A 2-mana 3/2 is borderline okay in most Constructed formats and probably just bad in Commander. That said, it's doubtful that any of those particular three will make our list of the best cards that care about Swamps. This is why Zendikar Risings new Crawling Barrens is such a delight, as this land can always get bigger when you need it to. Plus, Insight shares vigilance with your land-creatures, especially useful for them since it they can swing as creatures during combat, then tap for mana as lands in your second main phase. One of my favorite ways to play Magic (when Im not playing grindy control decks) is with a land-based strategy. A place for general discussion of Magic: The Gathering. Lands that turn into creatures have always been powerful, but are often pretty restrictive in where they can be used. This may be only a slight change in wording on the card, but it makes a huge difference. +1: Reveal the top card of your library. Id like to see trample, but then I think this card would go from okay to actually good. Azusa's poor 1/2 stats and lack of the elf subtype slightly restrict an otherwise amazing card that works well in both mono and multi-color builds. But in the meantime, you can still use his impressive stats for the fight mechanic or other power-related tricks, and whether he's ready for battle or not, Swordtooth lets you play an extra land each turn, quickly preparing your strongest spells. There are four cards that explicitly turn creatures into lands. Part the Waterveil | Illustration by Titus Lunter. Otherwise, put it into your hand. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.). Kormus Bell may have semi-combo potential with Urborg, Tomb of Yawgmoth to purge the battlefield of lands, but it isnt good for anything beyond that. It's still a land. It makes it so strong as a commander specifically, and Id love to try this out. I have always wanted to play that card! Once fielded, this enchantment simply makes all lands indestructible. Thats critically important to this cards worth because it gives you a way to dump your excessive Simic mana into something useful. Its a powerful and often unexpected strategy that can quickly take over the game with the right tools. Corrupted Zendikon is a 2-mana enchantment that makes a 3/3 out of a land. That's right, black has its own version of the infamous High Tide! This drastically reduces the biggest downside of land-creature strategies (how you can quickly lose your mana against creature wipes), letting your lands safely battle foes and dodge most removals. As is tradition, all results are ordered by how many decks they are included in on EDHREC. X cant be 0. While this means that a well placed Rishadan Port can quickly turn into a ticking clock, the benefits of having access to all colors of mana are still worth the risk. This is just too much to reliably cast outside of mono-white, and all that work for a 4/4 wont usually be worth it. where the text includes lands and the text includes still and the text includes creature. It gives the land power and toughness equal to its power. Check out my old column, Generally Speaking, at CommanderCast.com. All Forests are 1/1 creatures that are still lands. You have to pay one blue and tap this creature as part of the cost, but the key fact is that the land stays a creature forever. Exploration's hefty real-world price makes it only accessible to devoted players, but it's still one of green's strongest aces. Mire's Malice is a 4-mana sorcery that makes your opponent discard two cards. There are a couple aspects that make this card so powerful - mostly the ways in which blue spells synergize with artifacts that makes this feedback loop so threatening as playing artifacts gives players more mana, which leads to more artifacts. Lately, I feel like I want to build a new EDH deck that emphasizes lands somehow. This is even better after the recent third visit to Ravnica, as there are tons of gates that are more than just tapped multicolor lands. But how can you reinforce your two-typed minions? Balduvian Frostwaker is a 3-mana 1/1 that turns your lands in to 2/2 fliers. Those lands become 4/4 Elemental creatures with trample. http://www.twitch.tv/NizzahonFollow me on Twitter for channel updates and other Magic musings: https://twitter.com/NizzahonMagicMotion Graphics by Michael Findleyhttps://mographmike.com/ @mographmike on twitterI Can Feel it Coming Kevin MacLeod (http://incompetech.com )Licensed under Creative Commons: By Attribution 3.0 Licensehttp://creativecommons.org/licenses/by/3.0/ These are the ten best land-creature supports in Magic: The