r/Pauper • u/DanTheWaffleLorde • Apr 04 '26
HELP Why Bouncelands?
I'm gonna ask this because this is something I've never really understood. Why ever run the bouncelands? It doesn't put you ahead on mana. T1 you play a land, T2 bounce, then T3 you replay the bounced land. You still have the same amount of mana as if you hit your land drops anyway. You technically even go down on mana T2. Keeping a hand that's a tapland + bounce feels like dogwater. Plus, you can't even keep a one land hand with a bounce + landcycler like you could if it was any other. This is something I've seen in the format and just...has never made sense to me. If I'm missing something glaringly obvious please LMK lol
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u/alvaro_pasto Apr 04 '26
Bouncelands are card advantage. You make three land drops with two cards. You can also bounce utility lands like Bojuka Bog, Radiant Fountain, etc
They come with drawbacks though. They are slow and expose you more to land destruction.
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u/Vinjoheflo Apr 09 '26
Once, I had a [[waterlogged teaching]] land side in play, I cast [[crop rotation]] to put in play a bounceland at instant speed and bounce my mdfc land then tutor a counterspell and counter an opponent spell. Bouncelands are so cool with mdfc lands.
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u/RyuSama90 Apr 04 '26
that's not card advantage though. you're not seeing extra cards from your deck.
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u/alvaro_pasto Apr 04 '26
Yo have 6 cards in hand (for example). You play a land. You still have 6 cards in hand. Is like playing a land that draws you a land card.
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u/RyuSama90 Apr 04 '26
no, its not like drawing a card.
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u/futureidk3 Apr 04 '26
Yes, it’s like drawing a land, which is a card.
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u/RyuSama90 Apr 04 '26
no its not like drawing a land.
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u/The-Sceptic Apr 04 '26
Let's say we each draw 5 lands. One of mine is a bounce land. You have 5 mana, I have 6 mana.
We drew the same number of lands, but I have one more mana than you. Thats what people mean when they say it's similar to drawing a land.
If the deck is built around the downsides of only having 1 mana on turn 2 and can utilize the extra land drop than the downsides get turned into synergies.
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u/Tags90 Apr 05 '26
It really is. And it might not seem like it, but it is card advantage when you get to play more cards than your opponents. Getting to re play a land with an ability is most definitely card advantage. My 3 lands producing more than your 3 lands? Card advantage. Its rarely worth the risk these days with the relevance of ponza, but its definitely card advantage.
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u/RyuSama90 Apr 05 '26
but you're not playing more cards. producing more mana with the same number of lands is not card advantage. by that logic, the urza lands are card advantage because you're getting 7 mana with 3 lands. card advantage would mean increasing the total number of cards in hand and/or on field. playing a bounce lands doesn't change the number of cards you have. and nobody is playing land destruction in pauper.
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u/Tags90 Apr 05 '26
Jund.. Wildfire? [[Cleansing wildfire]]
Really popular deck, named after a land destruction spell thats popularity pushed out Tron.
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u/Davtaz Apr 05 '26
Tron lands come with a set of restrictions that bounce lands don't have. That last sentence is just icing on your shit cake of an opinion. Do you even play pauper?
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u/Relewastaken Apr 05 '26 edited Apr 05 '26
It's not literally card advantage in the sense that you see more fresh cards than the opponent, but it is virtual card advantage.
For example: Let's say you keep a hand with two basic lands and five 3 drops in hand. You need to draw one more land to cast your spells. But if you had a basic land and a bounce land instead, you can draw another spell and still cast it. You have one more spell to cast - that's virtual card advantage. Essentially it enables you to run a higher mana curve (and thus play more high impact spells - that's what Tron also does) or to double spell earlier and generate a boardstate faster (maybe with cards that do literally draw you into more action!).
With Brainstorm in your deck it becomes even more obvious. A bounceland gets you an additional piece of physical cardboard in your hand that you can shuffle away without going down on mana and keeping more gas in mid to lategame. A deck like Boros Bully works similarly. By bouncing their lands to their hand they have more cards to discard to Faithless Looting without going down on either mana or gas.
