Jeff Zandi is a five time pro tour veteran who has been playing
Magic since 1994. Jeff is a level two DCI judge and has
been judging everything from small local tournaments
to pro tour events. Jeff is from Coppell, Texas, a suburb
of Dallas, where his upstairs game room has been the
"Guildhall", the home of the Texas Guildmages,
since the team formed in 1996. One of the original
founders of the team, Jeff Zandi is the team's
administrator, and is proud to continue the team's
tradition of having players in every pro tour from the
first event in 1996 to the present.
Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor
Dolf
BeJoSe
Columnists
Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
IQ
Aburame Shino
Rare Hunter
Tim Stoltzfus
WiCkEd
Judge Bill's Corner
Trading Card Game
Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports
Other
Color Chart
Book Reviews
Online Play
MTG Links
Staff
This Space For Rent
|
|
The
Southwestern Paladin
Shock Lands
Ravnica's New Dual Lands Are The Best in Ten Years
August 19th, 2005 by Jeff Zandi
Dual lands are coming
back to Magic: the Gathering. Ever since the original dual
lands were discontinued after the Revised Edition, players
have waited for a solution to their multi-colored mana
needs. Wizards of the Coast has tried many concepts to
create lands that can create multiple colors of mana without
reprinting the original very powerful dual lands. After many
attempts, the most important perhaps being the "friendly
colored" pain lands
originally printed in Ice Age and the "unfriendly colored"
pain lands originally printed in Apocalypse. On Thursday,
Wizards of the Coast unveiled
one of the new dual lands that will appear in Ravnica: City
of Guilds when it is released on October 7th.
Here is the link to that article from
www.magicthegathering.com
http://www.wizards.com/default.asp?x=mtgcom/arcana/887
This land is called Temple Garden and it taps for either
green or white mana. As Temple Garden comes into play, you
may pay two life. If you don't, Temple Garden comes into
play tapped instead.
This land, and the nine others that we will all soon learn
more about, are very versatile and provide the best reusable
multi-colored mana sources since the original dual lands!
There is more to talk about the new dual lands and the place
that they will hold in the game of Magic in the future.
Meanwhile, while you're letting the
image and game text of the new dual land sink in, here's a
look back at some
of the notable attempts that Wizards of the Coast has made
to come up with something almost as good as the original
dual lands.
EARLY ATTEMPTS TO REPLACE DUAL LANDS
Ice Age became the first large scale expansion to Magic: the
Gathering, at least in the sense that sets are now defined,
when it arrived in the Fall of
1995. Ice Age featured five lands that would go on to become
known universally as "pain lands". These five lands, one for
each of the allied colored mana pairings, could tap for
either of two colors of mana while doing one point of damage
to you. Each of these lands could also be tapped for
colorless mana without causing you any damage. These five
lands included
Adarkar Wastes, Karplusan Forest, Sulfurous Springs,
Brushland and Underground River. These pain lands were not
immediately popular, but were widely adopted once the
original dual lands were no longer allowed in Standard
Constructed (Type II). It is interesting to note that Ice
Age also included Land Cap and four other allied mana
colored "Depletion Lands". Land
Cap came into play untapped and could be tapped for either
white or blue mana, after which a Depletion counter was
placed on the land. At the beginning of your turn, lands
with Depletion counters do not untap, but do have one
Depletion counter removed from it. In other words, the
depletion lands didn't do damage to you, but could only be
tapped for mana once every other turn. In the first Pro
Tour, in January 1996, all of the top eight decklists
included multiple Ice Age pain lands but none of the
unpopular depletion lands.
In the Fall of 1996, Mirage introduced the first lands known
as "fetch lands". These lands came into play tapped. Once
untapped, each of these five
fetch lands could be tapped and sacrificed to search your
library for one of
two allied basic land types. Flood Plain, for example, could
be sacrificed to find either an Island or a Plains and put
that card directly into play, after which you shuffled your
library. The five fetch lands printed in Mirage were limited
to the five allied mana color combinations, blue/white,
white/green, green/red, red/black and black/blue. The
exciting thing about these cards was that they could be used
to retrieve the original dual lands from your library, since
the original dual lands are considered each of two different
basic land types (though the dual land was not a basic land
itself).
