Yes, they will see play in Standard, but we're not going to like it!!
On the other hand, the NEXT standard might be even more mono-colored, so I'm sure these will fetch a decent price one day.
Also, this one will be a sweet foil.
lorendorky
★★☆☆☆ (2.8/5.0)(2 votes)
This art is bizarre but this card can be especially helpful in this color combo. Purple is usually reserved for Black cards.
TheWaddleDeeKing
★★★☆☆ (3.5/5.0)(2 votes)
I've been messing around with a control build for our next Standard and this is the only one of the scry lands I run any of. While I don't think they're amazing, people give them less credit than they deserve; in three color control decks, it not only helps with your color fixing, it also helps manipulate your draw (meaning you could potential top deck your kill spell or move that useless land to the bottom) which is very important for a deck that tries to lock down your opponent.
I suppose is most other situations they're kinda worthless, but don't completely count them out yet.
Try4se
☆☆☆☆☆ (0.5/5.0)(1 vote)
These are the single most powerful cards in theros, you are complaining about them being rare?
JimmyNoobPlayer
☆☆☆☆☆ (0.0/5.0)
Yeah, there's no way we're not getting Kiora Atua this set. Her name sounds more Polynesian than Greek, but I'm sure she'd love to visit.
DarthParallax
★★☆☆☆ (2.3/5.0)(5 votes)
Kruphix, God of Mystery, this is the Exact name I predict for the Blue-Green God. :)
ParallaxtheRevan
★★★☆☆ (3.2/5.0)(3 votes)
Land Cycles:
Beta Duals (Volcanic Island, Underground Sea, Savannah....) These could be either called Perfect Lands or Design Mistakes. But, see, for the Alpha Set and for at least the first 6 Editions of the Core Set, they were really Perfect Lands, not broken. 5 STARS
Onslaught and Zendikar Fetch Lands (Scalding Tarn, Polluted Delta, Windswept Heath....) These are the reasons why the Beta Duals aren't *perfect*. You just can't Design cards that are interesting that interact well with Basic Types, even though that sounds like great Design Space, without breaking the Mana. 6 STARS (every star I give over 5 indicates "more power than a card can have while keeping Design space open and preserving balance".)
Ravnica Shock Duals (Steam Vents, Watery Grave, Temple Garden....) Although they are different and basically worse than the Beta Duals, they are recalibrated with the Fetch Lands considered, so they get exactly the same composite score for Design and Balance. In an environment with Fetch Lands "stretching things", these are your 5 STAR Lands.
M10 and Innistrad Check Lands (Sulfur Falls, Drowned Catacomb, Sunpetal Grove....) Very Well Designed upgrades to most Land Cycles between Ice Age and Time Spiral. 4.5 STARS.
Theros Scry Temple Lands (Temple of Storms, Temple of Deceit, Temple of Agriculture....) Importantly, these have more Flavor than the rest of the lands on this list do combined. They are PERFECT 10/10 Flavor Designs, but they are at an unknown Power Level. Scry 1 is powerful, but these definitely enter the battlefield tapped and Scry 1 isn't as useful as straight Fetching for deck manipulation tricks. Still, they are essentially "Free Spells", and I'm willing to bet better than the Scars of Mirrodin "Fast Lands", which have a steeper drawback because they force a specific Pillar of Archetypes: "Aggro". You wouldn't use them over Check Lands in a slow deck. Scry Temples, you CAN use in both fast and slow decks, like the other cycles. Rating them below 3 seems bourgeois. I'm going to say they're actually worth 3.5-4 STARS because the Scry is better than it looks, and worse than "impressive compared to other strong lands" This is uncharted power level territory for lands not because it's too powerful, but because we've never seen this mix of power and drawback before. Can See Modern Play. Might Easily Not.
Bad land is bad, for the sake of scry 1 would you pay up for five quid for it over just going with a guildgate people will just give you? Just emphasises one of the reasons why i don't play standard, being forced to play cards that are complete jank because there's no legal alternative and of course it'll eventually rotate so unless i trade it or play another format it'll sit on my shelf and never be played again, pointless.
amgj
★★★★★ (5.0/5.0)(1 vote)
@ JimmyNoobPlayer there is certainly a precedent for it half the planeswalkers show up outside their home planes. especially when the plane holds something of interest to them. Like the moon of Innistrad for Taymio the conflux for Bolas or the Eldrazi for Sorin. And monstrosity seems right up Kiora's alley.
Kyuuri117
★★★★★ (5.0/5.0)(1 vote)
Very few people play Simic or Bant control. They might play a blue heavy Simic, with some control cards in it, but if you have green in your deck you are probably running aggro or midrange. In which case, you want to curve out. While deck fixing is convenient for control decks, anything that is relying on turn 1,2,3,4 creature wise is not going to want to slow their deck down with this.
BorosGreengrocer
☆☆☆☆☆ (0.0/5.0)
Cool to see another take on blue/green - this is about as far away from the Simic as you could get.
