March Magic Madness - Round 2: Lands and Instants

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KrazyCaley

22 March 2013

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Round 2

Now that we've thinned the field a bit, I'll provide a little commentary on each card.


Land Bracket


(1) Original Dual Lands ( Badlands - Bayou - Plateau - Savannah - Scrubland - Taiga - Tropical Island - Tundra - Underground Sea - Volcanic Island]] )

The duals handle Pendlehaven easily to make it to the next round. Printed originally in Alpha, the original dual lands, always worth a fortune these days, continue to set the design standard for dual land power level.

vs.

(8) Mishra's Workshop

Karakas puts up a fight, but the Workshop wins going away. If you're a skeptic, consider that in an artifact, the Workshop is a Black Lotus that never dies.


(11) Ravnica Shocklands ( Blood Crypt - Breeding Pool - Godless Shrine - Hallowed Fountain - Overgrown Tomb - Sacred Foundry - Steam Vents - Stomping Ground - Temple Garden - Watery Grave)

In our first upset of the tournament, the Ravnica shocks take down the mighty Library of Alexandria. The shocklands collected a lot of support from folks who either a- did not understand the Library's subtle-yet-incredible power, or b- held that power against it.

vs.

(4) The Tabernacle at Pendrell Vale

The Tabernacle edges out City of Brass by only two votes! The Tabernacle at Pendrell Vale is exactly the same as Pendrell Mists, only it costs 0 and isn't counterable, and doesn't die to land destruction.


(14) The Basic Lands ( Plains - Island - Swamp - Mountain - Forest )

Ironically destroying Strip Mine to get here, the humble basic lands pull off an upset. True facts - Wizards once announced that they were banning Island. It was a joke, but still.

vs.

(5) Cabal Coffers

Coffers stomps the Vivid Lands with a Consume Spirit for 43.


(7) Pain Fetch Lands ( Flooded Strand - Polluted Delta - Bloodstained Mire - Wooded Foothills - Windswept Heath- Misty Rainforest - Verdant Catacombs - Marsh Flats - Arid Mesa - Scalding Tarn )

Gaea's Cradle mounted a late comeback, but in the end the fetch lands just barely had enough, probably because their deck was thinned out and Gaea's Cradle's wasn't.

vs.

(2) Tolarian Academy

Maze of Ith goes down in what it could rightly complain about being a totally unfair matchup, BUT THAT HAS NEVER STOPPED TOLARIAN ACADEMY BEFORE.


Instants Bracket


(1) Ancestral Recall

When Richard Garfield designed this card, it was thought that giving a creature +3/+3 until end of turn, gaining 3 mana, doing 3 damage, preventing 3 damage or gaining 3 life, and drawing 3 cards were all the same power level.

vs.

(8) Path to Exile

I think the matchup we all want to see is Path to Exile vs. Swords to Plowshares, and then from then on ONLY THE WINNER will be allowed in EDH decks.


(6) Dark Ritual

Diabolic Edict draws a bad matchup against the under-seeded Dark Ritual.

vs.

(4) Lightning Bolt

Lightning Bolt holds off a strong challenge from Terminate to set up an exciting Rit v. Bolt matchup that has the stadium abuzz.


(3) Swords to Plowshares

Fact or Fiction, perhaps the best card advantage spell in the game that's not Ancestral Recall, still had no chance against what is perhaps the best targeted removal in the game.

vs.

(5) Force of Will

The venerable Giant Growth had some support, but not enough to overcome the force of Force.


(7) Capsize

Capsize easily handles Berserk, just like in an actual game.

vs.

(2) Counterspell

Counterspell easily handles the complicated-but-powerful Lim-Dul's Vault to set up this matchup of blue staple cards.

This article is a follow-up to March Magic Madness - Planeswalkers Bracket The next article in this series is March Magic Madness - Round 2: Sorceries and Enchantments

Rewdog says... #3

Lands:

1) The original duals

2) Ravnica Shocks

3) My heart shall always belong to my first plains and island: the basics

4) Tolarian Academy , damn memnarch control...

Instants:

1) Path to Exile just for the chance it could match with Swords to Plowshares

2) Whoever was performing said ritual just got zapped. Lightning Bolt !

3) Swords to Plowshares.

4) Counterspell.

