't know it yet at the time, the idea that enemy colors should be hard to use together was beginning to crumble, and the designers were thinking about what would happen when green teamed with black or when red hybridized with white. It was a set of innovative designs, not all of which took - I'm still waiting for a modern-day reference to the Volvers.
 
Don't look at your Origins Yavimaya Coasts and think about how painlands are a well-trodden road. Look at them and think about how, without Apocalypse, there would have been no multicolor in the modern era.
 
Constructed: 4/5
Casual: 4/5
Limited: 3/5
Multiplayer: 4/5
EDH/Commander: 4/5

Michael "Maikeruu" Pierno

Today's cards of the day are the enemy color  pain lands or dual lands that deal one damage to you when tapped.  These are obviously inferior to the original dual lands both in not having the basic land types and in the cumulative damage dealt over time from using them.  They do have the backup option of tapping for a colorless mana which is very beneficial after the first few turns and keeps the land from being unusable later in the game.  Being enemy colors can impact the types of decks they are used in, but they are equal in ability to the allied color lands and add overlap for multiple color builds.
 
Overall these are solid lands that are useful when the original dual lands aren't available due to cost or format.
 
Constructed: 4.0
Casual: 4.0
Limited: 4.0
Multiplayer: 4.0


Armuun

Enemy Painlands
 
It's pretty much the same as the regular painlands. Great for filtering early, good for colorless "free" mana late game. There's never really a bad time to have them, but you never want to run them as your complete landbase for obvious reasons.
 
Constructed: 4.5
Limited: 4.5
Casual: 4.0
EDH: 5.0
 
Also, If you've got a minute, I'm doing a fundraiser for a car. I'm really in a bad way without one folks. Take a look, share, or donate if you can. I'd really appreciate it :D -  http://igg.me/at/jptLQTh8JGQ


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