|  David Fanany
 
								Player since 
								1995  | Invasion Tap Lands  As you probably gathered the other day, I've 
								never been a fan of the strictly better/strictly 
								worse debate. I never cared that Frozen Shade's 
								power is lower than Looming Shade's; the flavor 
								text and the more menacing name were all I 
								needed to hear. Still, it's easy to argue that a 
								land that has the exact same game text as a 
								Tundra but makes you wait for its first use is a 
								gameplay downgrade.  Why were these lands so significant? Because 
								 of the color of their rarity symbol. They were 
								the first attempt to get solid dual lands into 
								the hands of a large number of players, and they 
								were quite successful at that. They even saw Pro 
								Tour play, with control decks based on Dromar 
								the Banisher packing large numbers of the 
								relevant ones. And, much like the Tempest lands 
								from yesterday, they helped set the Invasion 
								block's vibrant, swashbuckling, comic book-style 
								tone, which I adore to this day. As far as their design, they are of course 
								the template for Zendikar's Refuges and Tarkir's 
								cycle of ten that operate the same way, as well 
								as the Alara and Tarkir tri-lands. I'm glad 
								newer players got a chance to see them in the 
								Phyrexia vs. the Coalition duel deck, but I must 
								admit I find it somewhat bemusing that they felt 
								the need to tack on more bonuses with the 
								Refuges and the like. Producing two colors of 
								mana already is the upside.  Constructed: 2/5Casual: 4/5
 Limited: 5/5
 Multipayer: 4/5
 EDH/Commander: 3/5
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                            | Michael "Maikeruu" Pierno | Today's cards of the day are the tap dual lands 
								from Invasion with the drawback of entering play 
								tapped.  While costing a land drop with no 
								mana and thus some potential tempo, these are 
								above average choices, though many strictly 
								better options have been released with the same 
								base mechanic.  In Commander or a Limited 
								format these are quite playable, otherwise using 
								more modern options like the shard lands, gain a 
								life, become a creature, or have/reveal to play 
								untapped would be the better choice in the 
								design stage.
 Constructed: 3.0
 Casual: 3.0
 Limited: 4.0
 Multiplayer: 3.0
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