March 22, 2013 8:18 p.m.

cartwheelnurd says... #4

Lands:

1: Original duals

2: Tabernacle

3: Basic lands

4: Academy

Instants:

1: ancestral recall

2: lightning bolt

3: force of will

4: counterspell

March 22, 2013 8:24 p.m.

doinitwrong says... #5

  • Mishra's Workshop - I just feel it's more powerful than the duals. Also, the duals have a lot of alternatives (albiet less powerful)- shocks, basics, the Glacial Fortress cycle- whereas there is no good alternative for the Workshop.
  • The Tabernacle at Pendrell Vale - Upon reflection, it was a mistake for me to vote for the shocks in round 1. That matchup really was a definite win for the Library just as this one is for the Tabernacle.
  • Basics- We have the basics versus a card that relies on having a certain subtype of basic. I'm seeing Basic on both sides of the equation. Must mean they're a big deal or something.
  • Fetch Lands- though this feels a lot like the Duals/Workshop matchup, I just love the fetch's so much. I don't know why, I just love them.

  • Ancestral Recall - no contest.
  • Dark Ritual - not much of a contest for me, though that may just be that I love combo decks.
  • Fact or Fiction - It has just as much of a right to complain about a "totally unfair matchup" as Maze of Ith . Plus, it's way more fun to play than either Swords or Force. Note: My official vote is Force of Will .
  • Capsize - Counterspells are kinda boring (not Counterspell specifically, but spells that counter in general).
March 22, 2013 8:45 p.m.

SwiftDeath says... #6

1) original dual lands

2) ravnica shock lands

3) Cabal Coffers

4) pain fetch lands

1) Ancestral Recall

2) Lightning Bolt

3) Force of Will

4) Counterspell

March 22, 2013 9:41 p.m.

Denial048 says... #7

Land Bracket##

1) The Original Dual Lands
2) The Tabernacle at Pendrell Vale
3) Cabal Coffers
4) Tolarian Academy

Instants Bracket##

1) Ancestral Recall
2) Lightning Bolt
3) Force of Will
4) Counterspell

March 22, 2013 10:12 p.m.

rtm2 says... #8

8 Mishra's Workshop - while the duals are amazing at fixing your mana, the workshop actually provides mana acceleration....and we all know that wins matchups.

11 shocklands - the haven is definitely a control enthusiasts dream, it's not very useful for most of us.

5Cabal Coffers - I don't believe the basic lands should be here, since any land with any ability is better. I also feel Lake of the Dead should've been here instead, but coffers it is.

2Tolarian Academy - i've seen more mana produced on turn 1 with this land than by any other means. I'm riding this baby to the championship!

1Ancestral Recall - card advantage is huge in magic. 3 cards as an instant for 1 mana is just too much.

6Dark Ritual - lightning bolt is amazing. when burn decks were forced to downgrade to shock, they were still good. when black lost dark ritual, they were retired.

5Force of Will - an amazing matchup here. I have to tip my hat to the free "get me out of any tough situation" card though.

2Counterspell - god i love me some blue. capsize should be run in many decks.....counterspell should be used all the time(unless you have mana drain). For 2 mana you have creature, enchantment, artifact, instant, and sorcery removal.

March 22, 2013 11:20 p.m.

heuertag says... #9

LANDS

(1) Original Dual Lands

(4) The Tabernacle at Pendrell Vale

(5) Cabal Coffers

(2) Tolarian Academy

(5) Force of Will

INSTANTS

(1) Ancestral Recall

(4) Lightning Bolt

(5) Force of Will

(2) Counterspell

March 23, 2013 12:46 a.m.

dcarpntr says... #10

Lands

  1. Original Dual Lands
  2. Ravnica Shocklands
  3. Cabal Coffers
  4. Pain Fetch Lands

Instants

  1. Ancestral Recall
  2. Lightning Bolt
  3. Swords to Plowshares
  4. Counterspell
March 23, 2013 1:39 a.m.

gufymike says... #11

dual lands

shocks

basic

fetch lands

ancestral recall

swords to plowshares

counterspell

March 23, 2013 1:48 a.m.

Cdawg44 says... #12

  1. Dual lands
  2. Ravnica Shock Lands because forcing you to pay upkeep on your own stuff sucks
  3. Basic lands because they are the foundation of the game
  4. Tolarian Academy
  5. Ancestral Recall .
  6. Dark Ritual is just so dang versatile and useful at almost all times.
  7. Swords to Plowshares
  8. Counterspell because.... Counterspell
March 23, 2013 2:15 a.m.

