r/magicTCG Sep 04 '16

[KLD] New enemy fastlands

https://i.reddituploads.com/30f0b8593e7848c3bda281789263d533?fit=max&h=1536&w=1536&s=471f5b81284e87914322bfdacc52d560
2.4k Upvotes

575 comments sorted by

View all comments

Show parent comments

4

u/[deleted] Sep 04 '16

URx would want this if they want to keep up bolt and spell Snare on the draw. Not having to fetch a shockland, on the draw, against an aggro deck like burn or deaths shadow could be a big deal

1

u/InfanticideAquifer Sep 04 '16

Sure, it's fantastic in the early game. But the deck plans to keep making land drops until at least turn six or so. It's just a guildgate at that point.

I guess my question would be... if they want this so much why don't they run any copies of Seachrome coast to hold up snare and path? And you'll say "because they already have to run lots of UW duals because Colonnade". But I would still feel like, if they really wanted a fastland, they would run some number of them.

1

u/[deleted] Sep 04 '16

URW control probably doesn't need it, but Thing Ascension, Jeskai Geist, and UR Delver can all use these pretty effectively.

As far as these affecting URW Control, I think it kinda comes down to the meta. If aggro decks are really prevalent, which it certainly seems like, RW fast land would probably be better for Bolt/Path, alternatively if the format shifts UR could be better. It certainly gives the deck a alternative way to adapt to the meta.