Somehow I ended up with three of these really early on. I don't really like them. ._.
Weary_PSI
★★★★★ (5.0/5.0)(3 votes)
Seems god-awful, and yet somehow four of them were in Jon Finkel's Tinker deck. So clearly he knows something the rest of us don't. Although, being Jon Finkel, I would guess there's a lot he knows that we don't.
These aren't that bad, and with the advent of proliferate... Well, let's just say a few Thrummingbirds will help.
Chamale
★★★★★ (5.0/5.0)(2 votes)
Great synergy with Counterspell - counter decks often leave 2 mana untapped, but don't need to use it.
jfre81
★★★★★ (5.0/5.0)(1 vote)
What's not to like? Two of these on your first and second turns and an island on your third gives you access to up to five blue mana. Ramp doesn't get a whole lot better than that in blue. Proliferate is nice too. I've had six counters on a couple of these things before.
Proliferate (e.g. with Hummingbird) would be more efficient, though.
endersblade
★★☆☆☆ (2.0/5.0)(1 vote)
Pretty much WotC's first attempt at the 'Vivid' lands, although mono-colored. Still Proliferate greatly increased the effectiveness of these lands. Back then, I wouldn't even give these 1 star; now, after using them extensively in proliferate decks, I give them 4/5.
RAV0004
☆☆☆☆☆ (0.0/5.0)
4 mana over three turns, that is what this gives you. Every instance of Proliferate increases that count by 2/1.
Is it good? In older decks, where fast mana is a necessity, yes. In newer decks with Proliferate, it's even better. Outside of those kinds of decks, stick with your islands.
LunarAvenger
☆☆☆☆☆ (0.0/5.0)
I don't know if this will work with necrotic ooze unless you find a way to put depletion counters on it.
DacenOctavio
☆☆☆☆☆ (0.0/5.0)
This is a great 1-drop and a mana accelerator at that. It can cast Mana Drain turn two while you spend one mana on something else, like a Thoughtseize. This cycle is actually pretty good.
Tap scout to pull skerry, tap skerry for UU, use U with Meloku for bouncing skerry, use U w/ tideforce to untap scout. Repeat as needed.
Unfortunably, finding uses for the depletion lands which neither involve infinite combos nor proliferate is hard.
Jannissary
☆☆☆☆☆ (0.0/5.0)
Gives you some ramp in mono-blue. Kind of neat.
I used to run these. By the time your Skerries are dead, you probably got what you wanted to do out of your system, and no longer need the ramp.
blurrymadness
☆☆☆☆☆ (0.0/5.0)
Depletion lands like these are great; not just in proliferate decks (which breathes new free-ramping life into them) but also in aggressive decks that need that game-changing spell a turn earlier. When you can have 5 mana T3 without spending cards to do it; it can end the game right there.
manaderp
☆☆☆☆☆ (0.0/5.0)
Why does Necrotic Ooze keep coming up in these comments? Unless I'm missing something, there's no interaction due to this not being a creature.
Travelsonic
☆☆☆☆☆ (0.0/5.0)
Coming into play tapped + having the depletion mechanic are big drawbacks, but I do like that it s for . I'm definitely throwing this in a deck with Amulet of Vigor (so it caomes into play untapped), and cards that let you proliferate so you diminish the risk of running out of depletion counters.
Comments (16)
Seems god-awful, and yet somehow four of them were in Jon Finkel's Tinker deck. So clearly he knows something the rest of us don't. Although, being Jon Finkel, I would guess there's a lot he knows that we don't.
(Works of course with every deplition land from Mercadican Masks and Ice Age.)
Proliferate (e.g. with Hummingbird) would be more efficient, though.
Is it good? In older decks, where fast mana is a necessity, yes. In newer decks with Proliferate, it's even better. Outside of those kinds of decks, stick with your islands.
Amulet of Vigor
Tideforce Elemental
Sakura Tribe Scout
Meloku the Clouded Mirror
Tap scout to pull skerry, tap skerry for UU, use U with Meloku for bouncing skerry, use U w/ tideforce to untap scout. Repeat as needed.
Unfortunably, finding uses for the depletion lands which neither involve infinite combos nor proliferate is hard.
I used to run these. By the time your Skerries are dead, you probably got what you wanted to do out of your system, and no longer need the ramp.