Analyzing Nonbasic Lands, Pt. 2

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mistergreen527

6 March 2010

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Analyzing Nonbasics: Part Two

By popular request, this week we’re going to focus on multicolored lands. I’m going to assume you’ve already read “Analyzing Nonbasic Lands, Pt. 1,” so if you’re late to the party, head to my profile page and check it out. With that, let’s get into it!

The Multicolored Nonbasics of Standard

There are currently four cycles of multicolored lands in Standard:

1) The Shards Tris (Arcane Sanctum, Crumbling Necropolis, Jungle Shrine, Savage Lands, and Seaside Citadel).

2) The M10 Duals (Dragonskull Summit, Drowned Catacomb, Glacial Fortress, Rootbound Crag, and Sunpetal Grove).

3) The Zendikar Refuges (Akoum Refuge, Graypelt Refuge, Jwar Isle Refuge, Kazandu Refuge, and Sejiri Refuge).

4) The Worldwake Dual Manlands (Celestial Colonnade, Creeping Tar Pit, Lavaclaw Reaches, Raging Ravine, and Stirring Wildwood).

Notice that we’re only going to focus on the cycles. For today, we’re going to ignore Ancient Ziggurat, Exotic Orchard, and Rupture Spire. Also, instead of comparing these lands to basic lands, we’re going to only compare them against each other. If you need help deciding between a basic land and one of these lands, check out my “Mana Ratios: The Nonbasics” article.

The Shards Tris vs. The M10 Duals

Number of Colors: The Shards Tris = Three, The M10 Duals = Two.

Amount of Mana: The Shards Tris = One, The M10 Duals = One.

Speed: The Shards Tris = Tapped, The M10 Duals = Tapped or Untapped.

Pain: The Shards Tris = None, The M10 Duals = None.

Mana Costs: The Shards Tris = None, The M10 Duals = None.

Pay Restrictions: The Shards Tris = None, The M10 Duals = None.

Deck Thinning: The Shards Tris = No, The M10 Duals = No.

Types: The Shards Tris = Land Only, The M10 Duals = Land Only.

Manland: The Shards Tris = No, The M10 Duals = No.

Special Abilities: The Shards Tris = No, The M10 Duals = No.

The difference here lies in the number of colors produced and the speed. The Shards Tris produce more types of mana, which gives them an advantage in the mana ratios department. In my opinion, they win this battle if you’re playing all three of the colors that they produce. The mana fixing that they offer is more important than the speed that the M10 Duals offer. However, if you’re playing a two, ally colored deck, then the M10 Duals obviously win. Both cycles will produce the mana you need, but there’s a chance that your tempo won’t be disrupted with the M10 Duals. On the other hand, if you’re playing a two, enemy colored deck, the Shards Tris are your only option for mana fixing out of all of the lands that we’re analyzing today.

Conclusion: The M10 Duals are better, but the Shards Tris are playable in more decks.

The Shards Tris vs. The Zendikar Refuges

Number of Colors: The Shards Tris = Three, The Zendikar Refuges = Two.

Amount of Mana: The Shards Tris = One, The Zendikar Refuges = One.

Speed: The Shards Tris = Tapped, The Zendikar Refuges = Tapped.

Pain: The Shards Tris = None, The Zendikar Refuges = None.

Mana Costs: The Shards Tris = None, The Zendikar Refuges = None.

Pay Restrictions: The Shards Tris = None, The Zendikar Refuges = None. Deck Thinning: The Shards Tris = No, The Zendikar Refuges = No.

Types: The Shards Tris = Land Only, The Zendikar Refuges = Land Only.

Manland: The Shards Tris = No, The Zendikar Refuges = No.

Special Abilities: The Shards Tris = No, The Zendikar Refuges = Yes.

I feel that this matchup is pretty straightforward. Again, the Shards Tris give you access to one more color. Meanwhile, the Zendikar Refuges give you an extra life. The mana-fixing is worth more than a single life point. However, if you’re only playing the two colors, then you might as well get the extra life.

