Lavaclaw Reaches enters the battlefield tapped.
Tap: Add B or R to your mana pool.
1,B,R: Until end of turn, Lavaclaw Reaches becomes a 2/2 black and red Elemental creature with "X: This creature gets +X/+0 until end of turn." It's still a land.
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Lavaclaw Reaches Discussion
2 weeks ago
Hey, it's your friendly neighborhood apartment complex buddy. Some cards to consider: Voracious Dragon, Wort, Boggart Auntie, Goblin Assault, Goblin Grenade, Auntie's Hovel, Blackcleave Cliffs, Dragonskull Summit, Lavaclaw Reaches.
3 weeks ago
I kept the lower land count because I was running higher card draw numbers, which evens out the inconsistancy- I'll probably swap a couple of things in though- perhaps not 23, but 22 with a pair of utitility lands. Lavaclaw Reaches or something.
1 month ago
my personal ranking would be
1) Celestial Colonnade - its evasive. hard(er) to kill. and is strong enough to provide a nice clock to close out games. although the decks that play it are currently doing less than great. UW generally likes to drag games out a bit, giving them the time to utilize this card in the end game.
2) Raging Ravine - big beater becomes bigger beater. GR is a good color combo for this cost R loves to get rid of everything in it's hand and G loves to give a bit of mana ramp. GR needs a card that provides a sink to put mana into when it has extra resources but no cards.
3) Creeping Tar Pit - evasion is the name of the game here. 3 power for 4 mana tied up isn't terrible once you have the board locked. good damage dealer especially paired with other evasive beaters like Vendilion Clique.
4) Shambling Vent - could easily be switched with #3 depending on just how many decks are using this card at the time. this card isn't the best but a reasonable body for the cost with a good ability makes it fit in a number of different areas.
5) Stirring Wildwood - a hard to remove 3/4 for 4 when youre out of cards is nice, but unlike other cards it doesnt have evasion or other abilities. so it sits at a solid #5.
6) Lavaclaw Reaches - while this card does die to a lot of cards i believe that it has the nice ability to act as a deterrent and as a finisher. your opponent will need to keep up some form of removal towards the end of the game as a RB deck will most likely have taken a solid chunk of their life total and with a +X/+0 ability, once swing can be lethal. RB is definitely the deck that loses it's hand the quickest, and really enjoys having the ability to use their extra mana on something tangible.
7) Lumbering Falls - if only because it has hexproof. its incredibly hard to remove, but its still just a 3/3.
8) Hissing Quagmire - 2/2s are pretty meh. deathtouch is ok. adding them together does not make this amazing. having to keep up 4 mana to deter you opponent from attacking with their biggest ground based threat in the hopes that they don't have removal to kill a 2/2 isn't necessarily the boat i want to be in.
9) Needle Spires - if you hold up a lot of mana you can at least scare some X/2s out of attacking, or maybe getting in for a little damage, but this card is pretty resource intensive for how fragile it is. and WR doesn't always hold up 5 mana to stop X/2s (nor should it really). if you play several pump spells this card could go up, but those aren't really used often in these colors or even outside of decks that win before they get the mana to use this.
10) Wandering Fumarole - 1 power unless it makes itself incredibly fragile. very low damage output. requires basically an open board to do any real damage. thrown in UR decks simply because its still more than a basic mountain.
1 month ago
I'd probably rank them by the power of themselves, and not the decks that use them. In my oppinion:
1 - Celestial Colonnade (evasion, good clock and */4 makes it the best one for me);
2 - Raging Ravine (the best clock)
3 - Creeping Tar Pit (unblockable is very good)
4 - Lumbering Falls (in my oppinion, it's a very very good manland... unfortunately, UG doesn't support a real powerful Midrange/Control deck at the moment to make use of it);
5 - Shambling Vent (cheap to activate, and lifelink wins many races)
6 - Stirring Wildwood (very good body for low mana cost)
7 - Hissing Quagmire (good blocker and ok as a beater)
8 - Needle Spires (bad, but in my oppinion, better than the other two... this one at least have a chance of surviving in combat, and any pump transforms it into a real threat... doesn't have a home in Modern as well);
9 - Wandering Fumarole (a good wall, or a fragile beater);
10 - Lavaclaw Reaches (if it was +X/+X it would be ok).
1 month ago
I fully qualify the following in that it's based off my anecdotal experience rather than any real research, but I know that Celestial Colonnade and Creeping Tar Pit are used as wincons in some control decks, and Raging Ravine in some midrange-y decks. Shambling Vent and Hissing Quagmire are basically support cards, and I personally haven't seen any of the others used for anything more than emergency support, where Lumbering Falls and Wandering Fumarole see the most action.
Celestial Colonnade, Raging Ravine, Creeping Tar Pit, Shambling Vent, Hissing Quagmire, Wandering Fumarole, Lumbering Falls, Stirring Wildwood, Needle Spires, and Lavaclaw Reaches is how I would rank them.
I'm feeling the need to design a manland/Zendikon deck now.
1 month ago
Here's my take on the rankings.
Raging Ravine - A quality finisher on a Tier 1 deck (Jund). Closes games out in a hurry.
Shambling Vent - Sees play in everything from Eldrazi & Taxes to Abzan and Mardu Midrange, and the lifelink is generally huge for the slower decks.
Celestial Colonnade - Classic Control finisher.
Creeping Tar Pit - Sees play in a good deck (Grixis Control).
Stirring Wildwood - Sees occasional play in decks like Abzan, as well as Death & Taxes/Hatebears. The first of the list that I'd say is a tad underplayed.
Hissing Quagmire - Saw some play in Midrange once, but has fallen off of late. I think it's pretty decent, though.
Wandering Fumarole - Unimpressive power/toughness by default, and is vulnerable to Bolt if you ever flip its P/T values. Furthermore, decks tend to reach for Blood Moon, which shuts it off. Not a fan.
Lumbering Falls - Hexproof is a neat upside to have, but a 3/3 for isn't great value, and midrange decks in its colors are kind of fringe.
Needle Spires - The body is very weak for the price of activation.
Lavaclaw Reaches - Too mana-intensive, and too easy to kill. Easily the worst of the bunch.
1 month ago
Decks that play Colonnade are doing very poorly right now. I wouldn't put it first. Something like the following is more appropriate:
Shambling Vent is the second most played manland from the Zendikar cycle. It's better than both of the other Abzan manlands because it taps for more important colors and fills a crucial role in the decks that play it. Lavaclaw Reaches is most certainly the worst of the bunch. Needle Spires can at least help you finish some games and be difficult in combat.
1 month ago
So JUST for modern, I would probably rank as such.
This is almost exclusively based on how many good decks are available right now that can actually play these cards AND how objectively powerful they are in general IN MODERN.