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Author Topic: Enemy Fetches in Zendikar?  (Read 8684 times)
MirariKnight
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« on: August 30, 2009, 11:48:19 pm »

MaRo's article today said this (among other things) about Zendikar:
It includes "A cycle of cards that players have been begging us to print for years."
Given the land theme, how well they would work with landfall, etc. this seems totally plausible...
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Juggernaut GO
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« Reply #1 on: August 31, 2009, 02:39:49 am »

I'll remain optimistic and hope they will print urza's workshop: Land, T:travis wins target game.

But until then, new fetchlands sound decent.
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« Reply #2 on: August 31, 2009, 07:14:11 am »

Enemy fetchlands have been rumored since fucken Mirrodin.  It's be pretty sweet, but it sort of falls under the category of "it's not lupus" for me.
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« Reply #3 on: August 31, 2009, 11:09:39 am »

They're trying to get rid of the whole "lands that damage" thing, so I doubt they'd be as good as you think they'd be.
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« Reply #4 on: September 01, 2009, 11:53:47 am »

Enemy fetchlands have been rumored since fucken Mirrodin.  It's be pretty sweet, but it sort of falls under the category of "it's not lupus" for me.
I feel I should note that eventually, it was Lupus.
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« Reply #5 on: September 01, 2009, 12:10:07 pm »

Enemy fetchlands have been rumored since fucken Mirrodin.  It's be pretty sweet, but it sort of falls under the category of "it's not lupus" for me.
I feel I should note that eventually, it was Lupus.

Touche.

FWIW, new fetchlands are sort of being hinted at, since the Landfall mechanic is made more better with good fetches (read: not crappy Shard fetches), as well as a spoiled card or two which has the delayed trigger - "If two or more lands came into play under an opponent's control, DO STUFF", which seems awfully narrow if we don't expect many opponents to be putting multiple lands into play a lot during Standard season.  Mmm hmmm.
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« Reply #6 on: September 01, 2009, 02:03:02 pm »

They once talked about having tested "Mox Forest"

Land
(CIP tapped???)
When ~ comes into play, you may play an additional land this turn.
T: G

They could print a cycle like that instead of fetches and still do the same trap card.
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« Reply #7 on: September 01, 2009, 06:47:36 pm »

Enemy fetchlands have been rumored since fucken Mirrodin.  It's be pretty sweet, but it sort of falls under the category of "it's not lupus" for me.
I feel I should note that eventually, it was Lupus.

Touche.

FWIW, new fetchlands are sort of being hinted at, since the Landfall mechanic is made more better with good fetches (read: not crappy Shard fetches), as well as a spoiled card or two which has the delayed trigger - "If two or more lands came into play under an opponent's control, DO STUFF", which seems awfully narrow if we don't expect many opponents to be putting multiple lands into play a lot during Standard season.  Mmm hmmm.

If a set with this mechanic didn't produce enemy fetches, I don't think any oset will
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« Reply #8 on: September 01, 2009, 11:07:15 pm »

Well, a block, anyway.
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« Reply #9 on: September 06, 2009, 12:59:15 am »

Just in case you didn't see they are confirmed
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« Reply #10 on: September 06, 2009, 04:05:23 am »

YEs, the R/W one's called Acid Mesa   (Why, oh why did they call it that?)
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« Reply #11 on: September 06, 2009, 06:32:59 am »

They didn't.  It is called Arid Mesa, which is pretty god flavor Wink
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« Reply #12 on: September 06, 2009, 08:00:57 am »

Does this really affect us, though?

Is Steel City Vault going to start running a basic mountain?  A basic forest in Oath?  This is probably more pertinent in Legacy where Ug decks probably do want that forest.
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« Reply #13 on: September 06, 2009, 11:53:15 am »

Does this really affect us, though?

Is Steel City Vault going to start running a basic mountain?  A basic forest in Oath?  This is probably more pertinent in Legacy where Ug decks probably do want that forest.

I think it really just opens up a little more design space for decks that want to run enemy basics. While they might not have an immediate application in most decks, as the game evolves, these cards can help support the slightly inferior manabases these decks would have been running.
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MirariKnight
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« Reply #14 on: September 06, 2009, 01:37:25 pm »

Allows for 3 things, two of which is irrelevant 99% of the time:

1. More diversity in fetches to stop Needle (irrelevant)
2. Allows you to run 9-12 blue fetches (probably irrelevant)
3. Allows you to run a lot more basics - Wasteland got a small downgrade, but it's minor
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« Reply #15 on: September 06, 2009, 01:46:11 pm »

And there is more...

U/G based Fish decks can now reliably play basic Forest against Wasteland.
Gifts for 4 Fetch Lands.
Cannot Extirpate fetches as easily.
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« Reply #16 on: September 06, 2009, 03:59:24 pm »

Allows for 3 things, two of which is irrelevant 99% of the time:

1. More diversity in fetches to stop Needle (irrelevant)
2. Allows you to run 9-12 blue fetches (probably irrelevant)
3. Allows you to run a lot more basics - Wasteland got a small downgrade, but it's minor

Hmmm 9-16 blue fetches? (Mountain/Island, Forest/Island)...I wouldn't say that it's irrelevant, i've run 8 fetches on occasion...
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« Reply #17 on: September 06, 2009, 05:29:41 pm »

more shuffle effects for top!
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Juggernaut GO
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« Reply #18 on: September 06, 2009, 08:54:56 pm »

sounds good, my suppression field stax list will finally be amazing!
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« Reply #19 on: September 07, 2009, 02:22:38 am »

It certainly won't change anything for controle decks.....
Just a good upgrade for Fish/Aggressive strategy....
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MirariKnight
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« Reply #20 on: September 07, 2009, 02:47:10 am »

It certainly won't change anything for controle decks.....
Just a good upgrade for Fish/Aggressive strategy....

And Oath
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