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Opposing Color
Pain Lands There are two main things to take into consideration when building or finishing off a deck. The quality and synergy between the spells you play in your deck are very important, but no matter what spells you draw in a game, you can't cast them if you don't have the right mana to play them. Mana consistency is just as important as the spells that you play in your deck, because losing to not having the right spells, or losing with a hand full of spells you can't cast both have the same end result. No matter how well you build your deck, you can't prevent not drawing enough land, but you can improve the consistency of the type of land that you draw. One way that you can do this is by playing a mono-colored deck, but by doing that you weaken the choices that you have in the other aspect of building your deck, which is the quality of your spells. The other way that you can do it is by using a correct ratio of land types, but also using lands that produce multiple colors in your deck to add more forgivness in drawing the right colored land. The best of these lands were, of course, the dual lands, lands that provided every combination of two colors of mana with virtually no drawback, other than being a non-basic land. Unfortunately, these are no longer availible in Type 2, so they aren't really an option in alot of cases. The next viable dual-colored lands that came about were the Ice Age "pain lands", named because of their ability to produce either color of friendly colors at the price of 1 damage. In Tempest there were the come into play tapped pain lands that provided mana for colors that weren't friendly for 1 damage, but, they came into play tapped, making them signifigantly weaker than the Ice Age pain lands. Invasion brought the "new dual lands", lands that come into play tapped, but produce either mana of allied colors with no drawback. All of these lands are great if you want to play a deck with two colors that are allied, but what if your deck plays colors that aren't? Up until now, you would have to play basic lands and just hope to draw the right type of land for the draw that you get, but Apocoplypse brings the first playable opposing colored lands to come along in a while, doing essentially what the Ice Age pain lands did, but for opposing colors. This brings great consistency to many archetypes, making the type of land that you draw alot better in most games. One deck that could greatly benefit from the addition of these lands is a White/Black control deck, not only utilizing Cave of Koilos, but alot of the other cards in Apocolypse. Another deck type that the opposing colored painlands would fit well into is Blue/Green Opposition. Opposition is a very strong archetype, all of its cards have great synergy, but having a land that produces both of its colors at a minimal drawback will give it a great boost in consistency. The Blue/Red painland plus a few other cards from Apocolypse might bring life to a controlish deck using countermagic and direct damage to deal with threats. Apocolyspe brought what may not seem like alot with the opposing color painlands, but they offer great consistency to deck types that might have otherwise had trouble drawing the colored mana that it needed to function. Will new archetypes be formed just because of them? Probably not, but they will certainly make existing ones alot better. Good luck, and may your mana draws be great.
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Biography
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