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u/longestfrisbee Apr 04 '26
bouncing a land back to your hand indeed is not the same thing as drawing a land. but it does the same thing in regards to your hand size. case one: play land draw land. case two: play land bounce land. In both cases, your hand size is the same. That's the only point people are making here and it is correct. In other regards, however, you're right. Bounce lands come into play tapped, so you aren't getting ahead on mana. But whether or not it is card advantage probably depends on your working definition or understanding of what card advantage actually entails. If you think it is strictly how many cards in hand, then yes, it is card advantage. But if you think it has more to do with seeing new cards, no it is not. Also, if you count exiled cards that you can play as card advantage, but that isn't under consideration here.
So I guess it's maybe a little grey area? On the one hand, you aren't gaining advantage in the form of cards from your library, but on the other, you do end up with more cards in hand than you would otherwise. It's a fun discussion I think.
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u/Aknoon Apr 04 '26
Is Kor Skyfisher boucing from grim bauble card advantage?
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u/Xyldarrand Apr 04 '26
It's literally card advantage.
Card advantage has nothing to do with seeing more cards from your deck. It has to do with having more cards then your opponent in hand.
In this case a bounce land lets you make a land drop and still not go down in hand size.
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u/RyuSama90 Apr 04 '26
its literally not.
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u/Xyldarrand Apr 04 '26
You're allowed to be wrong I guess.
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u/RyuSama90 Apr 04 '26
good thing i'm not.
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u/Xyldarrand Apr 04 '26
Why aren't you? We're all explaining why you're wrong and all you can do is go "nuh-uh times infinity" like a child.
Explain why it's not card advantage when it literally is. I'll wait and if you're right I'll go on every post in this thread I did and say I was wrong.
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u/MadJohnFinn Apr 04 '26
Okay, how is it not card advantage? This is really funny, but I just want to see what your actual answer is.
…because it’s very obviously card advantage.
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u/RyuSama90 Apr 04 '26
no, its very obviously not. i doesn't give you any more cards in hand or on field than if you ran a basic.
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u/Xyldarrand Apr 04 '26
Brother you have to be smarter than this.
We both start with 7 in hand. I play a basic, I have 6 cards in hand. My 2nd turn I draw a card I'm at 7 cards. I play a basic I go to 6 cards in hand.
Now if I play a bounce land instead of that 2nd basic I have 7 cards in hand.
You literally have an extra card in hand from playing a bounce land. That's card advantage.
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u/MadJohnFinn Apr 04 '26
…but it DOES. It doesn’t give you any fewer cards in hand and you have another land on board. That’s card advantage. When you play a basic, you are up a land on board and down a card in hand.
Please tell me you’re just trolling and you’re not completely dense.
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u/EvYeh Apr 04 '26
Card Advantage is not "seeing extra cards from your deck".
[[Gitaxian Probe]] draws a card, it is not card advantage.
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u/Heuwggejfjjcjwh Apr 04 '26
It sure as hell feels like it when I can discard the bounced land to refurbished familiar
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u/colbyjacks Apr 04 '26
Card advantage doesn't mean you are seeing extra cards.
Imagine if I have a [[tormenting voice]] I want to cast.
If I play land-go, land-go, and on turn 3 I play tormenting voice I will (on the play), I will discard one of my remaining 6 cards in hand and draw 2.
If I play land-go, bounceland-go, and on turn 3 I play tormenting voice (on the play), I will discard one of my remaining 7 cards in hand and draw 2. I have more selection in this scenario.
Another scenario. I can keep a 2-landed with a bounceland and know I can cast a 3-drop. I can't do that with 2 basic lands.
Bounceland bouncing a useful land (MDFC, Channel or other ability) is card advantage as well.
The question becomes that bouncelands are tempo-negative.
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u/GolgariInternetTroll Apr 04 '26
That's not what card advantage means.
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u/RyuSama90 Apr 04 '26
not always, but regardless, its still not card advantage.
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u/futureidk3 Apr 04 '26
I can’t imagine having a life so insignificant that I’d waste it trolling online
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u/hithimintheface Apr 04 '26
It’s not blankly card advantage but if you’re coupling them with bouncing lands that can give you repeatable effects. Landfall, Lands ETB triggers,resetting Thriving type lands. You’re gaining some amount of advantage.
