@@andrewtaylor5883 I have Hanweir Garrison in my human tribal deck to spit out more bodies, so putting the Battlements as a flip option is probably not the right choice but it's the fun choice
I truly appreciate the way you explain cards. Thanks for all the info over the past couple years. You've been a great help in my deck building, but also my game play.
Wanted to give a shoutout to another weird Ice Age land that I've never seen someone run and only occasionally remember - Thawing Glaciers. Enters tapped and does not make mana, but you can pay 1 and tap it to tutor a basic land onto the battlefield tapped, then return Thawing Glaciers to your hand. The short version of this is, if you have Thawing Glaciers out you will NEVER miss a land drop. Sure it's slow, but a tapped basic every other turn is better then a poke in the eye (or being totally mana screwed), and it's also an easy way to keep shuffling your deck over and over if you care about such things. Also it's a little expensive I guess. Maybe they play it in Vintage? I think I would run it in any big mana deck that isn't in green, like mono red or black. If you're leaning heavily on making swamps that tap for double or triple getting a fresh swamp at least every 2 turns would be nuts
I used to run this in my old Taniwha deck. You could activate it in response to Taniwha's trigger so that you wouldn't have to bounce the land. I really need to rebuild that deck, it was so weird and janky
hall of Mist, triggers my Land goes to Graveyard wincon within my muldrotha Deck. Thanks to underrealm lych and the good old githrog Monster. Thanks for the Suggestion!
“Grove of the Guardian. Don’t leave home without it.” -Trostani, probably I live the Creeping Inn for a Rakdos deck full of damage doubling/tripling cards. And boy do I need a Hall of Mist and a Tower of the Magistrate. Ever seen a Snapdax wearing a Kaldra Compleat?!
Let me toss some more lands to this wonderful list! 1. Boseiju, Who Shelters All - Allowing your game ending or board warping spells to resolve 2. Kor Haven - Mystifying Maze and Maze of Ith have their downsides. Maze of Ith doesn't add mana AND like Mystifying Maze they untap the creature which if you want to stop the damage my guess is you don't want it as a blocker. 3. Restless Vinestalk - 6 Mana investment (is alot I know) to work with someone else to remove threats across the table. Ask for no blocks which could grant a Bident of Thassa trigger or anything else simic gets for connecting. Most people will take 5 to remove the a threat
I love Path of Mettle. Played it a bunch in early access Arena. Back when everybody didn't have every card they wanted, so it felt like classic kitchen table magic. Idk how many times I caught people attacking with just one creature.
You've convinced me to give Hostile Hostel a shot in Myrkul, I haven't touched it since midnight hunt prerelease after being blown out by the sorcery clause. And couldn't agree more about Tolaria West getting certain lands is tricky enough in mono blue, so it really helps, especially to find gates or mazes end!
@@Shimatzu95 High Market is already in there, as a solid instant speed sac outlet, and I'd love to put Phyrexian tower in, but it's just a touch above my price range, for a single card haha
@@MayaoiShiina there is also a colorless legendary land from kamigawa that works as a sac outlet, altho that one costs more. My personal prolems with market are sorcery speed (of course) but also that you can use it only 3 times.
@@Shimatzu95 the 3 mana cost on miren is quite high, and as for the issues with Hostel, it's not the worst, as I already have quite a few instant sacs in Myrkul and it flipping into a creature is fine, as, if it dies, I can exile it with Myrkul and it'll be an enchantment land, good for 3 more sacs
Path of Mettle is really good in Samut, Voice of Dissent because she gives all your other creatures haste, flipping it is almost guaranteed the turn you play it.
Drannith Ruins totally passed me by. Straight into the Denry Klin deck. Green counters-matters players might not care but UW counters-matters needs everything we can get
Hall Of Mists! He'll yeah! Thought I was the only one who knew that card existed😂 great for control decks with black or green since Urborg, Tomb of Yawgmoth and Yavimaya Cradles growth can make it Tap for Mana
Halls of Mist with Disrupt Decorum would be great because it would force your opponents to attack and then an entire turn cycle of their stuff not being able to attack
I think the two cards here that actually feel underrated are Tower of the Magistrate and Metzali, Tower of Triumph. Tolaria West is useful but niche so probably already being included in decks where it would be relevant.
In more competitive magic people run a lot of 0 cost stuff such as ancient tomb and jeweled lotus. I would say that that alone makes the card an easy slot in any blue deck at high levels.
@@eewweeppkk CEDH is meta driven. Underrated doesn’t really apply (CEDH decks are like 98% copies of each other). When you see the Commander, you more or less know what is in the deck.
