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Re: New to Mirrodin: Artifact Lands



robert spyke wrote:

Surely there must be some redeeming feature of artifact lands that I
must be missing that would make me pack Great Furnaces instead of
mountains?

Atog eats them, as does the Krark-Clan Shaman.


Late-game Thirst for Knowledge lets you discard one and keep two or three good cards (three if you had one in your hand already when you drew).

In a more limited way, they provide defense against color-hosers aimed at classes of basic land (like Flashfire).

Wrench Mind defense.

Tinker, Goblin Welder, and the like.

There's almost no reason to pack them unless you have some card in your deck that keys off artifacts. But that's pretty easy to do right now in almost every color. In Affinity-based decks, artifact lands are almost like having 2 colorless mana per land.

--
"'My country, right or wrong' is a thing no patriot would ever think
of saying except in a desperate case. It is like saying 'My mother,
drunk or sober.'"  -- GK Chesterton
_______
Jeffery Boes <>< [EMAIL PROTECTED]




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