Hey there everyone. It's been a while
since I've written one of these things, but I feel like last night's
spoiler merited me 'coming out of retirement' per se. Up until this
point, I've been a huge fan of Theros. For those who don't know – I
studied quite a bit of Classical history during college, and so Greek
and Roman Mythology is a near and dear subject to my heart. I think
that the design team has really stepped their game up with creating
resonant flavor for a large portion of the cards in the set and I'm
really digging the references to commonly told stories.
With that said, last night, we had a
spoiler, as we are expected to during this season. It was one that
people had been waiting for – the new dual lands for Theros. There
were high hopes, and from the initial reaction, it doesn't seem like
the public is terribly much in support of them.
For those who haven't yet seen them,
here they are:
However, just looking at the internet
and taking a quick temperature gauge, it would appear that there's a
healthy group that is very outspoken against these Scry Lands. I
disagree with them, but I do think that they're presenting their
arguments in a coherent and fair manner, so it's probably worth
addressing the points in a more systemic manner. I've noticed that
the complaints with regards to these lands have fallen into a number
of categories, and I'm going to do my best to talk about each one.
I'd like to remind everyone that my
goal here isn't to change your opinion. If you don't like the lands,
that is your choice. This article is meant primarily as an
educational tool – to try and explain why
these lands have been printed right now, and provide some broader
contest in both the upcoming Standard, Limited, and design
environment.
THEY
ARE BAD BECAUSE THEY ENTER TAPPED
Yes. As you've all obviously
noticed, these lands do not have any option to enter the battlefield
untapped. You can not use them the turn that you play them – at
least not for mana. This is admittedly a downside to playing them.
You will most likely take a tempo hit when you play them.
Actually, let's take another look at
that part. Tempo hits. I'm sure the majority of you are familiar with
tempo – at least in Magic. In short, it's the momentum of the game
– who's putting pressure on, who's defending. To quote a famous
term – Who's the Beatdown? Playing a tapped land loses you tempo
because you can't use that mana to advance your board state that
turn. You've lost some of your momentum.
There's an assumption here though.
It's subtle, but it's definitely present. You only lose that tempo if
you were going to use the mana to begin with. While people have
pointed out that you really do want to hit your 1-2-3 curve exactly,
there's plenty of times that you won't be able to – or want to. If
you have an overloaded slot in your hand (say, two 1-drops, but no
2-drop) then you can easily slot the land in there, allowing the
downside to 'ground itself out' in a way. It doesn't affect you, and
you get the free benefit of scrying away that T3 1-drop you were
about to draw and hate – or the fifth land you were going to draw –
or you can see that you're about to draw the awesome removal spell,
so you can afford to not make a bad block this turn and save your
guy.
Is entering the battlefield tapped a
downside? Yes. It's clearly less good than it otherwise could be. But
that downside can be mitigated through good play, which (if you're a
good player) is the kind of thing you should like. (It means you'll
win more often, because you make the right choice more often).
THEY
ARE BAD BECAUSE THEY FAVOR CONTROL DECKS
This is actually a really
interesting discussion, and I'd love to have a more in depth talk
about it. This seems like the kind of thing that is perfectly up the
alley of /r/spikes – so maybe you guys can grab this and run with
it in the comments.
First off, I hear this complaint,
but I don't think it's reasonably more problematic than the Scars
lands were favored towards aggro decks – that is to say, very
little. Secondarily, I think it's important to note that I don't
actually agree with this line of thought – and I think that is
actually the more interesting debate to have.
So, are Scry lands predisposed
towards Controlling (or late game oriented) decks? Well, first, let's
think about why that might be. Late game decks tend to use more
powerful single cards – focusing on using their general and
specific answers to find one of the few cards that will eventually
win them the game. Given long enough, a control deck will out-draw
you, and then utilize answers to control the field, finally ending
with a difficult to stop creature bashing your face in. Right now,
that creature is probably an Aetherling, or a Jace, Memory Adept, but
what form that death takes is frankly irrelevant.
So, what does Scry do for a control
deck? It allows them to have more precise selection of the cards that
they draw. This allows them to get the correct mix of answers,
threats, and land that is critical to them not stumbling in the early
game. That all sounds pretty good, and admittedly, Scry 1 isn't a
cure-all, but it certainly wouldn't hurt.
What does it do for the aggressive
player then? Well, in my opinion, it does the same thing, but with a
more pronounced end. You see, filtering and library manipulation are
already a part of a control deck because their answers are generally
more potent. You can afford to spend two cards to find your Supreme
Verdict if the one board wipe wins you the game. Aggressive decks, on
the other hand, don't generally have that luxury. They need their
threats to be able to go the distance from the beginning. As a
result, they can't generally afford the card slots to run grade-A
filtering. The result is that some minimal amount of filtering –
provided for free – should actually benefit the aggressive deck.
We can see this in the design of
certain mechanics. The reason that Blue looting is stronger than Red
looting (Draw, then discard vs Discard, then draw) is because when
they play tested both versions, it turned out that giving red the
marginal extra power was having a disproportionate effect on the
outcome of games.
It's possible that – in this case
– the tempo loss will end up eclipsing the additional filtering,
but I'm hopeful that some savvy deckbuilders will go the distance and
at least test them.
THEY
ARE BAD BECAUSE THEY ARE RARES
This is actually one of the few
arguments that has nearly nothing to do with the actual game of
magic, and much more to do with the abstract needs of Wizards and set
design. A lot of people seem to be under the impression that rarity
is a signifier of power level, which isn't necessarily true.