@Dragon_Fyre I said more competitive, not CEDH specifically. My shop is filled with people who don't play CEDH but still play dual lands and jeweled lotuses and ancient tombs in all their decks. Plus, many CEDH players can be wrong and therefore it is underrated since the CEDH community had slept on it. 90% of tuned decks run those cards, and tolaria west acts as a second copy/tutor for all of them. I would say it's very underrated with that in mind. Many dimir decks, CEDH included, run urbog and cabal coffers. This let's you get to your double mana much more consistently in addition to the 0 mana artifacts.
It’s far too slow for most creature decks (Green or colourless would be the exceptions where otherwise having 3 lands free in addition to casting creatures is going to be far too slow to be relevant).
Tower of the Magistrate sounds really flavorful in a Phoenix Wright theme deck, as the Evil Magistrate is always defeated by the "Steel Samurai", which would 100% be an artifact creature.
Think I had one on a population edh deck. Might pop it back in! Give it life link or sac it for draw or bodies….def understand imo. I find ppl forget you have some cheeky stuff hidden with your lands often.
I dont know about hall of mists. Why wouldn’t I just use a fog at instant speed to strategically crack back on that. They can’t attack the next turn but they don’t stay tapped down so they can block. I dont know I’m struggling with this one.
Creeping inn is also a may ability so you don't even need to eat anything after a certain point. I'm going to add that to my life gain. Path of mettel is going to be fantastic in my jinnie fay deck
If tomb fortress was in blue, it would see way less play than in black. NOT every deck wants creature recursion, but most do because it's easily one of the most fun things to do in commander.
I have drannith ruins in my mutate deck, path of mettle in my knight deck, underdark rift in my dice rolling deck, tolaria west and hostile hostel in others decks, but i can't find room for too many non-colored mana producing lands.
Had a game against a blue, white, black voltron deck and he had to use Imprisoned on the moon on my tower of the magistrate due to it shutting down his whole deck.
I feel like I never see anyone run the MDF lands that enter tapped but have nearly worthless front sides, despite the fact its a spell and a sudo basic when needed. It's just one more spell in your deck that doesn't remove a basic land slot even if you don't cast it 99% of the time.
Valakut Awakening and Bala Ged Recovery (and maybe Malakir Rebirth and Kabira Takedown) are like the only ones worth using, since they have actually useful front sides and can be used as lands in a pinch.
@LadyTsunade777 I think every single one of the instants should be run in decks that can run them as even if 99%of the time they are useless they are still spells that can be land drops in a pinch. An overpriced fling, fight, or counterspell is still better to top deck than a land in the late game and it not removing a land from your deck is major upside.
I agree, I try to make sure I don’t have a shit ton of tapped lands, but as long as I’m good there I’ll slot it with the notion it’s a land 95% of the time abs even load it in the sleeve as such…..buutttt there is that late game top deck draw that might sway the game!
One of the best applications for it, i think. Especially since he could get deathtouch. Big thing holding it back for me is that its after combat so you cant do any combat tricks with it.
Wait, why exactly can't Hostile Hostel be in a non-black commander deck? Creeping inn doesn't have black mana pips so it's not identified as a black creature. Or is there something I missed? I thought color identification depended solely on the mana pips?
@@edhdeckbuilding Jeeez, I swear to god I sometimes, and lately more often, wonder why the hell i even play Magic. It appears I keep getting so many things wrong.
creeping inn sucks cuz the back side is bad (camon you aint playing it because of that) the front side is still good because sac outlets on lands are amazing but you can only use this 3 times and at sorcery meh
I do not understand ´Hostile Hostel´. Why does he say it only goes to black decks? Because of backside? I do not see how this backside is clearly black identity other than the effect most associated with black effects. This backside tells me something about moonphases, a howling wolf as symbol - this card could be anything out of a special dark-themed special edition. I can not tell this card is by rules black or by style
Couldn't you use Hostile Hostel in any deck? The back side has no pips. That's like saying you can't use any living weapons in a non black deck because the germ is black.
The back side has a black color indicator pip on the left end of the type line, therefor the back (and thus the entire card) has a Black color identity.
@LadyTsunade777 I was under the impression only actual black mana payment costs determined if something could be slotted in a deck. An actual swamp logo, so to speak.