Gathering! You need at least a little red to run Fury, but he provides a sturdy 4/3 elemental with trample who also grants your land-creatures trample, bleeding excess damage through blockers. You may play an additional land on each of your turns. Theyre still lands. Rasputin : Tajic : Kumano : Yeva : Dosan : Jarad : Angus : Selvala : Melek : Rakdos : Cabal Patriarch : Thassa : Freyalise : Daretti : Darien : Karona : Radha : Wydwen, Honestly I would go for the 'until end of turn'land animators rather than the enchantments (such as. This is honestly pretty good, especially since its also a 4/4 body for five mana. Thats pretty powerful for a passive, and the +1 is also good. Explore the Vastlands ( 3 ) Sorcery Each player looks at the top five cards of their library and may reveal a land card and/or an instant or sorcery card from among them. Animate land cards are any card, permanent or not, that can turn lands into creatures. 7: Untap up to six target lands. It becomes a 0/0 Elemental creature with haste. Add to that the extreme flexibility of being able to hit any target or just draw a card instead, and I would imagine that this particular cares-about-Swamps option will continue to climb these ranks as decklists are updated. Like, 2G, target creature becomes a forest, And if you need all of your creatures to be forests, play. it's why enchantment land - urza's saga becomes enchantment land - saga mountain and dies from having no chapter abilities. Typically found in green, certain spells can turn lands into creatures, letting you choose whether to tap them for mana or use them in battle. Using a combo to creature a quick army is great, but having a steady supply each turn for no mana is even more daunting in most matchups. Primal Adversary has been one of the worse Adversaries out of the bunch. It lets you animate a land with power and toughness equal to the number of lands you control, which will be at least five but probably more. First on our list is the pricey card Rishadan Port, a land that can be put in any deck as it has no color restrictions. about Magic: The Gathering, including card images, mana symbols, and Oracle text, Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. Five mana to make a 4/4 haste and to give all your attacking creatures lifelink is honestly pretty good for white. Its still a land. It doesnt want to attack because itd rather hold up mana for interaction, which often limits these lands to defensive bodies rather than actual board pressure. {3}{G}: Put four +1/+1 counters on target land you control. Regardless of how its done, animate land cards turn lands into creatures, plain and simple. (US): https://bit.ly/3KmgywT (CA): https://bit.ly/3MozPzv Want to support the channel? Reddit and its partners use cookies and similar technologies to provide you with a better experience. The same thing is true of the next two contenders on the extended list, Nightmare and Staff of the Death Magus. Its big, it forces your opponents to interact, and it dominate boards when it connects with an opponents face. Its the best overall bang for your buck, though Im not sure theres too much bang here. +1: Put three +1/+1 counters on up to one target noncreature land you control. Eldrazi Monument (Killing Someone with indestructable flying forests is awesome AND silly.) Lol! When Primal Adversary enters the battlefield, you may pay {1}{G} any number of times. A 4-mana 7/7 is always good, and those stat lines plus the haste make casting this and giving up a land somewhat worth it. Koth of the Hammer blows other cards out of the water. Wind Zendikon isnt anything special, but the bar is low for these kinds of cards in blue. All lands are 1/1 creatures that are still lands. {2}{G}, {T}, Discard two cards: All lands target player controls become 3/3 creatures until end of turn. Untap it. +1: Target land you control becomes a 4/4 Elemental creature with trample. Stopping there, you'd have a decent card, but as long as you control six or more lands, Advocate gives himself and your land-creatures +2/+2! Enter Harvest Season, which searches your library for up to X basic lands and put them onto the field tapped, where X is the number of tapped creatures you control. That said, Field of the Dead is powerful because its colorless identity can put it in any deck, making it a prime candidate for Commander decks that already run unique lands due to the singleton nature of the format. This is nothing crazy, but Im a little surprised Ive never seen this in a casual Commander pod before. This isn't the flashiest power, but it can absolutely shut down an opponent's