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Author Topic: [Free Article] So Many Insane Plays -- A Short History of Dual Lands  (Read 2987 times)
Smmenen
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« on: September 03, 2013, 05:00:58 pm »




http://www.eternalcentral.com/?p=4304

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Mana is the foundation of Magic. Although it is possible to design and build decks without mana production, it is extremely difficult. More importantly, the possibilities for mana production define the range of strategic possibilities in Magic. This is why Zvi Mowshowitz once claimed that he began analyzing a format by examining the possibilities inherent in that format’s mana production capacity.

Lands are the building blocks of mana production. While there are many forms of mana production, and while it is possible to build decks without mana producing lands (or even lands at all), mana producing lands are the most basic building block in the game of Magic. They shape and constrain the strategic possibilities in the game.

Theros, the 62nd Magic expansion set, is upon us, and promises new design possibilities. As is the case with every fall expansion, new mechanics, new designs, and new ideas are in the offing. Most importantly, Sam Stoddard announced that Theros block would introduce a new cycle of dual lands:

“I will let you in on a secret—there will be a cycle of dual lands in Theros block.”

We do not know what dual lands will be in Theros or what they look like, but with Theros scheduled for release on September 27, the entire set will be spoiled within weeks. The mystery of what Theros may hold is an opportunity to speculate as to how the current design staff might approach dual land design. In doing so, it is also a good opportunity to look back and examine more carefully how dual lands have been designed in the past, what differences and general approaches exist to designing dual lands, and what design space remains untapped for dual lands. I will close by identifying potential approaches that might be used in Theros or beyond.


Check it out!!
« Last Edit: September 04, 2013, 11:39:16 am by Smmenen » Logged

DubDub
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« Reply #1 on: September 04, 2013, 09:27:54 am »

Thanks for the article Steve.  I thought fetchlands (the Onslaught and Zendikar block ones we're all familiar with, and the first versions (that ETBT, from Mirage block I think?) that people may not know about) were worth mentioning as an aside.  While they don't produce mana themselves they're used for mana-fixing in the same way duals are.  It leads to variations on future design space, instead of the duals you proposed at the end:

Quote
Choose-your-own-Tundra
 Land
 When ~this~ comes into play, choose blue or white.
 Tap: Add one mana of the chosen color to your mana pool.

You could recreate a similar effect with a modified fetchland:

Quote
Find-half-a-Tundra
 Land
 When ~this~ enters the battlefield, choose island or plains, then sacrifice ~this~ and search your library for a basic land with the chosen type and put it onto the battlefield, then shuffle your library.

Such a fetch would offer a budget alternative to ONS/ZEN fetchlands that are better in one respect, they don't cost a life, while offering a drawback: the inability to save the shuffle effect for a later Brainstorm etc, and the inability to save the ability activation for a *safe* time when the opponent can't stifle.  Also you wouldn't be able to fetch a dual land with the 'basic' wording above, but that could potentially be dropped, though another drawback may need to be added.

I think if the goal is to lower the barrier to entry for eternal formats then we're more likely to get a worthwhile competitor for the fetchlands than the ABUR duals.

All in all, thanks for the cool read.  I would love to see a super-cycle of Tainted lands, i.e. four Blessed Lands that require a Plains to become duals, etc.
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Chess really changed when they decided to stop making Queens and Bishops.  I'm just glad I got my copies before the prices went crazy.
Smmenen
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« Reply #2 on: September 04, 2013, 04:20:02 pm »

It is quite true that fetchlands are a form of mana fixing, and can be used to find dual lands.  It is very difficult to draw strict lines between card types in a categorical way.  If I surveyed Fetchlands, I felt that might take me too far off track.  That's why I was explicit that I'd be focusing just on dual lands, and not fetchlands, rainbow lands, or tri-lands.

I like your idea for a super-cycle of Tainted lands.

Did folks enjoy this article?  If so I might write a similar one on the history of Rainbow (5c) lands. 
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oshkoshhaitsyosh
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« Reply #3 on: September 04, 2013, 07:21:01 pm »

Great article Stephen I really enjoyed it!
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« Reply #4 on: September 05, 2013, 06:08:47 am »

I liked the article.  One this I would suggest, since I'm sure that a lot of these had articles written on them by wizards when they were released you might put links to those articles as footnotes in yours.

I would be very interested in the 5c evolution, since they have done a lot of interesting things with rainbow lands whose drawbacks are not easily stated as better or worse than others.
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« Reply #5 on: September 05, 2013, 07:51:04 am »

Nice read! I see Randy Buehler gets a quick mention - it's worth pointing out though it was one of his conscious efforts during his time in R&D to improve the quality of dual-lands and let people just get on with casting their spells. I think his time in R&D is maybe little over-looked, but he had a HUGE role in setting Magic on a sustainable, stable footing.

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