Did anybody else happen to follow ymtc?
If not heres the
latest vote. In my personal opinion this is one of the more dissappointing options.
To have a resonable effect, it needs to be played on turn 2, in modern turn 4 kills are kindof the norm and for discard spells were looking at blightning or wrench mind as the more desirable discard spells. From there the opponent has to think of what they discard to limit your gain. Or through thoughtseize or inquisition you get to choose whether you want to gain in a certain way or make sure you take out a card even if you dont gain too much.
Why would this be dissappointnimg? Its adding thought to the game, allowing oppressive synergy to exsist. Oppressive synergy at low mana isnt supposed to be one sided, it needs to come at a high cost if it is. This probably wont be turn one or two, maybe three but three is a bit late for modern playability. The more dissappointing part is we chose black enchantment instead of lands.
Aka #teamlands
Lands are the cause of mana screw, mana flood
They are the cause for unfun games or scary moments turned exciting opportunity
The lands are the ebb and flow, and theros lands allow you to control it.
My favorite lands thus far are fetch lands, new benalia and halimar depths. The reason for this is that they provide so much more than just a land, they provide prediction and hope. Fetch lands make sure you'll less likely to draw a land and if you know your top card, you can get rid of it. Halimar depths sets up you next three turns. Or lets you draw a good card then fetch away the rest. Halimar is indeed a favorite of mine. Land drops become more certain.
Now theros scry lands probably are not modern playable, and i am certain not legacy or vintage. However i could see standard and commander becoming a lot more fun. Where land screw or flood will become much much less rare (or possibly 1card less rare). Sure this means aggro decks dont have super lands for sick aggro draws. But thats why ravnica exsists, naya blitz has shocklands to enjoy. Scry lands are the begginning of something beatiful. Where magic no longer turns into a game of who gets land flooded or screwed first. Where lands can help you get lands, or possibly avoid them.
Now im not saying they will solve every problem and every game. But i will say acoiding 1 card is a lot. Similar to fetch lands except versitile in a different way. Statistically if you have 2 theros lands in your starting 7 and are playing first with a 24 land deck you have a 22/53 chance to draw a land. After playing a theros land that either becomes 100% or 22/52, on the next turn if it still wasnt drawn its a 22/51 after playing another theros land its either 100% or 22/50. Theros lands arent just durdling, they provide a lot of value. Essentially another card out of your deck for no card disadvantage, the only sacrifice is board pressence. But wraths and sweepers usually handle that pretty well.
I will say these lands are no halimar depths. You cant keep a one land hand and confidently find your second. However what they are good for is fixing and getting rid of bad draws early and late at the sacrifice of possibly not being able to make the plays youd like to
In all im very very excited about these theros lands. Even if they arent great, they are the beginning of what i hope becomes more common, fetches, scrys and indexing of you library to make sure you hit the cards you want and avoid the ones you dont.
Just wait for the pain scry lands. They may be single color producing. But they'll come one day, hopefully....