This can be so crucial in mono red to guarantee land early in the game so you can cast your big sorceries and creatures by turn 3-5.
Zaroganos
☆☆☆☆☆ (0.7/5.0)(3 votes)
horrible card... compare to Evolving wilds or the bolas one
Zatt
☆☆☆☆☆ (0.0/5.0)
I'm trying to figure out if putting this card in a mono-colored deck improves the chance of getting a land card earlier in the game. If the Bauble were simply left out in favor of another land card, it would stand to reason that the chances of getting the needed land would be the same. In addition, you'd save yourself the 3 mana you'd spend to find the land card.
BastianQoU
★★★★★ (5.0/5.0)(2 votes)
@Zatt: But you're missing the part where this allows you to play multiple lands in a single turn and slims your deck down. Being able to decrease the chances of drawing yet another land when you really needed that kill spell is something worth the cost of the bauble.
gatorjunkie
★★★★★ (5.0/5.0)(2 votes)
This is essentially a colorless Rampant Growth that will cost an additional {1} in comparison.
Winston_Churchill
★★★★☆ (4.5/5.0)(1 vote)
@Zaroganos: You don't seem to realize that this card and Evolving Wilds are used differently. Wilds is strictly a mana-fixer land that guarantees that you have the right colours you need at no mana cost, but counts as the land you put down for the turn. This card on the other hand can be used turn 2 to ramp you up to 3 land AND make sure you have what colours you need.
Lash_of_Dragonbreath
☆☆☆☆☆ (0.0/5.0)
I run this in all my EDH decks. It gives the nongreen ones access to some ramp, and even in the G/X ones it's usually included over Rampant Growth because it spares me from taking a mulligan when I have no forests or duals in my starting hand.
Stinga
☆☆☆☆☆ (0.0/5.0)
The flavor...it is so good....:3
blurrymadness
★★★★★ (5.0/5.0)(1 vote)
Other benefits include being recursive with many cards due to being a 1CMC artifact, being tutorable by several cards by the same merit, being colorless, and the land coming in at instant speed. You can play this turn 1, keep counterspell mana open t2, then ramp if you don't counter.
People fail to account for just how helpful things like instant-speed are. I'd take this most of the time in order to keep my options open or *at least* bluff options.
Ferlord
☆☆☆☆☆ (0.0/5.0)
Honestly, you could play this in any EDH deck.
I don't see that much of a problem. Sure, it costs more added up than Rampant Growth, but green already has hundreds of ramp spells. How many does Red have?
Comments (11)
compare to Evolving wilds or the bolas one
But you're missing the part where this allows you to play multiple lands in a single turn and slims your deck down. Being able to decrease the chances of drawing yet another land when you really needed that kill spell is something worth the cost of the bauble.
You don't seem to realize that this card and Evolving Wilds are used differently. Wilds is strictly a mana-fixer land that guarantees that you have the right colours you need at no mana cost, but counts as the land you put down for the turn. This card on the other hand can be used turn 2 to ramp you up to 3 land AND make sure you have what colours you need.
People fail to account for just how helpful things like instant-speed are. I'd take this most of the time in order to keep my options open or *at least* bluff options.
I don't see that much of a problem. Sure, it costs