That's not to say that rares aren't
powerful, but it's not the reason that the cards are at rare. There
are powerful cards at every rarity – Delver of Secrets and
Lightning Bolt at common, Wasteland and Lingering Souls at Uncommon,
Birds of Paradise and Varolz, the Scar-Striped at Rare, and Geist of
St. Traft and Elspeth, Knight Errant at Mythic. Those are just the
first ones that came to mind – I'm sure if you thought for a while,
you could fill every rarity with quality, competitive, playable
cards. I'm positive that if you thought for a moment, you could think
of plenty of Rares and Mythics that weren't remotely playable
(Archangel's Light – here's looking at you.)
If it isn't power level dictating
what rarity things are at, what is it? Recently, one of the prime
answers has been complexity. With the onset of the New World Order (a
design term coined by Mark Rosewater) the design teams have been
extremely cognizant of how complex a card is at any given rarity.
This is why we don't see repeatable combat tricks terribly often at
common. It's why we don't see many persistent, static effects at
uncommon. Each set has a given number of complexity points to spend
at the lower rarities – and no doubt the majority of those were
spent on Bestow in this set.
However, I don't believe that
complexity alone would have pegged these as rare. For that, you're
going to want to go to a deeper reason – one that underpines the
entire set.
This isn't a multicolored set. It
just isn't. Uncommons are the most important slots in a given set for
helping to shape the way that a Limited environment plays out. It's
where you can place some complexity, while still ensuring that there
is a reasonable chance of someone opening it during a draft.
Uncommons are the limited heavy-lifters, and spending five slots
there is a difficult thing to justify for lands that seem to directly
conflict with the strong mono-colored theme that is being
communicated by Theros.
So, why even have dual lands? If
they wanted to promote a mono-colored environment, why bother to
include them. Ultimately, that comes down to the other balance point
of a set – Constructed formats. (In this case, Standard.) We saw
this previously, where despite Innistrad block supporting Allied
colors – the lands were Enemy Color Checklands. This was because
Development noted in their playtests that those lands needed to be in
Standard to achieve some noted goal. We can assume, therefore, that
Scry lands are critical to some goal in the development of the
Standard environment. Perhaps they're trying to slow the format down.
Perhaps they're trying to reduce variance when playing with
high-variance card types like Auras.
Also, I know this is going to be
difficult to believe, but this is actually good for Standard and
Limited. These lands will have a constant and high demand for the
full two years they exist in standard. Having that constant demand in
packs will make the prospect of opening 3 packs for a draft every
week into a less-terrible prospect from a value standpoint. By
ensuring at least 5 more rares with value, Wizards helps to protect
against a bad set from a sales perspective, while also providing
constant, even value to players.
Ask yourself – if there had been a
new cycle of color fixing lands in M14, would you have been more
likely to buy a box?
When this question was asked to Mark
Rosewater, who was the head designer on the set, he had this to say:
“Plain come-into-play tapped lands
(meaning that’s all they do) are default uncommon. That’s the
baseline. Then depending on the set things can move around a little.
In Return to Ravnica, we had the
gates. The gates were common because in a multicolor block it’s
crucial for limited that the mana fixing show up high in as-fan
(as-fan talks about how many of something you get in each booster
taking rarity into account) so to match the needs of the block we
pushed the cards down a rarity.
The scry lands are the tap-lands plus.
(Yes, the gates had the gates subtype but that mattered, especially
in constructed, very little.) I know some of you don’t value scry 1
highly, but as I think time will show, in both constructed and
limited, it’s more significant than it might seem at first blush.
This pushes them to somewhere between uncommon and rare.
To figure out which way they fall, we
look at the set they are in and the needs of the set. Theros limited
is the opposite of Return to Ravnica. There is a little multicolor
but mostly at higher rarities and mana fixing is way less important
in Theros limited. This means that the momentum pushes the opposite
way. Uncommon is very valuable space for making limited have longterm
replay value and we would rather have five other cards there than the
dual lands so the environment pushes them upwards instead of down.
There are obvious numerous other
factors, but this is the impact that each set had on the decision
about where to put its dual lands.”
I hope that this post helped some of you think about the Scry lands in a slightly less negative manner. I know they aren't the Nimbus Maze cycle, or the Horizon Canopy cycle, or even a cycle of Fetches like some were speculating. I hope that those of you who are dismissing them as 'just guildgates' will actually give them a try. Scry is deceptively powerful, and I, personally, am looking forward to trying them out.
Until next time everyone,
Andrew
Mark Rosewater has also admitted dual lands are printed at Rare to sell more booster packs.
ReplyDeleteMy problem with the scry lands in general is that they are too close to functional reprints of the guildgates. Not that gates get run in many standard decks, but for the non-maze's end ones, now we all have to go get a playset of rares, cause scrys are so close to strictly-better-than the gates. SCG is preselling most of them at 6-7 bucks.
ReplyDeleteAlso, it's going to make no difference to color fixing available in Standard. For all of Theros, we'll still have RTR with it's shocks and gates available. After RTR rotates, if the next block is again a multicolored block, Wizards will print better multicolor lands to support it. If it's not, then we definitely won't need a cycle of multicolored lands. So they're redundant, even with scry 1 stapled to them.
If Wizards really wants this block to be single-colored, maybe they should have printed mono-color lands at rare that do something with the devotion mechanic - there's so many ideas I can think of that are thematic, fun, format-slowing, and better than scry-gates that they could have put at rare. Now, we've just got another cycle of slightly worse duals to collect. Yippee.