Pojo's Magic The Gathering news, tips, strategies and more!

Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor Dolf BeJoSe

Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
Aburame Shino
Rare Hunter
Tim Stoltzfus
Judge Bill's Corner

Trading Card

Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports

Color Chart
Book Reviews
Online Play
MTG Links

This Space
For Rent

Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Akoum Refuge
Image from Wizards.com

Tap Lands
- Zendikar

Reviewed Aug. 31, 2015

Constructed: 2.67
Casual: 3.50
Limited: 3.67
Multiplayer: 3.00
Commander [EDH]: 3.00

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

Click here to see all of our 
Card of the Day Reviews 

David Fanany

Player since 1995

Zendikar's Tap Lands

If Alpha's dual lands were the most influential land design in history, Invasion's dual lands were the most influential iteration on the formula. Every single cycle we're reviewing this week uses their template as its basic design. Zendikar gave us the Refuges, which play exactly the same plus the one life bonus; these in turn were the basis for the functionally identical cycle of ten in Khans of Tarkir. (For anybody out there who knows, does having those sorts of cards randomly inserted in boosters really help limited? Every time I play limited, I never get any dual lands relevant to my card pool.) As I mentioned last week, I'm bemused by the need for a bonus - generating two colors of mana is already a bonus - but there's nothing really wrong with these cards other than that. Making you gain life even fits the flavor of Zendikar's dangerous and dynamic setting, representing a place to rest and recover from almost being eaten by a tsunami elemental.
Constructed: 3/5
Casual: 3/5
Limited: 3/5
Multiplayer: 3/5
EDH/Commander: 3/5

Michael "Maikeruu" Pierno

Today's cards of the day are the tapped life gain dual lands from Zendikar which are generally superior to the typical enters play tapped lands from Coldsnap or Ravnica, barring guild gate support. While costing a land drop with no mana and thus some potential tempo these are above average choices and excel in decks where life gain matters.  In Commander or a Limited format these are quite strong, otherwise using similar options like the shard lands, become a creature, or have/reveal to play untapped are comparable choices depending on the design.
Constructed: 3.5
Casual: 3.5
Limited: 4.5
Multiplayer: 3.5


Refuge Lands
Oh man. Were we going somewhere with this? I think we're going somewhere with this. Something something something new BFZ lands... nyah nyah, no BFZ enemy fetches, super-entitled players... oh yeah, refuge lands. Well, everybody should be able to fix mana, and these are more or less what you play if you're playing casual or limited. These aren't something you'd ever see in standard, and certainly not in any other competitive format, save drafts, etc.
Constructed: 1.5
Casual: 4
Limited: 3.5
Multiplayer: 2.5
EDH: 3

Copyrightę 1998-2015 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.