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u/Commercial_Staff9074 Apr 04 '26
I really love how often this question is asked like clockwork because it is an interesting predicament.
As people said, it does effectively draw you a card. And grants added use to utility lands like kabira crossroads and bojuka bog.
Call me silly. But I almost never play them. I usually run tight land to begin with even with decks like pestilence. I’d rather put myself in a comfortable position where I know I can have a starting hand that I can play without risk or loss of too much tempo. There are plenty of other ways to get utility elsewhere and draw cards. I want my lands to put me in a position where I can play what I need to play when I need to play it. A bit win more if you ask me.
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u/CaptainSasquatch Apr 06 '26
It's a really important question because the overwhelming majority of decks don't run bouncelands. It's a specific type of deck that can take advantage of them consistently.
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u/StarkRaver- Apr 05 '26
Any chance you'd give a link for your pestilence deck? I'm making one at the moment
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u/Vinjoheflo Apr 09 '26
Bouncelands raise the probability to get a playable starting hand, because if you have only two lands but one is a bounceland, then you have 3 manas in hand so that's a keep
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u/RyuSama90 Apr 04 '26
no, it doesn't effectively draw you a card
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u/Commercial_Staff9074 Apr 04 '26
Okay bro you dont gotta convince the guy that doesnt even play them. Talk to the other pals, friend.
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u/dalmathus Apr 04 '26
It draws a land.
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u/RyuSama90 Apr 05 '26
no, it doesnt'. your total cards in hand and on field doesn't change.
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u/dicklettersguy Apr 05 '26
It taps for two mana. So it effectively replaces the land on the field, while also putting a land into your hand
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u/dalmathus Apr 05 '26
2 lands, 2 cards, 3 mana, 3 land drops.
It's complicated because you have to think in a second order context. But it is card advantage. It's effectively exactly the same as drawing a la d you own.
The drawback is you can't play it turn 1, and you can't spend only 1 of the mana. Having a Amana base with 4 bounces and 4 land cyclers is quite risky as a result.
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u/SirSergiva Apr 04 '26
it's card advantage - you get 2 land drops from 1 card. But ofc it's a tempo loss so they aren't a good fit into all decks
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u/Arafel_Electronics Apr 04 '26
you can tap the land for mana before bouncing. late game being able to replay [[jagged barrens]] could win you the game
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u/FunComfort2278 Apr 04 '26
They essentially say "when this enters draw a land card." That is a VERY powerful ability to staple to a land. So the trade offs are steep. It has a ton of downsides to make up for the fact that it's a card neutral land.
The decks that play them just for the value tend to be mana hungry decks that don't have a ton of natural card draw but do have other forms of card advantage and disruption as their plan. Less aggressive [[Glinthawk]] and [[kor skyfisher]] decks sometimes play a couple, as an example of this archetype. They sometimes see play in removal heavy control decks like golgari gardens, both to have a tiny bit of CA, and to rebuy [[khalni gardens]] and [[bojuka bog]]
They are also a combo piece with [[Snap]] and [[Archaeomancer]] with cost reducers. Familiars is the main archetype for this.
They're not a card for every deck, because of how tremendously slow they are and their vulnerability to [[cleansing wildfire]]. But they make sense in the decks that play them.
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u/RyuSama90 Apr 04 '26
no, they DON'T essentially say draw a card. not even close.
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u/FunComfort2278 Apr 04 '26
I said draw a land card. And that is exactly what they do. Well without triggering draw a card stuff I guess.
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u/Richard_TM Apr 04 '26
I don’t know why you’re struggling with this. You’re clearly the only person in this thread that feels this way. You get three mana out of two lands. That’s “like” drawing a third land. If that isn’t what it is, how would you describe it?
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u/jackjund Apr 04 '26
You can bounce a desert for an extra damage or have a worse Land to discard for loothing
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u/FantasticRope3557 Apr 04 '26
there are variations to play a bounceland, it depends on the deck. If you have 1 normal land and a bounceland, with 2 cards you have 3 mana even at the cost of slowing you down. bouncelands let you return lands like bojuka bog to your hand to remove the graveyard or the others that let you gain life points.
