Can I evolve into a Monke Crab?
For now I will resist the universal pull of carcinization
I'm not convinced there's any science to support this.You must choose
Evolve to Crab
Or return to monke
I'm not convinced there's any science to support this.
Looking for blue or white permanents that:
- produce a trigger when one of your permanents is targeted
- produce a trigger whenever an opponent casts a spell
Hmmm I quite like: Moorland Haunt,Life from the Loam, Sevinne's Reclamation, some of the 3mv U 'walkers, Mystic Sanctuary, and some of the MH2 stuff I have yet to acquire (Priest of Fell Rites, maybe Moderation, Flametongue Yearling, etc). Thanks for the thread!Anything in this thread catch your eye?: https://riptidelab.com/forum/threads/mana-sinks.3307/
Why don't you?I've always wanted to jam Moorland Haunt, I think that card can be really good.
Why don't you?
K. Was curious because I could imagine running it as an "Esper" slot in mine. Haven't played any nonblack 2C cards yet, but some of those tricolor combos are rather shallow at my power level. Lot of the 3C cards are either clunky un/commons or pushed rares/mythics.Doesn’t really sympathize with what azorius does in my cube. It’s the most creature light of all the guilds
Unless you're tightly allocating "guild slots", I'm not sure it matters too much. In a slower, less tempo-heavy environment (which iirc, your grave combo cube is?) it's not too punishing to play 1 Wastes with upside. Moreover, it's incredibly easy to splash W in, say, a UG creature-heavy deck off a few dual lands and then turn this on incidentally. And, once it's turned on, the upside is pretty huge, converting dead draws into 3-mana 1/1 fliers.Doesn’t really sympathize with what azorius does in my cube. It’s the most creature light of all the guilds
I dunno -- the fail case on both cards is Wastes. That's not "good", per se -- I wouldn't want it in one of my cube's Omnath piles -- but for a slow cube where decks are typically 2 colors and maybe a light splash, and the spells themselves are often more expensive so that they contain multiple lands' worth of generic mana requirement, a single Wastes isn't a big cost.I'm not really a fan of splashing just for a gold card that then makes your mana worse. If we want to exile stuff from graveyards, I find Hostile Desert works much more easily.
I do agree that creature-light decks can still utilize the Haunt, but I'm not sure I ever want to sink mana into my lands as Plan A. So, Zero is the number I want my land to make, and thus the question for me becomes "how efficiently can I sink mana into my lands, how will that help me claw my way out of a board stall, and how hard must I work to enable that mana sink?"To me the question is 'how many creatures do you need your land to create to be worth it'. You can run a pretty creature-light deck and still make several tokens from the land.
Moors, with this logic, has A+B+C (A = it, B = UW, C = Creature in grave)(Not to mention, specifically Hostile Desert still asks for an A+B synergy, but instead of B="have UW mana", it's B="have land in grave".)
I mostly agree, but I've also 3-0d with decks whose entire game plan was Primeval Titan into Volrath's Stronghold, or full control decks that mostly win off of Nephalia Drownyard in lieu of developing their own threats.I dunno -- the fail case on both cards is Wastes. That's not "good", per se -- I wouldn't want it in one of my cube's Omnath piles -- but for a slow cube where decks are typically 2 colors and maybe a light splash, and the spells themselves are often more expensive so that they contain multiple lands' worth of generic mana requirement, a single Wastes isn't a big cost.
(Not to mention, specifically Hostile Desert still asks for an A+B synergy, but instead of B="have UW mana", it's B="have land in grave".)
I do agree that creature-light decks can still utilize the Haunt, but I'm not sure I ever want to sink mana into my lands as Plan A. So, Zero is the number I want my land to make, and thus the question for me becomes "how efficiently can I sink mana into my lands, how will that help me claw my way out of a board stall, and how hard must I work to enable that mana sink?"
For example, see the attached p4p1 (if the file upload worked....), which includes Mystic Sanctuary as a "ETB 0-1 mana Reclaim for spells" on an Island. If the win% that adds to my deck is higher than upgrading my 23rd playable into Grist (or my 13-16th fixing land into Badlands), then I'll tend to pick Sanctuary. I'll also lean towards Sanctuary if the value of replacement is high (ie, if utility lands are much scarcer than 3mv threats or ABUR lands in draft).
TL;DR: I'll deckbuild around utility lands insofar as I know Magic contains luck and I need a resilient backup plan, but it'll never be Plan A.
It's also possible that Standard with Runechanters Pike completely distorted my view of Haunt.i think the better your manabase is, the easier it is to justify wastes, all else in your environment staying equal.
also, TBF, Stronghold and Drownyard are a fair bit stronger than Haunt.
what a glorious time that wasIt's also possible that Standard with Runechanters Pike completely distorted my view of Haunt.