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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

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Depletion Lands
- Ice Age

Reviewed Aug. 19, 2015

Constructed: 1.75
Casual: 1.75
Limited: 2.75
Multiplayer: 2.25
Commander [EDH]: 3.00

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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David Fanany

Player since 1995

Ice Age Depletion Lands

Around the time of Ice Age, Lava TubesWizards of the Coast decided that allied colors should be easier to use together than enemy colors, a design philosophy that remained in force until surprisingly recently. There's probably a real concept somewhere in the idea of a set with two cycles of allied-color dual lands and no enemy colored ones, but it's not as strongly pushed in Ice Age as it probably would be in a new set (mostly the dual land cycles and the various color hosers like Drought, Justice, etc). This particular cycle may have seemed at the time like a rather jarring introduction to a post-Alpha dual land era, as it's a noticeable step down in power. (Note, though, that they're not functionally identical to the similar cycle from Kamigawa - the attempt at errata has now itself been rolled back, and they use depletion counters again. Hungry Hungry Heifer says hi!)

In terms of my own experiences, Timberline Ridgesuch considerations were academic, since I only ever recall seeing a member of this cycle once in my playgroup from that time. It didn't seem very memorable at the time - dual lands don't always, especially to newer players. Over the years, though, I've found that there are very few that I'd never consider playing. It doesn't seem fair to criticize this style of land for disrupting tempo and then turn around and stuff Arcane Sanctum, Temple of Plenty, and Vivid Crag into every deck. (And yes, I also play with Hungry Hungry Heifer sometimes.)

Constructed: 2/5
Casual: 2/5
Limited: 3/5
Multiplayer: 3/5
EDH/Commander: 3/5

Michael "Maikeruu" Pierno

Today's cards of the day are the five River Deltadepletion dual lands from Ice Age which only do anything every other turn.  The only benefit these have over the more frequently seen enters play tapped lands is that these can tap for mana the turn they enter play, but otherwise they are very weak compared to other options.  At best they can support a turn one only deck, but the lack of value on turn two allows no flexibility and that is far too narrow for any serious build.
Constructed: 1.5
Casual: 1.5
Limited: 2.5
Multiplayer: 1.5

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