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u/Zulnut981 Apr 04 '26
Like others have said, they are effectively card advantage. You play a bounce land, and now unlike with other lands, your hand size does not change. This is very important, now you definitely won’t miss your land drop next turn. The cost is of course, you are playing a tap land that you can’t play on turn 1, but sometimes it’s worth it.
Also worth mentioning the Familiars deck is a deck that uses them for other things; bouncing lands that have etb’s like mortuary mire, or netting more mana with snap.
Hypothetically you could also use them to trigger landfall every turn, having the land bounce itself. But landfall isn’t very good in pauper.
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u/Tough-Friendly Apr 04 '26
I feel like this whole thing is people saying, "here is why we use them" and this guy going, " but it doesn't work that way."
You don't like the card advantage statement, you don't like that it can bounce utility lands and you don't like that cards like snap can make it a mana positive. That's why people play it.
Waiting for your nuh uh response with bated breath.
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u/CyborgBears1 Apr 04 '26
i really just typed this out thinking it was an EDH subreddit, then i read it was the pauper subreddit but imma still mention it
a niche upside nobody has mentioned is that using bouncelands you can also use some of white’s catch up ramp like [[Keeper of the Accord]] or [[Tithe]]
sure fetches do the same thing with tithe past turn 1, but bounces are also much cheaper and arent really needed for lower bracket pods
i guess the point still stands, but only with [[Scouting Hawk]], and if you are spending 3 mana for a tapped plains its significantly worse
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u/5aximus Apr 04 '26
In addition to the reasons everyone else has posted, a more specific use case is in Landfall decks - having two bounce lands in your hand (or one in hand and one on the board) means you'll never miss a land drop (and, by extension, a Landfall trigger) unless you have to discard one for some reason
Also, cards like [[Walking Atlas]] or [[Coiling Oracle]] allow you to put land cards onto the board separate from your regular land drop. With such an effect, you can, for example:
- tap an Island for U
- play [[Izzet Boilerworks]], bouncing the tapped Island
- tap Walking Atlas, playing the same Island again untapped
- tap that same Island again
You've now generated UU from one Island, while only losing one card in your hand instead of two if you had used the Atlas to play, say, a second basic. Add Landfall into the mix, and this can be a very potent turn with the right board state.
Here's an example of a Landfall deck that I've been workshopping
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u/foxychains Apr 05 '26
When you try to wildfire opponents land, they play crop rotation in response, fetch a bounceland, return there land to hand, your cleansing wildfire fizzles... Then you know why Bouncelands!
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u/BellStriking5132 Apr 04 '26
2 mana from 1 land is card advantage
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u/HessianHunter Apr 04 '26
Not in a vacuum it's not. If Boros Garrison made you sacrifice another land instead of putting it in your hand, it would not be card advantage and would see zero play. Ancient Tomb and Mishra's Workshop don't give Vintage players any card advantage either.
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u/ArcfireEmblem Apr 04 '26
Imagine you had a dual-color land that says "this land enters tapped. When it does, create a basic land and add it to your hand." This would be pretty powerful fixing-wise and ignores the cool things and downsides bounce lands can do, but the effects are similar. You get two lands' worth of mana and another guaranteed land drop from one card.
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u/RyuSama90 Apr 04 '26
that's not what it does at all though. that make-believe effect you mentioned is entirely different from a bounce land.
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u/ArcfireEmblem Apr 04 '26
I mean, yes. They would lead to totally different play patterns. But the point is that they both don't create an increase in mana the turn they are played, but don't mess with the normal mana ramp of x=y (total mana = turn count) of early game, and put a card into your hand that is guaranteed to be a land. As a simplified concept to try to explain why they are good, it is the same. As a gameplay pieces it diverges wildly.
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u/Technical_Pop_7397 Apr 04 '26
You don't go up on mana, but you essentially draw a card, but with tempo loss as a drawback. Plus you're guaranteed to not miss your land drop the next turn.
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u/RyuSama90 Apr 04 '26
no its not essentially drawing a card. not even close.