@@johncarey1634 Color Identity is determined by colored mana symbols in mana costs in the top right corner of all parts of a card (front and back of DFCs, left and right halves of splits, permanent and spell of Adventures, etc), colored mana symbols in the rules text of a card (both in costs to activate abilities as well as in effects like "Add {B}", including implicit rules text such as what Basic lands have), _as well as_ counting the "Color Indicator" (the pip on the left end of the type line on the back side of DFCs). The only things that are _not_ counted for color identity are written out words ("add any color of mana" has no identity, a card that reads "create a Black creature token" may not itself be a Black identity card) or reminder text (cards with Extort are technically not automatically WB, because the W/B hybrid symbol is in the reminder text and not rules text)
@edhdeckbuilding well bummer. My goals of fitting this guy in somewhere just got more difficult. Thanks for the enlightening on that aspect of identity. I didn't realize that.
@@sejerrasmussen6537 A land that doesn't tap for any mana is already bad enough. Then it also has a cumulative upkeep, so not only does it not _make_ mana, it actively _costs_ you more and more mana each turn. And then it has a terrible effect that will basically never matter. Oh no, creatures can only attack every other turn; meanwhile decks that actually rely on creatures attacking typically want to power out a whole board _with haste_ in one turn to kill the table, so the other players don't have a chance to cast a Sorcery boardwipe, in which case Hall of Mist won't stop the alpha strike.
@@LadyTsunade777I don’t think it’s terrible but you need to know why and how your gonna slot it. If your deck uses fog effects or needs to not get alpha strikes in the late game this card could single handed win you the game.
Flamekin Village!
Even without elementals, a colored land that gives things haste is great in creature decks.
This this! ^^ totally agree this and the other part of the mono red meld card….name evades me….something township? Easy way to give hate as well!
Haste**
Hanweir Battlements
@@hobez64 Totally agree. I have both lands in a deck that haste is imperative. Might as well toss the creature to possibly flip the land ? ha
@@andrewtaylor5883 I have Hanweir Garrison in my human tribal deck to spit out more bodies, so putting the Battlements as a flip option is probably not the right choice but it's the fun choice
I truly appreciate the way you explain cards. Thanks for all the info over the past couple years. You've been a great help in my deck building, but also my game play.
Wanted to give a shoutout to another weird Ice Age land that I've never seen someone run and only occasionally remember - Thawing Glaciers. Enters tapped and does not make mana, but you can pay 1 and tap it to tutor a basic land onto the battlefield tapped, then return Thawing Glaciers to your hand. The short version of this is, if you have Thawing Glaciers out you will NEVER miss a land drop. Sure it's slow, but a tapped basic every other turn is better then a poke in the eye (or being totally mana screwed), and it's also an easy way to keep shuffling your deck over and over if you care about such things. Also it's a little expensive I guess. Maybe they play it in Vintage? I think I would run it in any big mana deck that isn't in green, like mono red or black. If you're leaning heavily on making swamps that tap for double or triple getting a fresh swamp at least every 2 turns would be nuts
I used to run this in my old Taniwha deck. You could activate it in response to Taniwha's trigger so that you wouldn't have to bounce the land. I really need to rebuild that deck, it was so weird and janky
Lands are the memories of your travels, and the most important thing to help flavor your deck.
Tower of the Magistrate is cheeky as hell.
"I move to equip L Greaves to CMD"
"Response, Tap Tower of the Magistrate targeting CMD"
“Because I want that backside.” - Demo
I hear you bro…
Desert could also be good in dinos that have enrage, swing and ping, consistently
That wss my IMMEDIATE thought. So good in those decks
hall of Mist, triggers my Land goes to Graveyard wincon within my muldrotha Deck. Thanks to underrealm lych and the good old githrog Monster.
Thanks for the Suggestion!
Don't like rolling you say? May I introduce you to the up-and-coming Mr. House from the Fallout universes beyond?
That card looks super sweet! What’s it a max of 3 or 4 dice rolls?! You could walk away from some ones end step feeling supppper good.
Undersark rift can also put your own stuff in the deck to save it if you have enough card draw/deck manipulation to get it back
My pick is yavimaya hollow. I know it is kinda expensive but it is soooo good
*Spawning Pool* is the only manland I've ever found good enough to run. It's basically a Maze Of Ith or Mystifying Maze that also taps for Black.
I'm partial to Creeping Tar Pit, murders planeswalkers and puts people on a clock in the event of a big boardstall/complete boardwipe
“Grove of the Guardian. Don’t leave home without it.” -Trostani, probably
I live the Creeping Inn for a Rakdos deck full of damage doubling/tripling cards. And boy do I need a Hall of Mist and a Tower of the Magistrate. Ever seen a Snapdax wearing a Kaldra Compleat?!
Let me toss some more lands to this wonderful list!
