David Fanany
Player since
1995 |
Urza's Tower
My first encounter with Urza's Tower was even
longer ago than my first encounter with Kird
Ape, which I alluded to in this space last July.
It was also under an opponent's control -
Chronicles had just come out, and I was a
follower of core sets (I still am, in fact). I
think the guy only owned one of each of the
"pieces", and got them all together about as
often as you might expect. We liked how
evocative the pieces were, and how they hinted
at things going on that made this multiverse
different from other fantasy settings, but I
think we didn't know how to use them as much as
later generations would.
Actually, to be perfectly honest, I'm still kind
of in two minds about the Urza lands now. On the
one hand, it's hard to feel more powerful than
you do when you have them together. Sol Ring
produces two mana for a mana cost of one, and
the Tower here produces three for a cost of,
technically, zero. But how do you get them all
together? If you have four of each, that's
already about half your land base or more, which
probably pushes out a lot of color-intensive
cards and a few cards that aren't especially
intensive by comparison. You can play blue's
mass card-drawing and green's efficient
land-searching, but when you play enough of
either of those, you get an advantage with or
without the Urza lands - and when you do have
them all, what are you really going to use them
to cast? A huge Fireball or a dragon is the easy
answer, but you could do so just as easily (and
sometimes more easily) with just regular lands,
either mass-drawn with blue or searched with
green.
Ironically, the answer to the best use for these
most ancient of mana-producers may come from
something that's sort of hyper-modern in design:
the Eldrazi. An entire tribe of extremely
expensive, extremely devastating cards that are
mostly colorless spells seems tailor-made for
the Urza lands.
Constructed: 3/5
Casual: 4/5
Limited: 3/5
Multiplayer: 3/5
EDH/Commander: 3/5
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