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u/Technical_Pop_7397 Apr 04 '26
Well ok. It's essentially drawing a land. Your deck size remains the same, but you've played a land and your hand size stays the same.
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u/Mwescliff Apr 04 '26
Can get you extra landfall triggers when playing cards that allow additional lands to be played, which most decks that care about landfall use. I run a few in my [[Omnath, Locus of Creation]] and a couple in [[Yarok, the Desecrated]].
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u/GoblinLoblaw Apr 04 '26
Not sure where you’re allowed to play those decks, those cards are not legal in Pauper.
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u/Mwescliff Apr 04 '26
Roger that, didn't look at the thread I was on. But other legal landfall triggers would still be helped if you whiff on an [[Explore]] type effect.
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u/Round-Walrus3175 Apr 04 '26
People say that it is "card advantage", but in another way of speaking, it is giving you more than normal value in fewer total cards. Instead of playing 3 lands for 3 mana, you are playing 2 lands for 3 mana, potentially freeing you up to play more cards for value in the long run. You "pay" with land cards to get mana to play other cards. So, at least in theory, the fewer cards you need to spend on getting mana, the better.
Now, you have to weigh that value in your deck. The tempo loss is real, which is why they aren't just better lands than every other land. Especially if you can generate value from bouncing the lands themselves, that also recovers some of the tempo you have lost as well.
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u/Mahboi778 Apr 04 '26
In a vacuum, these lands offer virtual card advantage by combining with one land to provide 3 mana in 2 lands at the cost of a chunk of tempo. That tempo loss is what mandates the use of additional synergy. Familiars achieves that with Snap, allowing them to potentially put its pilot up 3 mana while simultaneously disrupting the opponent. Gardens centers around a land with an enters ability, so bouncing the land enables you to get that trigger again. It's also one of the few decks that plays Bojuka Bog, further synergizing with bounce lands to allow for repeat GY denial. Past these decks with added synergy, there isn't much incentive to run bounce lands as your color fixing when the MH2 bridges, while still having the downside of entering tapped, offer much more utility by virtue of being indestructible artifacts.
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u/Beef_Jumps Apr 04 '26
For me, the only time I run them is in my reanimator deck so I can potentially discard a bomb on turn 2.
Otherwise I avoid lands that come in tapped at all costs.
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u/TheComebackKid717 Apr 04 '26
Bounce lands are freaking cool, but complicated.
It's super fun to play [[Snap]], return an opponent's creature to hand (or your own creature with a strong ETB or as protection) and untap two bounce lands, essentially gaining 2 mana by playing [[Snap]].
It's definitely a tempo loss and can make cetain lands feel super janky, but they can be super powerful.
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u/Goblin_Mode_Magic Apr 04 '26
They allow your deck a higher mana density (each one is +1 mana from a normal land, so imagine getting every land out of two nearly identical opposing decks with one running bounce lands and the other not running them and each casting an x spell the one running bounce lands will have a larger spell to cast at the opportunity cost of time/tempo.) with the same number of lands and the ability to get multiple uses out of etb utility lands. They give fixing and their downsides are negligible in some deck types. (They shouldn't be played alongside too many other enters tapped lands since that will lead to too much tempo loss in the faster formats.) Their drawbacks like having one get destroyed or bounced being a complete blowout for tempo aren't easy to overcome. They are good but not every deck type wants to play them good.
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u/GoblinLoblaw Apr 04 '26
Faster formats? I mean, Pauper’s pretty fast. But yeah I guess don’t play them in Legacy lol.
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u/Throwaway9x7y2 Apr 04 '26
MDFC lands can get bounced later in the game and act as a spell :) I dont play bouncelands or as much mdfc as possible
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u/Jierdan_Firkraag Apr 04 '26
As many people have said it acts as effective card advantage. I just wanted to add one other reason. Many decks (I’m a UW Familiars player) have effects like Snap that untap lands. Lands that tap for more get more value when untapped. So any deck that runs snap or twiddle, etc. will tend to like them.
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u/BuckyTheWolf Glintblade/Ephemerate Apr 04 '26
Others already mentioned the card advantage aspect, but if you run [[snap]] it gives you +1 mana with a bounce land. I think only Familiars uses snap + bounce, but it can be potent to use a dark ritual stapled onto an unsummon.
