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A Complete Review of Odyssey (land)

312. Abandoned Outpost Land (C)
Abandoned Outpost comes into play tapped. Tap: Add W to your mana pool. Tap, Sacrifice Abandoned Outpost: Add one mana of any color to your mana pool.

==> FUN: 2
It looks like they're running out of ideas when it comes to non-basic lands that are strictly meant for mana. Coming into play tapped is becoming way too common, there must be other drawbacks they can think of besides that and painlands. Abandoned Outpost and its four friends can at least come in handy for reaching threshold. But then, so could the Invasion and Fallen Empires saclands.

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313. Barbarian Ring Land (U)
Tap: Add R to your mana pool. Barbarian Ring deals 1 damage to you. Threshold - R, Tap, Sacrifice Barbarian Ring: Barbarian Ring deals 2 damage to target creature or player. (Play this ability only if seven or more cards are in your graveyard.)

==> FUN: 5
After the manlands from Urza's Legacy, we now get usefulabilitylands in Odyssey. That's pretty good for control decks that aren't too mana hungry (otherwise, sacrificing lands would not be a good thing). But there's also no good reason for burn decks not to play this. They can spare the extra life and should reach threshold quickly enough to be able to use this as an extra Shock. Cartographer suddenly looks pretty good. And Rune of Protection: Land suddenly got a bit better again.

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314. Bog Wreckage Land (C)
Bog Wreckage comes into play tapped. Tap: Add B to your mana pool. Tap, Sacrifice Bog Wreckage: Add one mana of any color to your mana pool.

==> FUN: 2

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315. Cabal Pit Land (U)
Tap: Add B to your mana pool. Cabal Pit deals 1 damage to you. Threshold - B, Tap, Sacrifice Cabal Pit: Target creature gets -2/-2 until end of turn. (Play this ability only if seven or more cards are in your graveyard.)

==> FUN: 5
Not as versatile as Barbarian Ring, because it can't hurt players. Still, it gets rid of regenerators and in combat it can stop your creature from dying.

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316. Centaur Garden Land (U)
Tap: Add G to your mana pool. Centaur Garden deals 1 damage to you. Threshold - G, Tap, Sacrifice Centaur Garden: Target creature gets +3/+3 until end of turn. (Play this ability only if seven or more cards are in your graveyard.)

==> FUN: 5
Green weenie decks have a harder time reaching threshold than burn decks, but after a Wrath or Perish and a Giant Growth or two, Centaur Garden can act as an extra Giant Growth.

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317. Cephalid Coliseum Land (U)
Tap: Add U to your mana pool. Cephalid Coliseum deals 1 damage to you. Threshold - U, Tap, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards from his or her hand. (Play this ability only if seven or more cards are in your graveyard.)

==> FUN: 5
Pure counter decks probably won't like this card much, because of the damage. Especially in a long game, it'll add up. But then again, Odyssey is very unfriendly to pure counter decks anyway, because of flashback and no good flashback counterspell. Cephalid Coliseum doesn't give you more cards in your hand than you already had, but it's a good way to get rid of some spare lands or unnecessary spells and change them to more useful cards.

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318. Crystal Quarry Land (R)
Tap: Add one colorless mana to your mana pool. 5, Tap: Add WUBRG to your mana pool.

==> FUN: 3
Talk about a five color land! I'm not sure how good this'll turn out to be, because it costs six mana in effect (5 mana plus tapping Crystal Quarry) to get WUBRG. It could help if you're trying to play with one of the 5 color spells from Invasion (or Sliver Queen or Atogatog). But that's a pretty limited use.

--
319. Darkwater Catacombs Land (R)
1, Tap: Add UB to your mana pool.

==> FUN: 2
These may look like new dual lands at first, but they aren't. Play one of these on your first turn and you can't do anything with it, just like the tapduals from Invasion. If you add a Mountain to that on your second turn, you can Shock that mana elf, but if you do, you can't use your Darkwater Catacombs this turn either. These lands are good enough for casual play, though, especially if you're only playing two colors.

--
320. Deserted Temple Land (R)
Tap: Add one colorless mana to your mana pool 1, Tap: Untap target land.

==> FUN: 3
Not a bad card, especially if you're playing with a few useful enchant lands or lands with a non-mana effect, like Kjeldoran Outpost. It also acts a bit like a Reflecting Pool in that it can help you get another mana of what one of your lands can already produce.

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321. Mossfire Valley Land (R)
1, Tap: Add RG to your mana pool.

==> FUN: 2

--
322. Nomad Stadium Land (U)
Tap: Add W to your mana pool. Nomad Stadium deals 1 damage to you. Threshold - W, Tap, Sacrifice Nomad Stadium: You gain 4 life. (Play this ability only if seven or more cards are in your graveyard.)

==> FUN: 4
A lifegain card that deals damage to you. What will they think of next? Easily the worst of the utility lands, not just because it has no synergy with itself, but because gaining four life is rarely very useful. It would have made more sense as damage prevention that could be used on creatures. Still, it looks like a fun card and I'm sure we'll find some use for it.

--
323. Petrified Field Land (R)
Tap: Add one colorless mana to your mana pool. Tap, Sacrifice Petrified Field: Return target land card from your graveyard to your hand.

==> FUN: 3
Works well with the utility lands and should be useful against land destruction, especially Armageddon and the like. Use it in response to get a land you lost earlier back into your hand.

--
324. Ravaged Highlands Land (C)
Ravaged Highlands comes into play tapped. Tap: Add R to your mana pool. Tap, Sacrifice Ravaged Highlands: Add one mana of any color to your mana pool.

==> FUN: 2

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325. Seafloor Debris Land (C)
Seafloor Debris comes into play tapped. Tap: Add U to your mana pool. Tap, Sacrifice Seafloor Debris: Add one mana of any color to your mana pool.

==> FUN: 2
Although these lands aren't that good to play with, they fit the feel of the world after the Phyrexian Invasion pretty well. Lots of powerful and useful magic is scattered around on the bottom of the sea, in abandoned outposts etc.

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326. Shadowblood Ridge Land (R)
1, Tap: Add BR to your mana pool.

==> FUN: 2

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327. Skycloud Expanse Land (R)
1, Tap: Add WU to your mana pool.

==> FUN: 2

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328. Sungrass Prairie Land (R)
1, Tap: Add GW to your mana pool.

==> FUN: 2

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329. Tarnished Citadel Land (R)
Tap: Add one colorless mana to your mana pool. Tap: Add one mana of any color to your mana pool. Tarnished Citadel deals 3 damage to you.

==> FUN: 3
A City of Brass that gives more pain but less risk. Useful as a last resort color fixer, but the damage is too much if you expect to want the colored mana.

--
330. Timberland Ruins Land (C)
Timberland Ruins comes into play tapped. Tap: Add G to your mana pool. Tap, Sacrifice Timberland Ruins: Add one mana of any color to your mana pool.

==> FUN: 2

 
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