1. Boseiju, Who Shelters All - Allowing your game ending or board warping spells to resolve
2. Kor Haven - Mystifying Maze and Maze of Ith have their downsides. Maze of Ith doesn't add mana AND like Mystifying Maze they untap the creature which if you want to stop the damage my guess is you don't want it as a blocker.
3. Restless Vinestalk - 6 Mana investment (is alot I know) to work with someone else to remove threats across the table. Ask for no blocks which could grant a Bident of Thassa trigger or anything else simic gets for connecting. Most people will take 5 to remove the a threat
12:06 I used to have Tower of the Magistrate in my sideboard of my Legacy deck for that exact reason. This was when StoneBlade was the dominant deck.
I love Path of Mettle. Played it a bunch in early access Arena. Back when everybody didn't have every card they wanted, so it felt like classic kitchen table magic. Idk how many times I caught people attacking with just one creature.
Havengul Laboratory is so good! Sac three clues for a reanimate?! Epic!
I think this one doent see play bc ppl don’t know about it. I think it’s def worth a slot!
Still watching the vid but emerging zone and flame kin village are super dope lands! Always happy to see them.
Arena is one of my favoritos. Basically a fight enchantment, but on a land
You've convinced me to give Hostile Hostel a shot in Myrkul, I haven't touched it since midnight hunt prerelease after being blown out by the sorcery clause.
And couldn't agree more about Tolaria West getting certain lands is tricky enough in mono blue, so it really helps, especially to find gates or mazes end!
Before you go to hostile hostel consider high market and phyrexian tower.
@@Shimatzu95 High Market is already in there, as a solid instant speed sac outlet, and I'd love to put Phyrexian tower in, but it's just a touch above my price range, for a single card haha
@@MayaoiShiina there is also a colorless legendary land from kamigawa that works as a sac outlet, altho that one costs more. My personal prolems with market are sorcery speed (of course) but also that you can use it only 3 times.
@@Shimatzu95 the 3 mana cost on miren is quite high, and as for the issues with Hostel, it's not the worst, as I already have quite a few instant sacs in Myrkul and it flipping into a creature is fine, as, if it dies, I can exile it with Myrkul and it'll be an enchantment land, good for 3 more sacs
@@MayaoiShiina returning it as a land was something i did not consider (outisde of flickering it) so thats a nice bonus.
Path of Mettle is really good in Samut, Voice of Dissent because she gives all your other creatures haste, flipping it is almost guaranteed the turn you play it.
I dig this!
Drannith Ruins totally passed me by. Straight into the Denry Klin deck. Green counters-matters players might not care but UW counters-matters needs everything we can get
Great suggestions. Love these kind of videos
Hall Of Mists! He'll yeah! Thought I was the only one who knew that card existed😂 great for control decks with black or green since Urborg, Tomb of Yawgmoth and Yavimaya Cradles growth can make it Tap for Mana
Halls of Mist with Disrupt Decorum would be great because it would force your opponents to attack and then an entire turn cycle of their stuff not being able to attack
love that you pulled up path of menntel this would be a grat card in my Alesha deck
Glacial Chasm is another fun one
Fun is subjektive, its an annoyence to most people especially if you recur it.
I had Tower of the Magistrate in play when another player was on Horobi, that was an unexpected upside
17:25 To my knowledge, *Spatial Binding* is the only way to stop phasing. Niche card in niche colors, but worth knowing about.
Time and Tide also kind of stops phasing
I think the two cards here that actually feel underrated are Tower of the Magistrate and Metzali, Tower of Triumph.
Tolaria West is useful but niche so probably already being included in decks where it would be relevant.
In more competitive magic people run a lot of 0 cost stuff such as ancient tomb and jeweled lotus. I would say that that alone makes the card an easy slot in any blue deck at high levels.
@@eewweeppkk CEDH is meta driven. Underrated doesn’t really apply (CEDH decks are like 98% copies of each other). When you see the Commander, you more or less know what is in the deck.
@Dragon_Fyre I said more competitive, not CEDH specifically. My shop is filled with people who don't play CEDH but still play dual lands and jeweled lotuses and ancient tombs in all their decks. Plus, many CEDH players can be wrong and therefore it is underrated since the CEDH community had slept on it.
90% of tuned decks run those cards, and tolaria west acts as a second copy/tutor for all of them. I would say it's very underrated with that in mind.
Many dimir decks, CEDH included, run urbog and cabal coffers. This let's you get to your double mana much more consistently in addition to the 0 mana artifacts.
