Strategy for scrylands

Started by Ekann1, February 23, 2014, 10:54:03 PM

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Steerpike

I'm of the camp that does not like scry lands in their agro. I want turn 3 or 4 to start presenting real threats so missing any opportunity to use every turn's land drop makes me feel bad

Mattao19

For aggro they're meh. The scry is helpful but in aggro you want your lands to be untapped

For midrange they're good not great but still good they work especially well with {Domri Rade} and they can help you find your land or bottom one if you're flooded

For control players like me ... Golly gee these things are great!! I won't play them until T2 or T3 or at least until I know what my opponent is playing so I can get a better idea of what to keep and what not to keep :P

Tbh it depends on the deck but these scrylands are much better than what you guys have been saying so far

Ekann1

I need them for mana fixing in my agro deck so I don't have to run islands. But anyway, I guess it would be more important for a control deck to try to get certain cards for certain matchups than for an agro deck to do that.

Sparkle Ninja

I just use any rare land card I get as trading fodder unless I find it incredibly useful. So I got a blood crypt the other day. I've already traded it for 3 epic experiments two champion of the parish and some other crap for EDH. I just think the lands in general are overpriced

Walkhard

I can't say how much I love scry lands. They've won me games period lol. Though you won't see them in modern because other lands are so much better, they won't be going anywhere till they rotate out of standered. Every deck that isn't mono will be running 4 ofs till then.
The reason I'd guess they are rare is because of limited. Not so much a price thing. From what I heard the only reason guildgates were common was because of the format they were making. Otherwise guildgates would have been uncommons.

MisterJH

In the grand scheme of things theyre still awful cards and overpriced by however much their worth.. The only way im ever getting them is if i pull em in packs and trade, i wouldnt spend a dollar on those POS's

MuggyWuggy

In the grand scheme of things magic is overpriced in general :P

Mattao19

Quote from: MisterJH on February 24, 2014, 10:22:07 AM
In the grand scheme of things theyre still awful cards and overpriced by however much their worth.. The only way im ever getting them is if i pull em in packs and trade, i wouldnt spend a dollar on those POS's

I mean not really. They can really save you a lot. What deck do you run?

DylanW18

Quote from: Mattao19 on February 24, 2014, 01:19:25 PM
Quote from: MisterJH on February 24, 2014, 10:22:07 AM
In the grand scheme of things theyre still awful cards and overpriced by however much their worth.. The only way im ever getting them is if i pull em in packs and trade, i wouldnt spend a dollar on those POS's

I mean not really. They can really save you a lot. What deck do you run?


The grand scheme does include 10k vintage decks lol

Kaleo42

In faster aggro decks 4-6 is about the max as you need to be casting spells. In slower midrange and control 8-12 is normal. As far as when to play then most pros agree that te turn one jam is usually the wrong play. You do not want to scry until you know what you need to scry for. Otherwise you could keep something on top that seemed good at the time but by the time you draw it might as well be nothing at all.

Ekann1

Quote from: Kaleo42 on February 24, 2014, 06:57:01 PM
In faster aggro decks 4-6 is about the max as you need to be casting spells. In slower midrange and control 8-12 is normal. As far as when to play then most pros agree that te turn one jam is usually the wrong play. You do not want to scry until you know what you need to scry for. Otherwise you could keep something on top that seemed good at the time but by the time you draw it might as well be nothing at all.
I run 4 in my UW agro, I should be fine I think. What if I have no 1-drops? Is it better to be scrying turn 1 there?

Kaleo42

Quote from: E.kann1 on February 24, 2014, 06:59:24 PM
Quote from: Kaleo42 on February 24, 2014, 06:57:01 PM
In faster aggro decks 4-6 is about the max as you need to be casting spells. In slower midrange and control 8-12 is normal. As far as when to play then most pros agree that te turn one jam is usually the wrong play. You do not want to scry until you know what you need to scry for. Otherwise you could keep something on top that seemed good at the time but by the time you draw it might as well be nothing at all.
I run 4 in my UW agro, I should be fine I think. What if I have no 1-drops? Is it better to be scrying turn 1 there?
Yes. Jamming a tapped land to have it untap later is considered action. If you have no other action then it is fine.

Vileo

Occasionally Scrylands are very good in aggro/burn/generally fast decks, typically when you're running {Chandra, Pyromaster} or {Domri Rade}. The scry before the 0/+1 is a huge thing.

Vindog

Best way to put scry lands is to get used to them because who knows if when Shocks rotate what duals will be in standard.

Gorzo

Quote from: Vindog on February 24, 2014, 10:04:18 PM
Best way to put scry lands is to get used to them because who knows if when Shocks rotate what duals will be in standard.

Good point. Who knows what kind of lands M15 or the next block might bring (or not bring).