Lands and Manabase in EDH - Pt.1

If you know the EDH format, you know that mana fixing is one of the most essential part of creating a functional deck. Although there are some amazing lands that assists you in doing so, not all of us have an extra $500 to create a perfect mana base. Here are some tips on building a resilient ‘budget’ mana base!

This specific part of the article is trying to tackle on which tap land to use. More to come in future articles!

1. Gain Lands & Guildgates
Out of all the tap-lands, these are one of the worst one available, these lands has came in many varieties but I want to focus specifically on these two types. It is best to avoid using these lands, they do not give you any significant advantage beside color fixing, even though they are readily accessible I would prefer to be able to reap more advantage out of my tap-lands. (Maybe for flavor)

When should I use the guildgates/gain lands? In certain decks, you are limited to very little color fixing. Khans And Enemy color combination have less ‘good’ color fixing compared to friendly color and these are the rare cases on when you should consider these abomination. Use them only if you do not have any other options, even though some decks appreciate the life gain (Karlov, Oloro) or able to use the ‘gate’ land typing by playing ‘gatekeepers’ these lands are the lowest on the list of cards you should consider.

2. Fastland, Temples and Bouncelands
As we now enter the higher priced cards, these color fixing lands place higher on the rank of budget color fixing. The three most accessible tap lands are the temples, Kaladesh fast lands and the bounce lands (Due to recent MM Printing). These three type of lands are great on their own way, here is why!

Kaladesh Fast Lands, being recently printed they are relatively cheap, these enemy color pairing lands provide an interesting argument on why you should include them. First, you should always consider these lands if your commander is 2 Color Enemy pair, it provides fast mana and its definitely better than a guildgate. Second, only consider including these fast lands in a 3 color combo deck with super low CMC. Due to it’s ‘speed’ I include the UW and BW fast-lands in my Zur deck which has average cmc of 1.9. Beside that, if speed is not something you are worried about and you want to durdle; these lands is not for your deck. (Insert a flawless transition to Scry lands)

Temples Or Scrylands, these are on of the lands that is printed on the rare level. They are essentially a guild gate that has card selection attached to them. These are one of the ‘higher-end’ tap lands you could include in your deck. When should you include them? If you need the extra card selection in your deck, these are the best one you could get. Both Boros, Selesnya and Gruul are the perfect example of color combination that has little to no card selection, thus these lands should be high in you priority list. 

What about decks that has card selection already, can I include them here?
Yes you can, these lands are pretty great, but I would not go out of my ways to obtain all of them, I would probably include only 1-2 in a 3 color deck and no more than 3 in a 4 color decks. Lets say you playa a Jori-En EDH deck, due to her ability to make you ‘draw’ these extra scry is super helpful; even if its just a tapland. @goblintinkering (Back me up on this :p). 

If you play Sidisi, Brood Tyrant, the extra scry could be helpful due to her mill ability; but again these are very special cases.

My Sidisi deck is UGB (Simic-Black) in color weight, and I would only include the GB & UB scry lands. Why? Simply put, since black component of the deck is mostly reanimation spells, the scry would be relevant to set up my graveyard, and it fixes the color for the reanimation spell.

Bounce Lands, These are a unique lands that was highly picked in draft, giving card equality on entry it is nothing to scoff at. Here is a simple why yes and why not chart on bounce lands.

Reasons To Include:
- Helps with landfall
- Good lands unter Winter Orb/Static Orb
- Help to reuse your lands that has an ETB trigger
Reason To not Include:
- Prone to Strip Mine
- Comes in play tapped, and feels bad if you bounce another tap-land
- Not a great land if you have it as your only 2 lands on the opening hand

I uses 1 tap land in my Sidisi Deck, which i mentioned before is color is U>G>B. I use the GB lands, why? first the color green gives you access to more color fixing be it mana dork or ramp spells; thus getting it early is good to ramp further into your curve. Black and green being my splash color means that most of my spells are not color heavy on those; so with just one card, it could help me access to my tertiary color reliably. Why not use the UG then? Simply put, I would rather run a land that doesnt come into play tapped for my main colors.

More to come! #elrichplaysedh

@sidisi @pepperjaq @commandtower-solring-go @mtgelks @misteryada @swagonlord-silumgar @phyrexian-without-a-cause @killergabite @magikyle @jolly-ob-saint-nixilis

csdragon  asked:

There's been four cycles of brand new dual lands in the last few sets. The BFZ Battle Lands, the OGW/SOI pure taplands, the SOI Shadow Lands, and the AHK Cycling Duals. Two of these were given basic land types, but the other two weren't. I was really excited when the battle lands were fetchable, and saddened when the trend didn't continue. But then when the Cycling Duals came out, I was just confused. Why print basic land types on two cycles, but not the other two? Why not all four?

Because it’s a feature that not all lands have, partly for power partly for keeping subtypes special.


A closer look at the five enemy taplands. On these five as well, there’s much more life on the Fate Reforged arts

  • Scoured Barrens has a city with access to water.
  • Swiftwater Cliffs features a whole Jeskai monastery
  • Jungle Hollow show us a bridge to a Sultai place.
  • Wind-Scarred Crag is not an old battlefield, but a place with hundreds, perhaps thousands of warriors.
  • Thornwood Falls contains a solitary figure at the end of a frozen river instead of undergrowth taken over the landscape.

We can safely assume that dragons were important for the ecosystem. As the clans wiped out their common enemy, they turned on eachother, leaving their plane in ruins.

purplefrogblog  asked:

Do you know why the decision was made to print the common taplands with the Amonkhet symbol, but without new art that reflects the plane? Having Zendikar & Kaladesh art on cards with the Amonkhet symbol feels inelegant and makes my Vorthos side unhappy. I would've preferred something like the Welcome deck symbol, since the lands only appear in supplemental products. That said, Amonkhet is great and the prerelease was a blast! 🙂

The symbols are used to define Standard legality.


Putting this into its own post, since that other thread is long:

(On the new cycle of taplands)

Listen here, all you young whipper-snappers. These lands are just fine. I played a lot of Invasion limited back in the day, one of the most multicolor-centric sets ever printed. Outside of green, all the fixing we had were a cycle of lands identical to these, some uncommon “cameos” which were strictly worse allied Cluestones, a rare strictly worse Manalith you had to pay a life to get a mana from, and a bunch of stuff you could only get mana out of by sacrificing. You prayed for a tapland. And those were probably some of the only dual lands kids like me could get our hands on back then, too. I played my Elfhame Palaces and I liked it. You’re all spoiled brats.