DaShPrime says... #13

  1. Original Dual Lands - Not much of a fight, sorry Mishra's Workshop
  2. Ravnica Shocklands - Close fight, but mana fixing still wins out
  3. Basic Lands - No Swamp , no Cabal Coffers
  4. Tolarian Academy - UUUUUUUUUU vs deck thinning? UUUUUUUU wins
  5. Ancestral Recall - Not much of a fight unfortunately, much as I like Path to Exile . The extra ramp is sometimes quite beneficial to my opponent.
  6. Dark Ritual - Iconic as Lightning Bolt is, Dark Ritual is just too powerful
  7. Swords to Plowshares - Force of Will is awesome, but doesn't fit in as many decks as easily as StP. 2 cards to counter 1 spell is card disadvantage, unless you feel like paying 3UU.
  8. Capsize - Capsize wins games, Counterspell may not.
March 23, 2013 4:16 a.m.

Nemesis says... #14

March 23, 2013 5:57 a.m.

vic says... #15

Ancestral Recall

Lighting Bolt(close one)

Swords to Plowshares(no contest)

Counterspell

Lands...sorry, nothing has a chance against the #1 seed. A contest w/o them would have been interesting though. Then again, I suppose a contest w/o Ancestral Recall would have been good too.

March 23, 2013 7:03 a.m.

Carn13 says... #16

Lands:

Duals

Shocklands

Basics

Tolarian Academy

Instants:

Ancestral Recall

Lightning Bolt

Force of Will

Counterspell

March 23, 2013 8:18 a.m.

1)Original Dual lands

2) The Tabernacle

3) The basic lands

4) Tolarian academy


1) Ancestrall recall

2) lightning bolt

3)Swords to plowshares

4)Counterspell

March 23, 2013 8:19 a.m.

http404error says... #18

"When Richard Garfield designed this card, it was thought that giving a creature +3/+3 until end of turn, gaining 3 mana, doing 3 damage, preventing 3 damage or gaining 3 life, and drawing 3 cards were all the same power level."

Ok yeah I get that you were saying that for dramatic effect. But still:

No it wasn't. They're even different rarities. Also Garfield mentioned it in one of his lectures... although he might have been fudging the facts a little bit...

March 23, 2013 3 p.m.

alpinefroggy says... #19

Best land ever printed: Tolarian Academy its the most obviously broken card ever printed. Yes dual lands are good, etc but the academy rules over all. There is really no debate.

March 23, 2013 6:48 p.m.

Chubbub says... #20

  1. Original Dual Lands
  2. The Tabernacle at Pendrell Vale
  3. Cabal Coffers
  4. Tolarian Academy

  5. Ancestral Recall

  6. Dark Ritual
  7. Swords to Plowshares
  8. Counterspell
March 23, 2013 7:52 p.m.

vic says... #21

Never noticed that theme of 3's with all 5 of those instants you're talking about. Interesting.

March 23, 2013 9:01 p.m.

naynay666 says... #22

  1. DUALS
  2. TABERNACLE
  3. CABAL COFFERS
  4. FETCH
  5. PATH
  6. DARK RITUAL
  7. SWORDS
  8. COUNTERSPELL
March 24, 2013 9:26 a.m.

yousquiddinme says... #23

  1. Dual lands. They're just the best.
  2. Shocklands. They're just the second best.
  3. Basic lands are still the way that literally everyone plays Magic. Every good deck has basic lands.
  4. Tolarian Academy is the most unfair magic card ever.

Instants:

  1. Ancestral Recall . I can't believe people are voting for Path.
  2. Lightning Bolt . I think it's just a better Magic card. Dark Ritual is pretty neato and gets cool turn 1 or 2 plays, but lightning bolt can negate most of the ones involving creatures, particularly Phyrexian Negator .
  3. Swords to Plowshares is the best spot removal in the game.
  4. Capsize is a stupidly good card.
March 24, 2013 9:55 a.m.

KrazyCaley says... #24

@ vic - Yeah, Giant Growth , Ancestral Recall , Dark Ritual , Lightning Bolt , and Healing Salve were intended to be a little mini-cycle of sorts. I always found it interesting how they turned out: Healing Salve is laughably bad (though I remember thinking that if you can PREVENT 3 damage, that's similar to DEALING 3 damage, right?), Giant Growth is respectable, Dark Ritual and Lightning Bolt are slightly above modern power levels, and Ancestral Recall 's effect now costs four mana and moves at sorcery speed.