Conclusion: Tie. The Shards Tris give you the ability to mana fix in enemy colored decks and decks with three or more colors, but if both cycles offer the same level of mana fixing for your deck, then go with the Zendikar Refuges and happily gain your one life.

The Shards Tris vs. The Worldwake Dual Manlands

Number of Colors: The Shards Tris = Three, The Worldwake Dual Manlands = Two.

Amount of Mana: The Shards Tris = One, The Worldwake Dual Manlands = One.

Speed: The Shards Tris = Tapped, The Worldwake Dual Manlands = Tapped.

Pain: The Shards Tris = None, The Worldwake Dual Manlands = None.

Mana Costs: The Shards Tris = None, The Worldwake Dual Manlands = None.

Pay Restrictions: The Shards Tris = None, The Worldwake Dual Manlands = None.

Deck Thinning: The Shards Tris = No, The Worldwake Dual Manlands = No.

Types: The Shards Tris = Land Only, The Worldwake Dual Manlands = Land Only.

Manland: The Shards Tris = No, The Worldwake Dual Manlands = Yes.

Special Abilities: The Shards Tris = No, The Worldwake Dual Manlands = Yes.

This matchup was much tougher for me. Is the extra color worth more than gaining a creature that has a special ability? In a two, ally colored deck, my choice would definitely be the Worldwake Dual Manland. However, if I were playing a three colored Alara shards deck, which would I prefer? I was having a hard time answering this question until I simplified it. See, I realized that, in my head, I was comparing four Shards Tris against four Worldwake Dual Manlands. I guess this made it more difficult because, to me, it makes it seem like the Shards Tris are contributing quite a lot of mana fixing. However, when I thought if I would rather have one Shards Tri or one Worldwake Dual Manland, the solution became easier for me. I would choose the Worldwake Dual Manland. The contribution that the one extra color gives to a deck’s mana ratios was insignificant compared to the damage that a Worldwake Dual Manland could deal. Besides, lets say you have an Esper deck and the color count for white is the least. Using Creeping Tar Pits over Arcane Sanctums would have less of an impact on your mana ratios than using Celestial Colonnades over Arcane Sanctums would. So, if you look over your mana ratios carefully, the Worldwake Dual Manland that you should use should become apparent.

Conclusion: I’d rather use a set of Worldwake Dual Manlands over a set of Shards Tris, even in a three colored deck.

The M10 Duals vs. The Zendikar Refuges

Number of Colors: The M10 Duals = Two, The Zendikar Refuges = Two.

Amount of Mana: The M10 Duals = One, The Zendikar Refuges = One.

Speed: The M10 Duals = Tapped or Untapped, The Zendikar Refuges = Tapped.

Pain: The M10 Duals = None, The Zendikar Refuges = None.

Mana Costs: The M10 Duals = None, The Zendikar Refuges = None.

Pay Restrictions: The M10 Duals = None, The Zendikar Refuges = None.

Deck Thinning: The M10 Duals = No, The Zendikar Refuges = No.

Types: The M10 Duals = Land Only, The Zendikar Refuges = Land Only.

Manland: The M10 Duals = No, The Zendikar Refuges = No.

Special Abilities: The M10 Duals = No, The Zendikar Refuges = Yes.

Whew, now that we don’t have to worry about nonbasics producing more than two colors, these matchups should be easier. This one is particularly simple. As I mentioned in my last article, when reviewing Kabira Crossroads, I don’t believe that the speed you lose is worth two life. It is DEFINTELY not worth only one life.

Conclusion: Hands down, the winner is the M10 Duals.

The M10 Duals vs. The Worldwake Dual Manlands

Number of Colors: The M10 Duals = Two, The Worldwake Dual Manlands = Two.

Amount of Mana: The M10 Duals = One, The Worldwake Dual Manlands = One.

Speed: The M10 Duals = Tapped or Untapped, The Worldwake Dual Manlands = Tapped.

