Friendly land removal is not only needed to fight cards like Gaea's Cradle or Maze of Ith, but doesn't make you feel as bad as endlessly Strip Mining people. For myself, Buried Ruin and Ghost Quarter are two lands I include in almost every deck I build. ![]() ![]() However, even more budget lands have the potential to become staples. Swarmyard, for example, is extremely narrow in its use but potentially a fantastic protective tool, provided a Spider, Insect, Squirrel, or Rat-based deck ever takes off. With a land like Academy Ruins in the picture, you've got both a reusable ability and a mana source all on the same card.Īnother part of this is the promise of future developments that make these lands prime speculation targets. A spell that recurs an artifact is not only usually a one-shot deal, but also a slot that could have been occupied by a removal spell or a tough creature. Part of this is, from a pure power standpoint, having access to spell-like effects on lands that don't "take up" a spot in your main deck, necessarily, is a great thing to have. ![]() So why is it that lands like these have such staying power? Hallmarks of the set like Academy Ruins, Gemstone Caverns, Vesuva, and Swarmyard continue to in many cases be played, or at least coveted by players, long after their initial release and remain powerful tools in multiple formats. In our look at the most valued "money cards" of Time Spiral this week, we were struck by the fact that half the cards on the list are lands, many of which have maintained their price tags over years of new developments in MTG.
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