Welcome back! Time to finish off my list of lands with the “doesn’t-produce-colour-usually” lands! I need to think of better names.
Late-game powerhouses. The C-only part is super damning, though since you need to tap out to use the ability, and you lose the land. All of these will probably break a board stall, but at a less-than-impressive cost.
Duskmantle House of Shadow
Nivix, Aerie of the Firemind
Svogthos, the Restless Tomb
Sunhome, Fortress of the Legion
Vitu-Ghazi, the City-Tree
Prahv, Spires of Order
Skarrg, the Rage Pits
Orzhova, the Church of Deals
Rix Maadi, Dungeon Palace
Novijen, Heart of Progress
These all have their positives and negatives. For some generic and two different-coloured mana, you get an ability that can possibly change the outcome of the game drastically. Orzhova’s Home won’t break any backs, but is a decent move when you have nothing else to do. Skarrg might get a bit of damage through. Nivix’s will let you cast a Burst Lightning, if you’re lucky.
On the other hand, Sunhome could be disastrous. Doublestrike on-command for your strongest unblocked creature is incredibly powerful. Novijen’s could be incredibly strong in a tokens deck, and could be as good as an anthem.
Dark Ascension Utility Lands
Kessig Wolf Run
Vault of the Archangel
I have a weird opinion with these. Nearly all of them could be useful in the right shell. Alchemist’s Refuge is probably my favourite since you can drop a bomb on your opponent’s EOT, completely evading sorcery speed removal. Nephalia Drownyard is a nice mill bonus if you’re almost victorious, but are out of gas and need to run on fumes. Moorland Haunt feels pretty okay, with the only restriction (exiling a creature in your graveyard) being a massive crippling blow. That condition makes it balanced, but we don’t want “balanced” when building a deck. We want to break the format.
These are odd. They can provide specific fixing if you need it or can stay colourless if you need an untapped land this turn. I want to compare these to the Vivid Lands. You won’t always use the second ability, maybe maybe you won’t ever. But the fact that it’s there is very helpful. Especially if you have a bit of mana open EOT and want to go fetch a land. Very good manabase. every deck in one of the triple-colours available here should run a few Panoramas.
Goblin Aggro, Cleric Drain Control, Soldier Midrange. If you aren’t doing one of these, these lands aren’t for you.
All of these have ways to get a mana of any colour. Grand Coliseum is probably the best of the bunch, a staple in 4C goodstuff where you might not mind getting pinged.
Other C Functional Lands
Gods’ Eye, Gate to Reikai
Maze of Shadows
Mouth of Ronom
You need to make your own opinions about these. They fit in decks that need them, but shouldn’t be forced into any other deck except “those that want these lands badly”. The exception to this rule would probably be Rogue’s Passage, a decent card for any kind of Bogles Strategy.
Okay, hear me out in a bit. I’m going t explain when you want to play Sorrow’s Path. Turst me, it’s not that bad.
First of all; Ice Floe is passable in a control deck to shut down your opponent’s bomb. Not having a Pathrazer of Ulamog swing in every turn can buy you some time and for the price of a land drop, Ice Floe could save your ass. Just don’t play a playset unless you want your opponent to hate you.
Now, Sorrow’s Path. Here’s the keyword when playing this card: Trample.
Swing in with a reasonably-sized threat (maybe a 3/2) and a large, trampling threat (9/6 with trample). They block your 3/2 with a 2/2 and your 9/6 with a 6/6. If you swap the blockers, you’re getting in a bunch of extra damage that you wouldn’t otherwise. It also can royally fuck over your opponent, especially if you mix First Strike into the mix to wreck their best creatures.
These cards can be relevant. Fetching for non-basics is pretty big. Unfortunately, we don’t really have many non-basic lands with basic land types. Playable for deck consistency and thinning, but only if you need the graveyard fodder and you’ve already run all the tri-lands.
Evolving Wilds is just decent if you want graveyard stuff in more-that-three, but otherwise, prioritize the focus fetches first.
Okay, that’s all the lands. Thanks for reading, sorry for me missing last week!
I’ll continue this series next week. Be excited!