Bounce Lands
Modern forum
Posted on June 16, 2017, 6:25 p.m. by IlGuale
So, Golgari Rot Farm , Boros Garrison... Why do they exist? Even as a budget player, i see the only reason to play them being the possibility of bouncing back an already tapped land, becoming a situationally better Tap-Land. Are they really horrible or am i missing something?
They're two lands by themselves. Any two-lander with a single bounceland is in fact a three-lander. If you think about it this way, you'd start off with an extra land at the start of the game in exchange for slower mana. Of course, they're still worse than fetch-shock manabases, but they're interesting. In modern, they're almost always combo pieces somehow.
June 16, 2017 6:42 p.m.
I could also imagine some synergy with Lands that have ETB effects (e.g., Halimar Depths, Temple of Epiphany, Sejiri Refuge, Khalni Garden)
June 16, 2017 6:46 p.m.
I was actually planning to play some Landfall shenanigans, but I have to find a way to compensate for the loss of speed. My tone was pretty much due to that, to be honest.
June 16, 2017 7:03 p.m.
(It seems to work for Amulet Titan, anyway)
June 16, 2017 7:11 p.m. Edited.
the.beanpole says... #7
They net you additional mana with Snap, Rewind, Peregrine Drake, etc.
June 16, 2017 9:57 p.m.
With Amulet of Vigor you can respond to the bounce effect by tapping it for mana and then returning it to your hand, netting 2. That's how the old Amulet Bloom ramped into a huge Primeval Titan or into a Hive Mind Pact combo: playing multiple bounce lands a turn with Summer Bloom. Now it's banned :(
June 16, 2017 11:49 p.m.
The bounce lands are big-mana combo fuel. Combine them with Amulet of Vigor and either Sakura-Tribe Scout or Azusa, Lost but Seeking, and you'll see why they can be very powerful.
June 17, 2017 1:07 a.m.
Thank you all guys. Some suggestions are too expensive for my budget, but i really appreciate every comment.
June 17, 2017 7:01 a.m.
The thing you really need to be cautious about is land destruction. Fulminator Mage, Beast Within, Karn Liberated, and Ghost Quarter are all Modern staples.
You really don't want to use your turn 2 to bounce your first land back to your hand, then pass turn, only to have your opponent play land destruction on their turn 3. You "untap" on your turn 3 with no lands in play, maybe not even any permanents.
That's why you don't see them much in Modern, outside of the old Titan Bloom deck.
Personally, I've always loved them since they were printed. The Karoo lands from RAV block are really nice for landfall triggers and playing your mana on curve, as others have said.
jparker-sartori21 says... #2
Well, they tap for 2 and so they save you a card in general. They aren't used at a competitive level but they are super good for uncommon lands.
June 16, 2017 6:39 p.m.