strategy. {2}{R}, Remove a +1/+1 counter from Ignition Team: Target land becomes a 4/4 red Elemental creature until end of turn. Cards that turn lands into creatures in mono green? keeping this particular option in decklists. With land-creatures strategies, lands serve as both your mana and soldiers, so it's important to swarm them. Mwonvuli Acid-Moss. In the immediate aftermath of our Top 10 there are a few options that both seem like they should be seeing more play, and a few that I would argue shouldn't even be seeing the limited inclusions that they are. Choose one. "Manland" (also "man-land" or "creature land") is a slang term referring to any land card that can inherently turn itself into a creature, usually until end of turn. As for Commander, he's been playing since 2010, when he started off by making a two-player oriented G/R Land Destruction deck. Im not a fan of making my land a 3/3 that I cant even use half of the time, especially early in the game, but this is one of the better ones in black. Eventually, you're getting the bonus of "Earth Surge" for half the mana alongside a 4/5 with vigilance. Whenever you tap a Forest for mana, add an additional {G}. Unlike some of the worse blue animate spells, you get more than a flimsy 1/3 and some actual power from your lands. View User Profile . Theyre still lands. Kicker {3}{G} (You may pay an additional {3}{G} as you cast this spell.). Sorry about any spelling mistakes, I'm typing on a phone most of the time. It becomes a 0/0 Elemental creature with vigilance and haste thats still a land. Regardless of how you do it, swinging for damage equal to the number of lands you control does tend to make games go in your favor, evasion or no. Titania, Gaea Incarnates power and toughness are each equal to the number of lands you control. I think this card is neat. 9 Nature's Lore And Three Visits. Its great as a 2-drop, offering some lifegain throughout the game and great options to activate on two and three. Criteria: Nonland cards that care about the number of Swamps either you or other players control, or that otherwise trigger when a Swamp is tapped or enters the battlefield. Oh, look, another Nissa. Its ultimate isnt the land-animating bomb youd hope for, but it gives you plenty of card draw throughout the game. It comes in at four loyalty for four mana but has an incredible landfall passive that puts a loyalty counter on it. Sometimes you just have to be the menace at the table. With over 25 years of cards to parse through,Magic has a truly incredible number of special, unique, and powerful land cards. Avalanche Caller is a 2-mana 1/3 that can make one of your snow lands into a 4/4 with hexproof and haste for just two. The downside here is that Azorius has no real way to capitalize off this. The same is true for the overpriced Nightmare, which never quite seems to be able to swing in for the tens of damage that it promises. Theyre still lands. The copyright for Magic: the Gathering and all associated card names and card images is held by Wizards of the Coast. Titania serves as a fierce 5/3 elemental with trample, and as soon as she arrives, she plays a land from your graveyard onto the field, helping recover lost terrain. This is a much more traditional land destruction tool, and while there are stronger cards with this effect from earlier in Magic history, its hard to argue just how powerful this version is. Wayward Swordtooth. Privacy Policy. Because Wizards of the Coast use the most inclusive language available, they continue to use the term "creature land". Most have fairly weak power and toughness traits, and while control decks in modern love Creeping Tar Pit and Celestial Colonnade for their evasive abilities, they can be somewhat restrictive due to their color and mana requirements. More than that, she reveals and lets you play lands from the top of your deck (assuming you have plays remaining that turn). Its a 1-mana enchantment for Plains that lets you turn that land into a 2/5 spirit with lifelink for just . Chief among them is the newer inclusion of the one-mana removal spell Defile, which would come in at number 11 if we continued the list, along with Corrupt in the number 12 slot. Scryfall is not produced by or endorsed by these services. A 6/6 for four mana is just good considering that most extra-turn spells are five mana. Another Genju, this time its Genju of the Falls. Lifespark Spellbomb will never live up to the power level of its siblings, Nihil Spellbomb and Aether Spellbomb. Its still a land. Welcome to Too-Specific Top 10, where if there isnt a category to rank our pet card at the top of, well