Aww man, I should have written this entry earlier; better late than never because MTG is always a work in progress, always new blocks in the makings and new concepts/mechanics to be dreamed of. Basically, there was a vote for which type of Legendary card Wizards should create: Enchantment or Land. There was surprisingly a very close vote, nearly 50/50 split. At first I was very for Team Enchantment b/c if I was to be categorized as a certain type of planeswalker, I would be an enchanter; one that used totems, mind controls, and ones that would not only disable, but hurt my opponents in the process.
I enjoy using enchantments that relied on luck and what was in my deck, such as Lurking Predators (many big expensive creatures)or Where Ancients Tread, that could do burst damage. I love to use enchantments than could change the tide of the game, such as Dragon Crucible, Gravitational Shift, or Collective Blessing.When I thought about the game itself though, I think I would have voted Team Land though instead. Why? For the meta game; I have rarely seen anyone use special lands in my casual group. Players infrequently use lands that give dual mana at the price of coming in tapped, and no one uses shock lands. Because of this, no one utilize spells or abilites that destroy lands and we are equally crippled when someone does use a powerful land such as Gavony Township.
Lands that make a difference though are typically rare and in my group of friends, some of us don't have the funds (or luck via boosters) to get them. Hence, our decks always have spells such as naturalize to remove the countless enchantments, but no one has spells to destroy lands.
By having a better stable of lands, it creates a reason to have special lands other than the reason of a mana source, which slowly becomes less important in longer games (of course, depending on the way the deck is built). I've seen countless games where players are begging their deck to give them something they can play and instead get a basic land. I personally can think of only a few special lands i'd even consider using.
Going with Team Land (or atleast greater variety in better lands), will create better MTG variety in deck building, increase the use of destroy land cards and make MTG better overall.
I hope for a day (or block) that we return to a plane like Zendikar, where there was a mechanic based on land. Land was important (see: Emeria, the Sky Ruin). It was equally important to have land removal cards. There were those enchantments that made lands into creatures.. or creatures that turned them into monsters. More variety, more strategies.
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