This is the 9th entry in a series where I comment on and explain my choices for my limited card pool in detail. Here are my previous entries:
In this entry I listed a number of guidelines I follow when deciding which cards I want in my cubes.
Here’s a PDF you can open in a new window to look at the part of my list I’m taking about while reading:
Blue Lands & Creatures (The rarities of [card]Daring Apprentice[/card] and [card]Clone[/card] were switched inadvertently; the former should be uncommon, the latter common.)
And here’s a link to an explanation of the shortcuts I use in that list, if you need it.
I never understood the fascination of many players with the bouncelands from the old Ravnica block. „Card advantage on a land“ is what some pro uttered in awe – well, yes (although an extra mana isn’t even technically card advantage unless you can exchange that mana or another land for a card somehow), but at the same time these lands are so slow that [card]Thawing Glaciers[/card] seems to work at hypersonic speed in comparison. They can’t be laid on turn one, need another „normal“ land to be played at all, cost you your second turn (and might even lose you a card when you’re on the draw – so much for card advantage!), and do not provide an extra mana before the turn where you would have run out of land drops otherwise. In addition, they make you extremely vulnerable to land destruction, tapping or bouncing.
I was still a somehow active player at the time of Ravnica / Time Spiral block, and I remember two things clearly: 1. Unlike practically everyone else, I picked signets over bouncelands in Ravnica block draft (meaning I got very few of the latter, since some people took to actually firstpicking them), and my win ratio in that format was the highest ever. 2. I playtested standard a lot back then, and whenever I came upon a deck using bouncelands, I very soon tuned them out of the deck, vastly improving that deck’s strength.
That seemed to be a lot off-topic text, didn’t it? Yet I wanted to explain why I got rid of those bouncelands in my pool: They simply sucked. I used them as an additional cycle of manafixers, but noone, including myself, was ever happy drawing them, and when I realized that I didn’t need that much manafixing in my pool anymore after committing to reasonably sized cubes, I gladly threw them out.
However, the idea of a land which would provide mana advantage in a long game for the cost of slowing down your early game wasn’t that bad in itself, if that was the expressive purpose of that land. So, when I was looking for a special blue-affiliated land beyond the fundamental cycles of manlands and cycling lands (every color should have at least one of those), I decided that I could include [card]Coral Atoll[/card] from the Visions predecessor cycle of the bouncelands. Blue is the color most likely to want this effect, since it is usually best equipped for the endgame, so that fitted.
[card]Giant Tortoise[/card] is cool, because it is a vanilla 1/4 for 1U. (Well, almost.) There’s a million 1/3 creatures for 1U, but a 1/4 is just what’s needed, and there’s no good reason it has to cost 3 mana, unless it has a significant upside. ([card]Armored Skaab[/card] brings that upside, if an environment has a strong graveyard theme.) Making a 1/4 cost UU, like [card]Plated Seastrider[/card], is also silly, as [card]Frostburn Weird[/card] shows.
[card]Void Stalker[/card] as a common highlights again how much value I place on available creature removal as the most important form of interaction in limited.
[card]Latch Seeker[/card] edges out [card]Phantom Warrior[/card] for crunch reasons – if you’re not careful, you’ll end up with a dozen 2/1 or 2/2 flying creatures for 3 mana in Blue when assembling your limited card pool (but you certainly want a few of those).
[card]Scroll Thief[/card] is a bit closer to [card]Thieving Magpie[/card] than I like, but [card]Stealer of Secrets[/card] isn’t too unique either (see [card]Dimir Cutpurse[/card] or [card]Augury Adept[/card]), and the slow, accumulating advantage this creature threatens to grind out goes better with only a single point of power. (Having it deal combat damage, unlike [card]Ophidian[/card], is still a good idea, because you want to reward players who power this creature up.)
The archetypal pinger, [card]Prodigal Sorcerer[/card], shows that I still see that ability in Blue, where it once belonged (although Red gets to join the party, of course, like with [card]Vulshok Sorcerer[/card]), and his big sister, [card]Reveka, Wizard Savant[/card], underscores that.
[card]Clone[/card] is common, not only because Blue is a bit short on creatures which makes sense at common, but also because, nonewithstanding its rather complex underlying rules, it represents a really basic version of a typical blue effect, and it isn’t powerful in itself – just playing it on curve, for example, will usually result in a not too impressive effect.
[card]Tower Geist[/card] is a hybrid between the acceptable, but not too exciting [card]Screeching Drake[/card] and the overpowered [card]Mulldrifter[/card].
From a flavor-based aesthetic perspective, it sucks that I use [card]Air Elemental[/card], [card]Water Elemental[/card] and [card]Earth Elemental[/card], but not [card]Fire Elemental[/card] – but that is just one vanilla creature too many, and too similar to the others. The blue flyer is listed as uncommon, but I already reversed my stance on that, and it is common again, to fall into line with the other elementals, and to show that Blue can get big flyers at common, but they are not as strong as the rarer creatures of other colors (see White’s [card]Serra Angel[/card]).
[card]Ephemeron[/card] is the best companion I found as a generic 6-drop creature for [card]Mahamoti Djinn[/card], it being nearly unkillable and all, but I keep my eyes open for a better solution, which feels more generic, and differs more from the Djinn (and [card]Air Elemental[/card]).
[card]Tidal Force[/card] replaced [card]Tidespout Tyrant[/card], because an 8-drop shouldn’t require additional spells to be worth its mana.