It also means I haven't yet finalised my build for Grimgrin, Corpse Born. That shall be the topic of next weeks post.
For this weeks post I thought I would talk about utility lands. A little more specifically I'm going to look at lands that come into play untapped, can tap to give you 1 colourless mana and also have one or more other abilities as well.
Let's look at an example; Strip Mine
The beauty with this is that it lets you Destroy any land so long as you can target it.
Wizards do not like Land destruction in general, although it continues to be a 'thing' in Magic the Gathering they consider it to be highly detrimental to the fun of the game and so Land destruction in the current era is always expensive.
Another example of this is Ghost Quarter, sure you get to destroy target land but your opponent gets to go and fetch a basic land from his or her library. Of course if you make this a less than pleasant thought by playing Ob Nixilis, Unshakled for example maybe they'll think twice.
Compare it though to the more recent Kessig Wolf Run. In a game like Commander, where playing Green means you are going to have plenty of mana a card which gives +X/+0 and trample to one of your creatures is a step above the +1/+1 of the Rage Pits.
There's an argument of course that would say if you're playing Green/Red Voltron put them both in the deck and I wouldn't disagree to be honest.
These are great examples of two different types of utility land. Those that can be used to repeatedly boost your creatures and those that can be sacrificed for an effect.
Reliquary Tower taps for 1 colourless mana, however, it also has a permanent effect; 'You have no maximum hand size.'
In many EDH decks this is probably a shoe in. Its price, given that it has been in a recent core set and is only uncommon, is great demonstrator of this. Cathedral of War has a similar global effect but it is of less general use and it enters the battlefield tapped something I'm trying to avoid in the examples given here.
Another great archetype are man-lands, or those lands that turn into a creature while still remaining a land. Their are a couple of highly used man-lands but a recent release included Mutavault which has quickly become a commander favourite.
It's especially good in tribal decks. However, it could be argued that the best man-land is actually Inkmoth Nexus.
In Commander ten poison counters still kills your opponent. So an Inkmoth Nexus powered up by a Kessig Wolfrun can spell game over for one of your opponents.
One of the beautiful things about Utility lands is the fact they let you do the same thing turn after turn. It's the equivalent of casting the same spell every turn in a singleton format.
A great example of this is Vault of the Archangel.
Giving your creatures either Deathouch or Lifelink each turn would be great, giving them both is fantastic. And you can do it every turn or you can save it keep it untapped with the required 4 mana and watch your opponents squirm as they try to decide whether to attack into a wall of creatures that may or may not have Deathtouch. If you play it right and have other options to spend the mana on the Vault can be a potent threat without ever being used.
Gavony Township also has a reusable effect but it's less useful on it's own.
Team it up with some other cards, like Primal Vigor or Enduring Scalelord, to name a couple of examples, and suddenly it's starts to become a much more useful card.
So many of these utility lands depend not only on the colours you are playing but also the type of deck you are playing as well.
For example the artifact recursion abilities of Academy Ruins are pretty useful in a normal deck, but it a deck made with artifact recursion in mind they become something far more potent.
In complete contrast to this a card like Homeward Path might actually benefit everyone, well everyone except the Blue player that has stolen all your creatures.
There are so many more lands like this and those above that I would love to cover but I simply don't have the time or the space.
You can, however, find a comprehensive list of the lands I've covered above and those that I haven't here.
You might note that I chose to steer completely clear of lands that deal with mana like the mana-battery lands. This is because there's a time and place for that and that is in another thread.
Hopefully though I've given you food for thought, I've made you realise that lands aren't just about tapping for mana. Also in a singleton format many of them have abilities that can be reused with a reasonable amount of reliability.
One last thing, don't forget if you are looking for lands for your Commander deck it pays to check out Manabase Crafter.
Til next week, shuffle well my friends.
Phil