Showing posts with label land. Show all posts
Showing posts with label land. Show all posts

Monday, April 5, 2010

4/5/10 Changes

Undermine in for Wydwen, the Gale that Bites

(that's Justin's remark <3 <3 <3)

Worldwake Manlands in for M10 Duals

These have been AWESOME so far. Sorry I ever doubted you, Lava Horse.

Tuesday, August 11, 2009

8/7/09 Changes

M10 duals in for allied karoos

These have been great. The end. Also the art is pretty.

Sunday, March 15, 2009

3/16/09 Changes

Eventide filter lands in for enemy karoos

I'm not sure which is better, but we wanted to try out the filter lands and maybe encourage two- rather than three-color decks. 

Tuesday, March 3, 2009

Land - Current

Dual (10)
Ravnica Shocklands (10)
-Sacred Foundry
Worldwake Manlands (5)
-Celestial Colonnade
-Creeping Tarpit
-Raging Ravine
Hybrid Filter (10)
-Flooded Grove
-Rugged Prarie
-Mystic Gate
-Cascade Bluffs
Fetchlands (10)
Shard Lands (5)
-Savage Lands
-Arcane Sanctum
-Jungle Shrine
-Crumbling Necropolis
Library of Alexandria
Maze of Ith
Mishra's Factory
Mutavault
Reflecting Pool
Rupture Spire
Strip Mine
Terramorphic Expanse
Thawing Glaciers
Urza's Factory

Saturday, February 28, 2009

February 2009 Changes - Land

Shards Tri-lands in for Mirin the Moaning Well, Vesuva, Ancient Tomb, Strip Mine, and Wasteland.

This cube is pretty color intensive, so it seemed like we were always cutting colorless land, and we wanted to see how the Shard lands worked out. 

Also, with this iteration we are taking all or most of the land destruction out (Wasteland, Befoul, Creeping Mold).