Raveborn, what sorts of things are you seeing people do with those? The only applications I can think of are trinket mage and UB tezz
That sounds fun Maybe I'll give TtS a go!
I just put in a couple of Fertile Ground-like customs in. Sadly, I customed it up as being Enchant forest instead of enchant land to make up for it granting hexproof. With the omnipresence of wasteland in my cube with this experiment I'm running, I had to come up with a way to make it not be a complete feel bad for drafters. At the same time, I didn't really want people using it to give Creeping Tar Pit hexproof. Hmm... maybe it's good enough without TtS being able to make 3-4 mana from his +1? I have to imagine it is
That sounds fun Maybe I'll give TtS a go!
I just put in a couple of Fertile Ground-like customs in. Sadly, I customed it up as being Enchant forest instead of enchant land to make up for it granting hexproof. With the omnipresence of wasteland in my cube with this experiment I'm running, I had to come up with a way to make it not be a complete feel bad for drafters. At the same time, I didn't really want people using it to give Creeping Tar Pit hexproof. Hmm... maybe it's good enough without TtS being able to make 3-4 mana from his +1? I have to imagine it is
That's actually an excellent point. To be honest I hadn't even considered it.Why do they need to give he proof? Just play them on your basics. Unless they do other cool thing. Like untap the land? Once per turn?
I think when my playgroup "grows up" a bit that's probably a great way to go. At the moment though these folks are seeing wasteland for the first time (and they'll continue to undervalue it until I learn to properly abuse it). As such, it's probably still correct for me to kinda put the training wheels on the enchant. I do also run some straight LD in red, so that's probably a more legitimate reason to run a hexproof version.
How are people handling picks and multi-picks at the moment?
I have been back and forth between a pick after each pack, everyone grabs at the end, and 2 picks after pack 2, then 1 or 2 picks after pack 3. All of them work out ok, and now my drafters are trained, none of them take too long. We have implemented a simple 'roll-off' system for contested picks, which saves worrying about order.
Multi-picks is not something I have explored too deeply. Obviously not all lands were created equal, but how do you handle the logistics of that?
My list is in some serious need of updating. Help me. Are the Cloudposts dumb? They feel super gimmicky to me right now. I'm kind of embarased by them.
Nobody ever runs High Market or Cathedral of War, right? What about Contested War Zone? What fixing should I run? Was the "Temple of <choice>" thing dumb? Should there be ZEN manlands?
Is Blighted Cataract worth running? Does Academy Ruins have a home in this list?
Blighted lands seem a little low power for your cube, but they do make nice noncommital picks. Kinda like cycling lands?
I'm really not sold on Blighted lands being "low power level." These lands are giving you, on average, a 3-mana effect (Harrow, Divination) or a legitimate creature removal spell (Edict, Shock) on a LAND, and more than that, on a land that enters untapped and only needs one color to activate. They have been VERY popular in our playgroup.
In re: the Cloud/Glimmer question, I run 4 of each so that if two people want to run Post decks, they can do that without one person getting hatedrafted. We get a wide variety of decks that use Posts for various things, and they perform decent-good without feeling unfair. My favorite so far was an RB midrange Post deck that used Glimmer to gain life for Black life-pay effects and Cloud to pump up Tempt With Vengeance and Profane Command.
My list is in some serious need of updating. Help me. Are the Cloudposts dumb? They feel super gimmicky to me right now. I'm kind of embarased by them.
Nobody ever runs High Market or Cathedral of War, right? What about Contested War Zone? What fixing should I run? Was the "Temple of <choice>" thing dumb? Should there be ZEN manlands?
Is Blighted Cataract worth running? Does Academy Ruins have a home in this list?
I think all of the Blighted cycle is playable, even the white one. In a dedicated deck it's easy to gain 8 or more off of a land, that's pretty insane!