Although pain lands were introduced to the Magic world in
the Fall of 1995, it would five and a half years before the
non-allied mana combinations would
have pain lands for them. In the late Spring of 2001,
Apocalypse arrived with pain lands for blue/green,
green/black, black/white, white/red and red/blue.
A year later, Onslaught introduced a new kind of "fetch
land" in the Fall of
2002. Onslaught featured five new fetch lands including
Wooded Foothills, Windswept Heath, Polluted Delta, Flooded
Strand and Bloodstained Mire. Each of these lands come into
play untapped. Each can be sacrificed, along with the cost
of one life point, to search your library for one of two
different land types. That land is then put directly into
play untapped. Like the fetch lands from Mirage many years
before, the Onslaught fetch lands are also capable of
retrieving the original dual lands from your deck. For
players of more modern constructed formats, the value of the
Onslaught fetch
lands was two-fold. First, you could access one of two
different land types with just one card. Fetching for the
land helped to thin your deck, so that a turn one fetch land
sacrificed to put a land into play on turn one had the
effect of reducing your deck size by one card, making it
somewhat more likely for you to draw your important non-land
cards. These fetch lands also
have an advantage against aggressive land destruction decks,
since these fetch lands could be sacrificed in response to
any attempt made to destroy the fetch land.
RAVNICA'S SHOCK LANDS BEST DUAL LANDS SINCE THE ORIGINALS
When I first saw the Temple Garden card on the Magic website
yesterday, I didn't bother to read all the text, I only saw
that the land tapped for green or white mana and that you
took two points of damage when you first played the land.
Learning that I could have this land come into play tapped
if I didn't want to take any damage only made me love this
card more. There is a time when I am usually very happy to
have my land come into play tapped. This moment comes in
every game I play. I call that moment TURN ONE.
Yes, sometimes you have a Llanowar Elves card or a Birds of
Paradise or some
other card you need to play on turn one, but when you don't
have a need for turn one mana, go ahead and get one of your
new dual lands into play tapped and save yourself two points
of damage. All you are risking is the knowledge
that you give your opponent that you aren't going to do
anything on turn one. I don't think this is a big problem
most of the time.
Ah, but what to call these amazing new lands. A Texas Magic
player I know named Brandon Borowicz coined the term "Shock
Lands" since these lands essentially shoot you in the face
with a two point Shock spell when you put them into play
untapped. I can't say for sure that he invented the term
himself, but I think he did. I think shock lands is a good
name because its not a name you will confuse with fetch
lands or pain lands. Of course, in a year or so, I think
these cards will simply be called dual lands.
Today, we only have Temple Garden to look at, but there are
nine more of these dual lands to look forward to. The
strange thing is, the rumor mill says that these cards will
be released across all three sets of the Ravnica block.
According to those "in the know", four of the new dual lands
will be released in Ravnica: City of Guilds. These four
include the green/white Temple Garden (of course),
green/black Overgrown Tomb, red/white Sacred Foundry and
blue/black Watery Grave. According to these sources,
Guildpact will bring us the black/white, red/green and
red/blue dual lands in February
while the black/red, blue/green and blue/white dual lands
will arrive in the
late Spring's release of Dissention.
I believe these new lands make the future of constructed
Magic very bright indeed. I personally think that
introducing all ten of the dual lands in
Ravnica: City of Guilds would make the most sense, I can
understand Wizards'
desire to put chase cards in all three sets of the Ravnica
block. These new dual lands are going to be great for
players. Aggressive decks will not mind
taking the damage early in the game to get several dual
lands into play.
Control players will have many opportunities to play their
dual lands tapped
when necessary to preserve their precious life point total.
These lands offer real answers to all types of play while
providing the best multi-colored sources of mana since the
original dual lands of 1994.
Of course, I'd love to find out what YOU think!
Jeff Zandi
Texas Guildmages
Level II DCI Judge
zanman@thoughtcastle.com
Zanman on Magic Online
|