Pain: The M10 Duals = None, The Worldwake Dual Manlands = None.

Mana Costs: The M10 Duals = None, The Worldwake Dual Manlands = None.

Pay Restrictions: The M10 Duals = None, The Worldwake Dual Manlands = None.

Deck Thinning: The M10 Duals = No, The Worldwake Dual Manlands = No.

Types: The M10 Duals = Land Only, The Worldwake Dual Manlands = Land Only.

Manland: The M10 Duals = No, The Worldwake Dual Manlands = Yes.

Special Abilities: The M10 Duals = No, The Worldwake Dual Manlands = Yes.

Okay, maybe I spoke too soon. This is a tough matchup. Speed vs. Manland with a Special Ability. I think the winner here is partly decided by two factors. Firstly, how many basic lands is the deck playing? This will determine the likelihood of the M10 Dual coming into play untapped. Secondly, which Worldwake Dual Manland are we looking at? Each one has a different ability. If every other land in the deck is a basic land, I’d rather have the M10 Dual. If, say, only fifty percent of the lands are basic lands, then I’d probably rather have the Worldwake Dual Manland. Though, which one we’re looking at would also affect my decision. We’ll get to my Worldwake Dual Manland hierarchy in a bit.

Conclusion: Tie. The decision is highly dependent on other factors, such as the number of basic lands.

The Zendikar Refuges vs. The Worldwake Dual Manlands

Number of Colors: The Zendikar Refuges = Two, The Worldwake Dual Manlands = Two.

Amount of Mana: The Zendikar Refuges = One, The Worldwake Dual Manlands = One.

Speed: The Zendikar Refuges = Tapped or Untapped, The Worldwake Dual Manlands = Tapped.

Pain: The Zendikar Refuges = None, The Worldwake Dual Manlands = None.

Mana Costs: The Zendikar Refuges = None, The Worldwake Dual Manlands = None.

Pay Restrictions: The Zendikar Refuges = None, The Worldwake Dual Manlands = None.

Deck Thinning: The Zendikar Refuges = No, The Worldwake Dual Manlands = No.

Types: The Zendikar Refuges = Land Only, The Worldwake Dual Manlands = Land Only.

Manland: The Zendikar Refuges = No, The Worldwake Dual Manlands = Yes.

Special Abilities: The Zendikar Refuges = No, The Worldwake Dual Manlands = Yes.

One mistake that I made back in the day as a beginner to Magic was to put too much stock into life gain. I would always have to be reminded that you win the game by killing your opponent, not by having a ton of life. Cards like Sanguine Bond and Felidar Sovereign DO make it possible to win through life gain, but for most decks, this isn’t the case. Life gain can be used as a sort of defense, but getting your opponent to zero life should be the main goal. Because of this, the damage that a Worldwake Dual Manland can deal outweighs the one life that a Zendikar Refuge gives you.

Conclusion: Dealing damage trumps gaining life. Victory goes to the Worldwake Dual Mandlands.

Yay! Participation!

These comparisons were completely subjective, so let me know if you agree or disagree. For next week, I’ll be comparing Terramorphic Expanse, the Shards Panoramas, and the Zendikar Fetches. However, until then, I want two things from you. First of all, I want to know what your hierarchy is for the Worldwake Dual Manlands. Here is mine, with one being my favorite and five being my least favorite:

1) Creeping Tar Pit

2) Stirring Wildwood

3) Celestial Colonnade

4) Raging Ravine

5) Lavaclaw Reaches

The second thing I’m looking for are some matchups that you’re curious about. What lands do you find yourself having a tough time deciding between? Entries can include single cards or card cycles. As always, thanks for reading!

pyan9490 says... #1

1) Creeping Tar Pit 2) Celestial Colonnade 3) Raging Ravine 4) Stirring Wildwood 5) Lavaclaw Reaches

Creeping Tar Pit and Celestial Colonnade are almost guaranteed damage. I like Celestial Colonnade because you can use it as a mana source in the second main even if you attacked!

