So now we've got two land cycles which I've always liked completed, and I'm thinking a lot about it.
Now, I've never been one who's concerned with having complete cycles in Cube. That said, I do have four complete land cycles in my two-color guilds: ABU duals, Ravnica shocks, fetches, and MKM surveil lands. The other two dual-color lands are flexible, sometimes chosen for aesthetic/nostalgia like the poorly fitting Ice Age
Adarkar Wastes, sometimes chosen for vibes like
Mount Doom, but generally chosen because it's the ideal two-color dual land for the combo regardless of whether it's from a finished cycle or not, like
Fiery Islet.
I have, at writing, 8 of the "
verges". I like these because they tap for colored mana on turn 1/2 no matter what. They're easily understood don't have too many words on them. I'm saving my complexity for other things in my Cube!
But man, I don't like the art on them. For a long time, I ran the
ten Kaldheim extended art MDFC lands, a mix of the Secret Lair and the Kaldheim set ones, for aesthetics alone. They were sweet, and served the same purpose as the Verges. But they were too fiddly, and I've really pulled away from DFCs, and recently cut the last of my MDFCs. This has been a painful process, but I think a good one for my Cube's sake. I'm willing to suffer the word count of a
The Legend of Roku because it's more straightforward in its execution and doesn't rely on knowing every ounce of detail of both sides at once, just as I am with
Jace, Vyrn's Prodigy. But now, I'm procrastinating by doing sample drafts, and yeah, I don't like to see Aetherdrift more than I have to, and I especially think the omenpaths look like the kind of MOBA aesthetic that drives me crazy in SOS.
So the solution? Maybe I replace the verges with the tango lands or the cycling lands. The cycling lands match my Cube much better, giving another ten cards that can discard. I'd like to keep it a whole cycle or most of one for the sake of giving my drafters an additional shorthand. The issue?
The art on the cycling lands isn't much better.


The "best" choices for some of the cycling lands. I don't mind the Scattered Groves one generally, but it looks more like a RW land than a GW one.
Sure, it's fine. But when my basic land box has over 300 unique cards that are all chosen to be the height of aesthetic brilliance from the game's history, it's rough having only 1-2 choices for most of these, especially in the cases where I think every option is underwhelming. There's a high volume of UB art here too, which normally isn't an issue, but ends up being rough when there are so many non-fantasy elements going on, and lands are one place where I most am concerned about Magic looking like Magic. It doesn't help that the original cycle of these were from Amonkhet, a fine plane, but one with a slightly undercooked visual identity in its landscapes.
Does
Umbral Expanse help alleviate this concern? Absolutely.
But the
tango lands are so much better.




Sunken Hollow and Cinder Glade have multiple I really really like.
So yeah! I only run one suite of fetch lands in 720 cards and only
Farseek and
Nature's Lore that would care about them beyond that, so the land types are pretty secondary here. Should I make the art swap?