just make one up! [1] Contents 1 Description 2 Examples 2.1 Change to Plains 2.2 Change to Island However, Skyshroud enjoys elf synergies; pick one based on how elf-reliant your deck is. Mana doublers are heavily sought after commodities when it comes to EDH, and Crypt Ghast is no exception. Please enable JavaScript to get the best experience from this site. It comes back to your hand if the land dies just like the other Genjus, which is always good. These are interesting because they are almost exact opposites of each other when considering which decks want to play them: Defile wants to see play in faster, most likely more powerful versions of mono-black, while Corrupt has been a mainstay of black-loving durdlers everywhere since the inception of Elder Dragon Highlander. Its animate land ability is its +1, which turns one of your lands into a 3/3 with menace and haste. Okay, so Outburst doesn't support land-creatures so much as it punishes non-land creatures, but it's still a great pick for the theme. Additionally, we're not really looking for cards that merely mention Swamps, either, so let's try and get a bit more specific and only include cards that care about the number of Swamps you or others control. The Arena Media Brands, LLC and respective content providers to this website may receive compensation for some links to products and services on this website. It also gives haste and trample, which is often what decides if these kinds of cards good or bad. Nothing too crazy here. it only overwrites land types. While more expensive than the aforementioned Crypt Ghast, Nirkana Revenant nonetheless still sees quite a bit of play at the battlecruiser tables as a backup of the same effect. Not only is the land untapped, which is uncommon among ramp sorceries, but it also can search for nonbasic Forests. Lands are crucial to any Magic deck as they supply mana, the resource needed for other cards. </i> Other Versions Awakener Druid ( 3 ) Creature Human Druid (1/1) What do you think of animating lands as a strategy? Both are great, but Ranger is particularly frequent among my deck lists for his low price point. If you control two or more other lands, Den of the Bugbear enters the battlefield tapped. The cool thing is that Uro activates this effect when he attacks as well, making him an enormous threat if not handled quickly, especially with his 6/6 stats. Theyre still lands. Every line of text on Liliana of the Dark Realms references our favorite basic land type, so it comes as no surprise to find her quite high on this list. It makes a 2/2 flier out of a land for one mana. Now, instead of being almost completely reliant on the likes of Psychosis Crawler, I had a powerful weapon that could search for any land and put it directly onto the battlefield. To alleviate this, I switched commanders yet again, from Niv-Mizzet Reborn to Golos, Tireless Pilgrim. {4}{W}: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. While the attached pump effect isn't quite as excellent as being able to whittle away at your opponents' life totals while boosting your own, it can nonetheless prove valuable if you somehow manage to wipe the rest of a board. Youre almost always sacrificing a land unless you pay two to just deal six. Genju of the Fields, from Betrayers of Kamigawa, is one of the older cards here. All rights reserved. RELATED: 10 Most Efficient Creatures In Magic: The Gathering's Modern Format. While it still plays a part for those of us not willing to shell out the cash for the mostly superior options, it suffers both from not being able to selectively keep your creatures while killing your opponents' and from sometimes not being able to wipe out the creatures with tons of +1/+1 counters on them. Jake was first introduced to Magic in 2013, and has been a regular at his LGS ever since. It shares many features with Wasteland, including the ability to tap for a colorless mana. Scan this QR code to download the app now. A lot of that is the fact that it's a symmetrical effect, and really only playable in mono-black, but I would argue that a much larger reason for this lack of play is simply that people are unaware of this dollar common from way way back in Urza's Destiny that has never seen a reprint despite not being on the Reserved List. Theyre still lands. Since you only need ten gates with different names, you can use both Guild Gates and other non-basics like Plaza of Harmony and Gateway Plaza, and other new cards like Gates Ablaze can provide an inexpensive board wipe that benefits from your land-based strategy.
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