March 7, 2010 1:56 p.m.

mattlohkamp says... #2

Celestial Colonnade is my favorite, mostly because of the colours, but also for the vigilance, which is pretty sweet for an angel that can be tapped for mana. I really want to try Raging Ravine , I feel like there are some possibilities there... it could use some trample, though.

March 7, 2010 2:51 p.m.

pyan9490 says... #3

Hey can you actually give me some advice on my deck http://tappedout.net/mtg-decks/naya-something/ regarding manlands and dual lands? Its a pretty fast deck and I get creatures out quick, but in mid-late game I find myself having little or no cards in hand and a lot of mana. So I was thinking about putting Stirring Wildwood in as a one of so I can use the mana to animate and attack with it later on. The only down side is that it may disrupt my tempo early on, which is not good since I rely on hitting my lands and getting creatures out fast. I've also considered Raging Ravine but since this is a fast deck, I want to keep the cost of animating the land as low as possible. Input would be much appreciated!

March 7, 2010 6:20 p.m.

l0ki says... #4

Celestial Colonnade is the best because of the deck you play it in. U/W control is a lot better thanks to this little beauty. (:

March 7, 2010 8:28 p.m.

SirNips says... #5

  1. Raging Ravine - lots many a game to this guy and it is a lot of fun to play with as well so its my favourite.
  2. Creeping Tar Pit - for sheer annoyance of it being unblockable rather than anything else
  3. Celestial Colonnade - it flies
  4. Stirring Wildwood - 3/4 reach tends to be quite useful
  5. Lavaclaw Reaches - I have no idea why this card exists.
March 8, 2010 1:53 a.m.

l0ki says... #6

@SirNips Jund uses this card well. You animate it, and swing, pumping excess mana into it. It's good when they're reduced to top decking.

March 8, 2010 2:52 a.m.

Xander574 says... #7

plus Lavaclaw Reaches has firebreathing, but for any mana color which is pretty sweet.plus Lavaclaw Reaches has firebreathing, but for any mana color which is pretty sweet. 1) Creeping Tar Pit -cheap, unblockable, useful colors, 2) Stirring Wildwood -colors, cheap, stops allot of flying, survives Novablast Wurm 3) Celestial Colonnade -flying and you can attack and gain mana, awesome 4) Lavaclaw Reaches -multi color firebreathing 5) Raging Ravine -needs trample

March 8, 2010 4:43 a.m.

exarkun809 says... #8

Amulet of Vigor throws a bit of a wrench into this discussion if you decide to use a large amount of nonbasic lands...

March 8, 2010 1:44 p.m.

killroy726 says... #9

1) Stirring Wildwood great for G/W ally decks with no air defense 2)Creeping Tar Pit 3) Celestial Colonnade , lastly Lavaclaw Reaches

March 8, 2010 11:45 p.m.

p0haku says... #10

Tar Pit, Ravine, Wildwood, Colonnade, Reaches, imo.

Also, exarkun809 is absolutely correct. Amulet of Vigor is an excellent choice for decks that run a lot of non-basic lands. I would probably not recommend it for a turbo aggro deck since that deck will probably get more use out of the one mana the Amulet costs than it will out of the perks of ETBT lands, even if you can get it out on turn one. For slower decks (for example) I've frequently wished Oran-Rief, the Vastwood didn't enter tapped and have considered trying to work an Amulet in. A lot of blue decks could benefit from a functionally free Halimar Depths and if you're playing for a long game with Emeria, The Sky Ruin you can definitely use it.

March 10, 2010 10:01 a.m.

p0haku says... #11

Oh, and really my list is like 1: Tar Pit, 1.5: Ravine, 1.8: Wildwood, 2: Colonnade, 25,000: Reaches.

March 10, 2010 10:08 a.m.

Sem48 says... #12

March 10, 2010 9:31 p.m.

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