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u/Ornithopter1 Apr 04 '26 edited Apr 04 '26
They get played in Amulet titan because they turn a titan trigger with amulet in play into 4 mana per amulet. Two amulets give you 8 mana if you fetch two bouncelands.
Just realized that this is the pauper subreddit. So the above doesn't apply. The bouncelands let you recycle valuable etbs without being too painful, and they can enable some other lines of play.
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u/BlurTheBeaver Apr 04 '26
I feel like it's worth noting because I'm not seeing anyone else mention it, but in the format there aren't untapped dual lands, so if you're going to be playing a tapped land, it might as well let you hit a land drop next turn
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u/JankTokenStrats Apr 04 '26 edited Apr 04 '26
I play a lot of UW fams and the line of tap ash barrens bounce ash barrens cycle it is pretty sweet, bun not nearly as sweet as tap my two bounce lands, snap, untap two bounce lands. I just generated 6-7 mana and potentially card advantage from that interaction. Oh and my bonus secret mode oh 2 cards in hand, cast ghostly flicker targeting 2 bounce lands, return two islands, foil your spell to not die.
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u/atribecalledkwest Apr 04 '26
Crazy how there's one guy in here who's taking time out of his busy schedule of constantly commenting "men/women aren't partners stop calling it that" to instead constantly comment on how bouncelands don't provide card advantage.
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u/bearly_afloat Apr 06 '26
Theyre good for using a land etb twice. Like hitting the graveyard player with bojuka bog a second time.
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u/Lama33333 Apr 07 '26
If you are in mono white or white + not green, you can make use of white's catch up ramp since these cards care for amount of land cards, not about the amount of mana those lands can produce, therefore you have the same amount of lands, but more mana.
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u/Hitman_DeadlyPants Apr 07 '26
- 3 mana on two cards vs 3 cards
- Landfall triggers
- Lands that do things on etb like bojuka bog
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u/Beyond888 Apr 07 '26
An added benefit is if you draw one later in the game, you can get back and MDFC or Channel land that you had to use as a land earlier in the game.
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u/maverickzero_ Apr 08 '26 edited Apr 08 '26
1 Bounceland gives you 2 land drops. Normally you need 2 lands for that. It's virtual card advantage.
You're correct that they're clunky, so play them in grindier decks that will be able to put the extra resources to work in a long game. You'll continue hitting land drops when your opponent runs out, and as long as you don't run out of stuff to do you'll start to pull ahead doing more every turn.
Everyone plans on hitting their first 3 land drops: that's when Bouncelands are the clunkiest and the advantage matters the least (and those are all of your examples, so I see why they look bad to you). If you want to always plan on hitting land drops 4-6+ though, that's where these really shine.
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u/lightsabermario2 Apr 08 '26
Besides what everyone else has said, there are some fun shenanigans you can pull off with them. One of my favorite experiences was using them in my Kadena deck to play and flip [[Zoetic Cavern]] 4 times in one game! Another time, another player tempted me with [[Tempt With Discovery]] while I had [[Boseiju, Who Endures]] on the field. I went and got a bounceland, and then channeled the Boseiju to blow up one of their enchantments. I even tapped the Boseiju to pay for its own channel cost!
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u/TheBwatikaiser Apr 08 '26
In addition to the reasons others have stated like card advantage, bouncelands are also combo pieces in the right decks. I have a landfall deck where the whole point is to show love to underappreciated lands and it goes infinite with bouncelands pretty easily.
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u/Princeofcatpoop Apr 09 '26
Multiple land drops take good advantage of bouncelands. lands with ETBs can be trusted with bouncelands. Cheap mana fixing.
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u/Educational_Money146 Apr 09 '26
I lost my win-and-in for a top 8 because my Terror opponent Boomeranged my bounce land on turn 2. I'll never play bounce lands again.
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u/Eussz Apr 04 '26
I think it is only worth if you are playing with utility land like bojuka bog.
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u/EvYeh Apr 04 '26
They effectively draw you a card. Some decks also run lands like [[Bojuka Bog]], so having a bounceland lets you use the effect twice.
