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!

Raging Ravine
Image from Wizards.com

Animating Dual Lands
- Worldwake

Reviewed Sept. 1, 2015

Constructed: 3.50
Casual: 4.00
Limited: 4.17
Multiplayer: 3.50
Commander [EDH]: 3.25

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

Worldwake's Animating Dual Lands
Twenty years after the dawn of Magic, it's perhaps not a major surprise that a lot of new designs actually involve combining two or more older designs. You might say "Well, dual lands are popular, and animating lands are popular, so an animating dual land should be super popular!" In this case, you'd be right, though I do wonder what happens when we've done literally everything that can be done. I mean, there are new Eldrazi that are colorless even though they require colored mana to be cast, but at some point you reach the end.
Like many of the lands we're looking at this week, some players questioned the animating dual lands when they were new, on the grounds that they messed with tempo. I've always been puzzled by things like this - we should have known since Invasion that a dual land that comes into play tapped is playable, because obviously you're not going to cram eight of them into a deck that relies on one-drops. They were designed rather cleverly, too, in that the costs to animate each of them make attacking or blocking with them a better bet in the mid- to late-game than, say, Urza's Saga's animating lands, meaning that you're not so tempted to do so in the early turns when you need them more for making two colors of mana. 
Constructed: 3/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5
EDH/Commander: 3/5
Michael "Maikeruu" Pierno

Today's cards of the day are Worldwake's creature dual lands, of which several have been reviewed in the past.  Each is different in activation cost, effect, and power or toughness which makes a single score for the set more of an approximation and Creeping Tar Pit being above the average.  Overall they are strong choices in the tapped dual land extended family and can fit into many decks with minimal or no support. 

Unlike the other dual lands they also can function in specialized creature roles, though with an upkeep cost, and can be serious threats in the middle or later stages of a game. 
Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0

Worldwake Man-lands
A lot of players are fans of lands that turn into creatures. I am too, sorta. There's some definite stars in that category. Creeping tar pit and Mutavault come to mind. 4 out of 5 of the worldwake man-lands don't exactly make me super-excited to play them. Celestial Colonade comes to mind as the standout offender (No, I don't care that it flies. a potential 4/4 flier for 5 is not worth 16 dollars per copy, especially in colors that don't do ramp) Anyway. All of them, well most of them, have an extra ability tacked on, which is nice. Most of them are wildly mana-inefficient, and all of them enter tapped. They're not crazy great, but they're utility cards. Swinging for extra damage is a premium, and I guess some players are willing to pay for it.
Constructed: 3.5
Casual: 4
Limited: 4
Multiplayer: 3.5
EDH: 3.5

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.