March 24, 2013 5:28 p.m.

Rhadamanthus says... #25

  1. The Dual Lands win because even though Workshop is very (extremely insanely etc.) powerful, the Duals make the world go 'round
  2. The Shock Lands win because even though Tabernacle is very (extremely insanely etc.) powerful, the Shocks make the world go 'round
  3. Cabal Coffers wins because I'm not going to type all that a third time
  4. The Fetch Lands win because they let you play 10+ copies of the duals/shocks in your deck

  1. Ancestral Recall wins because of power and because I've grown to like Path less and less as time passes
  2. Lightning Bolt wins because it's been used to set up and stop even more insane plays than Ritual has enabled
  3. Swords to Plowshares wins because it's just as powerful as Force but more elegant and beautiful
  4. Counterspell wins because it's just a better card
March 24, 2013 8:57 p.m.

sewellius says... #26

  1. Original Dual Lands
  2. The Tabernacle at Pendrell Vale
  3. Cabal Coffers
  4. Tolarian Academy
  5. Ancestral Recall . I really wanted to vote for Path, but the Recall is so powerful.
  6. Lightning Bolt
  7. Swords to Plowshares . I really don't like the card disadvantage of Force.
  8. Capsize . This has a special place for me.
March 25, 2013 1:16 p.m.

kausemu says... #27

Lands:
Original Dual Lands
Ravnica Shock Lands
Cabal Coffers
Pain Lands


Instants:
Path to Exile
Dark Ritual
Swords to Plowshares
Counterspell

March 25, 2013 1:37 p.m.

entietz123 says... #28

duals,shocks, basics, fetches, ancestral, bolt, force, counterspell.

March 25, 2013 3:05 p.m.
  1. Mishra's Workshop b/c artifacts
  2. shocklands - strong fixing expecially in modern when combined w/ fetches
  3. basics - b/c one of them produces red mana... the other does not.
  4. Fetch lands - strong fixing and thining expecially in modern when combined w/ shocks.

  5. Path to Exile nice kill spell and they don't even get life so it works for boros!

  6. Lightning Bolt still some of the best burn ever printed.

  7. Swords to Plowshares so white can kill stuff too

  8. Counterspell i vote oh so reluctantly... but since this is a blue card face off less wordy one wins.

March 25, 2013 7:59 p.m.

Zen_Toombs says... #31

(1) Original Dual Lands ( Badlands - Bayou - Plateau - Savannah - Scrubland - Taiga - Tropical Island - Tundra - Underground Sea - Volcanic Island ) because dual lands are good.

(2) Ravnica Shocklands ( Blood Crypt - Breeding Pool - Godless Shrine - Hallowed Fountain - Overgrown Tomb - Sacred Foundry - Steam Vents - Stomping Ground - Temple Garden - Watery Grave ) because dual lands are good.

(3) The Basic Lands, because basics are OP and because Cabal Coffers is pretty worthless without either Swamp s or Urborg, Tomb of Yawgmoth .

(4) Pain Fetch Lands ( Flooded Strand - Polluted Delta - Bloodstained Mire - Wooded Foothills - Windswept Heath - Misty Rainforest - Verdant Catacombs - Marsh Flats - Arid Mesa - Scalding Tarn ) Because dual lands are awesome.

Instants Bracket

(1) Path to Exile is bloody awesome, and not inherently broken.

(2) Lightning Bolt because good spot removal holds a place in my heart.

(3) Swords to Plowshares because spot removal and not inherently broken.

(4) Counterspell is super good.

March 27, 2013 8:23 a.m.

GureiSeion says... #32

  1. Original Duals
  2. The Tabernacle at Pendrell Vale
  3. Cabal Coffers
  4. Pain Lands
    -------
  5. Ancestral Recall - Must. Draw. All. The. Cards.
  6. Dark Ritual - Turn 3 turn 1? Don't mind if I do.
  7. Swords to Plowshares - Best targeted removal indeed.
  8. Capsize - EDH bias prevails.
March 27, 2013 3:03 p.m.

CharonSquared says... #33

1) Original duals

2) Ravnica shocks

3) Cabal Coffers

4) Fetchlands


1) Ancestral Recall

2) Dark Ritual

3) Swords to Plowshares

4) Counterspell

March 27, 2013 9:24 p.m.

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