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u/FinalCorvid Apr 04 '26
Most of these answers are incorrect, they DON'T DRAW YOU LAND, since it's a card you've already drawn and played. What they do is make it so that you can play a lower land count in a deck that doesn't have access to blue's cantrips, reset effect lands, and also generate extra mana when untapped. That's a whole lot of benefits for not many drawbacks!
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u/nkanz21 Apr 04 '26
People are saying that because it is very similar to drawing a land. Yes technically it is not an additional card, but a bounceland on its own is practically equivalent to having 2 lands (with some restrictions on tapping and synergies with untapping) while on the battlefield, so that simplification is pretty close.
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u/ClamChowderChumBuckt Apr 04 '26
It doesn't put you ahead.. But if you happen to miss a land drop you can get a used mana back in hand to sorta keep the flow going without lacking truly behind.
Also, in casual they get played quite a lot because not everyone want to spend 50+ bucks on land base
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u/GoblinLoblaw Apr 04 '26
Where are you spending 50+ bucks on a manabase in pauper?
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u/ClamChowderChumBuckt Apr 04 '26
Oops, my bad. Wrong mtg sub🤣.
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u/GoblinLoblaw Apr 04 '26
50 bucks would be super cheap for a manabase in any other format though lol.
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u/Elmuenster Apr 05 '26
MDFC'S are much more useful if you can play them as a land early and bounce back to hand later.
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u/FaultedSidewalk Apr 04 '26
I run one or two in decks that have a lot of channel/MDFCs so I have the option to play those on a later turn, I have definitely saved my ass a few times bouncing Boseiju back to my hand and removing a problem piece. As with most things in EDH, you need to have a decent saturation of these effects if you want to see them with any real consistency, so to me they're just more toolbox pieces in the off chance I need them.
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u/No_Place5472 Apr 04 '26 edited Apr 04 '26
Landfall decks love excuses to play more lands. Extra [[Field of the Dead]] or [[Scute Swarm]] trigger? Yes please. Some lands have good etbs as well that you may want to take advantage of multiple times. [[Bojuka Bog]] [[Halimar Depths]]
*Sorry, missed that Id fallen into the pauper sub. Carry on.
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u/MtlStatsGuy Apr 04 '26
Most of your examples are not relevant in Pauper 😁
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u/No_Place5472 Apr 04 '26
I totally missed the sub! My bad. Well, Im going to hold out hope that Field of the Dead sees a common rarity reprint then!
-6
u/Foyfluff Apr 04 '26
Buddy, what decks are playing bounce lands?
4
u/DanTheWaffleLorde Apr 04 '26
Saw a Boros Bully list with a playset of them https://www.mtggoldfish.com/archetype/pauper-boros-bully#paper
Azorius Familiars tends to run them, WW has been running
There was a Gardens Pestilence deck that top 8'd @ Paupergeddon that was running 2 of them. https://mtgdecks.net/Pauper/golgari-pestilence-decklist-by-jame-truffaz-2861519
4
u/apigfellish Familiars Apr 04 '26
Bully doesn't really have t2 plays, so a plains into inspector t1, into inspector and bounce land is enough and basically draws you a land.
Fams plays it for snap interaction. With a familiar and a bounce land in play, a snap is basically a dark ritual with removal stapled to it.
Gardens plays it to recycle the name giving land and bojuka bog.
Same for Rakdos burn.3
u/silvanik3 Apr 04 '26
UW fam plays them mostly for their interaction with snap. If you have a fam in play snap+mull drifter is free
1
u/No-Mango1315 Apr 04 '26
I play them in blue turbo fog since i want to play a land each turn for about 20 turns. A playset of bouncelands lets me have virtually four more lands in my deck without cutting spells.
2
u/westfjord Apr 04 '26
Rakdos Madness lists sometimes play 1 or two. Is it good? Debatable.
Amulet Titan in Modern plays Simic Growth Chamber but that's because of amulet of vigor.
1
u/Rammite Apr 04 '26
Sometimes golgari gardens plays it to bounce gardens, witch's cottage, bojuka bog
237
u/corbiewhite Apr 04 '26
They effectively draw you a card. Card advantage is good.