Moxxy
★★★★★ (5.0/5.0)(2 votes)
The Guildgates were played. Even with the Innistrad and M13 lands around and without using cards that benefited from the guildgate sub-type. The Innistrad/M13 lands are gone and these are better than guildgates in 99% of decks. These will be played.
orzhov20
☆☆☆☆☆ (0.5/5.0)(1 vote)
Kruphix, God of Time is what I think the green-blue god will be named. temple worship will be one of the new set mechanics. This is what it will do.
Temple worship- As long as you control three lands that can tap for blue and green and control another blue and green creature, Kruphix, God of Time is a X/X creature.
this mechanic will be like fateful hour in that it apperes on instants and sorceries as well as permanents. it won't neccecarily turn them into creatures, but it will give you a huge boost if the requirements are met.
GordonFreechmen
★★★★★ (5.0/5.0)(1 vote)
I personally welcome the scry lands with open arms. Early game yeah they can slow you down, but having scry makes up for it. It makes sure your next draw doesnt screw you over. People underestimate what the power of having access to more cards can do for you. There is a reason both ponder and preordain are banned.
For Edh where finding your wincons, or your removal can be hard. This can be pretty good, and the chances of it screwing you over early game are a lot less. I run it in my Bant deck and it has only ever helped me. And yea the deck is a bit control heavy. Just because it has green doesnt mean i want go early aggro.
Should have had both lans types though. Then it would be a whole let better, and it certainly wouldnt be broken at all on a card like this.
Comments (16)
On the other hand, the NEXT standard might be even more mono-colored, so I'm sure these will fetch a decent price one day.
Also, this one will be a sweet foil.
I suppose is most other situations they're kinda worthless, but don't completely count them out yet.
Beta Duals (Volcanic Island, Underground Sea, Savannah....) These could be either called Perfect Lands or Design Mistakes. But, see, for the Alpha Set and for at least the first 6 Editions of the Core Set, they were really Perfect Lands, not broken. 5 STARS
Onslaught and Zendikar Fetch Lands (Scalding Tarn, Polluted Delta, Windswept Heath....) These are the reasons why the Beta Duals aren't *perfect*. You just can't Design cards that are interesting that interact well with Basic Types, even though that sounds like great Design Space, without breaking the Mana. 6 STARS (every star I give over 5 indicates "more power than a card can have while keeping Design space open and preserving balance".)
Ravnica Shock Duals (Steam Vents, Watery Grave, Temple Garden....) Although they are different and basically worse than the Beta Duals, they are recalibrated with the Fetch Lands considered, so they get exactly the same composite score for Design and Balance. In an environment with Fetch Lands "stretching things", these are your 5 STAR Lands.
M10 and Innistrad Check Lands (Sulfur Falls, Drowned Catacomb, Sunpetal Grove....) Very Well Designed upgrades to most Land Cycles between Ice Age and Time Spiral. 4.5 STARS.
Theros Scry Temple Lands (Temple of Storms, Temple of Deceit, Temple of Agriculture....) Importantly, these have more Flavor than the rest of the lands on this list do combined. They are PERFECT 10/10 Flavor Designs, but they are at an unknown Power Level. Scry 1 is powerful, but these definitely enter the battlefield tapped and Scry 1 isn't as useful as straight Fetching for deck manipulation tricks. Still, they are essentially "Free Spells", and I'm willing to bet better than the Scars of Mirrodin "Fast Lands", which have a steeper drawback because they force a specific Pillar of Archetypes: "Aggro". You wouldn't use them over Check Lands in a slow deck. Scry Temples, you CAN use in both fast and slow decks, like the other cycles. Rating them below 3 seems bourgeois. I'm going to say they're actually worth 3.5-4 STARS because the Scry is better than it looks, and worse than "impressive compared to other strong lands" This is uncharted power level territory for lands not because it's too powerful, but because we've never seen this mix of power and drawback before. Can See Modern Play. Might Easily Not.
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/arcana/1332
Also I'm repredicting the Blue-Green God: Kruphix, God of Horizons
Temple worship- As long as you control three lands that can tap for blue and green and control another blue and green creature, Kruphix, God of Time is a X/X creature.
this mechanic will be like fateful hour in that it apperes on instants and sorceries as well as permanents. it won't neccecarily turn them into creatures, but it will give you a huge boost if the requirements are met.
For Edh where finding your wincons, or your removal can be hard. This can be pretty good, and the chances of it screwing you over early game are a lot less. I run it in my Bant deck and it has only ever helped me. And yea the deck is a bit control heavy. Just because it has green doesnt mean i want go early aggro.
Should have had both lans types though. Then it would be a whole let better, and it certainly wouldnt be broken at all on a card like this.
temple of malady B/G
temple of mystery U/G
temple of deceit B/U
temple of plenty W/G
temple of triumph W/R
temple of malice R/B
temple of enlightenment W/U
temple of epiphany R/U
temple of silence W/B
temple of abandon R/G