Scars Land

Started by TBNL, April 05, 2012, 01:59:59 PM

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TBNL

My friend is convinced that all of the dual lands from Scars suck. Can someone explain why they're so good?

BlackJester

Because they don't come into play tapped early game when you need mana, and do come in tapped later when speed isn't as critical.

{Seachrome Coast} is an example.

TBNL

Quote from: BlackJester on April 05, 2012, 02:05:43 PM
Because they don't come into play tapped early game when you need mana, and do come in tapped later when speed isn't as critical.

{Seachrome Coast} is an example.
So how many do you reccomend running in a 60 card deck? He says 3 tops.

darkarts981

Quote from: TBNL on April 05, 2012, 02:11:45 PM
Quote from: BlackJester on April 05, 2012, 02:05:43 PM
Because they don't come into play tapped early game when you need mana, and do come in tapped later when speed isn't as critical.

{Seachrome Coast} is an example.
So how many do you reccomend running in a 60 card deck? He says 3 tops.
Four, unless it's a three color deck, then it would depend on color splashing

BlackJester

#4
Quote from: darkarts981 on April 05, 2012, 02:59:36 PM
Quote from: TBNL on April 05, 2012, 02:11:45 PM
Quote from: BlackJester on April 05, 2012, 02:05:43 PM
Because they don't come into play tapped early game when you need mana, and do come in tapped later when speed isn't as critical.

{Seachrome Coast} is an example.
So how many do you reccomend running in a 60 card deck? He says 3 tops.
Four, unless it's a three color deck, then it would depend on color splashing

If it's a mid-range deck or a splash color that you won't need right away, I'd recommend the M12 duals instead.  ({Dragonskull Summit} et. al.)

Edit:  Here's a great article by a Pro that I think all deckbuilders should read.  He also provides a helpful link to an article about land count.
http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/rc/188

cltrn81

Quote from: TBNL on April 05, 2012, 01:59:59 PM
My friend is convinced that all of the dual lands from Scars suck. Can someone explain why they're so good?

I am in the same boat as your friend.  I would run 4 copies of {glacial fortress} before 4 {seachrome coast}......but that is just my personal preference.  I almost have complete playsets of the 10 dual lands like {glacial fortress} because they are so much cheaper and, IMHO, better than the Scars dualies.  With that said they are not the best lands to use in a tri colored deck and I would give the advantage there to Scars dualies.

TBNL

I just want to know why they're sooooooo expensive

Piotr

Can't see the link, BJ...

BlackJester


OneShadow321

Quote from: TBNL on April 05, 2012, 03:12:10 PM
I just want to know why they're sooooooo expensive
Because they're good...?

darkarts981

Quote from: OneShadow321 on April 05, 2012, 03:39:20 PM
Quote from: TBNL on April 05, 2012, 03:12:10 PM
I just want to know why they're sooooooo expensive
Because they're good...?
Ya think so captain obvious?

Elitehalo360

Quote from: TBNL on April 05, 2012, 03:12:10 PM
I just want to know why they're sooooooo expensive
Supply and demand, every multi colored deck needs dual lands and a two colored land that can be tapped first turn is need in alot of aggro/fast decks and for control it taps for two different mana and you can run 8 of them.

BlackJester

The scars lands don't care how many non-basics you use which is good for a lot o players. The M12s get incrementally worse the more you have.

darkarts981

Quote from: BlackJester on April 05, 2012, 04:38:17 PM
The scars lands don't care how many non-basics you use which is good for a lot o players. The M12s get incrementally worse the more you have.
Soo true