Halls of Mist is fine with Yavimaya, Urborg, or The World Tree
Dranith Ruins is in my Kurbis mono green deck, that is a +1 counter deck. Very good card if you are in a creature based deck
It’s far too slow for most creature decks (Green or colourless would be the exceptions where otherwise having 3 lands free in addition to casting creatures is going to be far too slow to be relevant).
Tap fetchlands. Budget friendly, and functional.
Tower of the Magistrate sounds really flavorful in a Phoenix Wright theme deck, as the Evil Magistrate is always defeated by the "Steel Samurai", which would 100% be an artifact creature.
I was literally just going to search underrated lands on TH-cam. Freaky
Grove of the Guardian saved my ass in a Populate deck the other day
Think I had one on a population edh deck. Might pop it back in! Give it life link or sac it for draw or bodies….def understand imo. I find ppl forget you have some cheeky stuff hidden with your lands often.
Blightsteel @ 14:49
I dont know about hall of mists. Why wouldn’t I just use a fog at instant speed to strategically crack back on that. They can’t attack the next turn but they don’t stay tapped down so they can block. I dont know I’m struggling with this one.
Creeping inn is also a may ability so you don't even need to eat anything after a certain point. I'm going to add that to my life gain. Path of mettel is going to be fantastic in my jinnie fay deck
I’ve wanted to make a secret commander this this card as soon as I pulled one. Card looks so fun.
If tomb fortress was in blue, it would see way less play than in black. NOT every deck wants creature recursion, but most do because it's easily one of the most fun things to do in commander.
I have drannith ruins in my mutate deck, path of mettle in my knight deck, underdark rift in my dice rolling deck, tolaria west and hostile hostel in others decks, but i can't find room for too many non-colored mana producing lands.
Halls of Mist seems good in a goad style deck or after casting Disrupt Decorum!
Official quote from Demo: "I want that backside"
Had a game against a blue, white, black voltron deck and he had to use Imprisoned on the moon on my tower of the magistrate due to it shutting down his whole deck.
Woah a video on lands. I click instantly
Can you get suspend cards with transmute ?
I feel like I never see anyone run the MDF lands that enter tapped but have nearly worthless front sides, despite the fact its a spell and a sudo basic when needed. It's just one more spell in your deck that doesn't remove a basic land slot even if you don't cast it 99% of the time.
Valakut Awakening and Bala Ged Recovery (and maybe Malakir Rebirth and Kabira Takedown) are like the only ones worth using, since they have actually useful front sides and can be used as lands in a pinch.
@LadyTsunade777 I think every single one of the instants should be run in decks that can run them as even if 99%of the time they are useless they are still spells that can be land drops in a pinch. An overpriced fling, fight, or counterspell is still better to top deck than a land in the late game and it not removing a land from your deck is major upside.
I agree, I try to make sure I don’t have a shit ton of tapped lands, but as long as I’m good there I’ll slot it with the notion it’s a land 95% of the time abs even load it in the sleeve as such…..buutttt there is that late game top deck draw that might sway the game!
Desert is great in Ghystern starn, attacking creatures take 3 damage. Seems good
One of the best applications for it, i think. Especially since he could get deathtouch. Big thing holding it back for me is that its after combat so you cant do any combat tricks with it.
@@eewweeppkk desert works on target attacking creature. Meaning you can activate it before blocks are declared
@@evaman0182 You can only activate it during the end of combat step.
MONSTER HOUSE
I do think Judith could use Desert, and I have the Vault foil Desert
Wait, why exactly can't Hostile Hostel be in a non-black commander deck? Creeping inn doesn't have black mana pips so it's not identified as a black creature. Or is there something I missed? I thought color identification depended solely on the mana pips?
pips don't matter. the color identity of the card is black.
@@edhdeckbuilding Jeeez, I swear to god I sometimes, and lately more often, wonder why the hell i even play Magic. It appears I keep getting so many things wrong.
@@EvertfromNederland sorry man. just keep checking out my rules videos, i try to clarify issues like this.
creeping inn sucks cuz the back side is bad (camon you aint playing it because of that) the front side is still good because sac outlets on lands are amazing but you can only use this 3 times and at sorcery meh
#11 is Basic Forest.
Lands are underrated in general lol
Man, where is the 'lands you control have deathtouch'??
I do not understand ´Hostile Hostel´. Why does he say it only goes to black decks? Because of backside? I do not see how this backside is clearly black identity other than the effect most associated with black effects. This backside tells me something about moonphases, a howling wolf as symbol - this card could be anything out of a special dark-themed special edition. I can not tell this card is by rules black or by style
Couldn't you use Hostile Hostel in any deck? The back side has no pips. That's like saying you can't use any living weapons in a non black deck because the germ is black.
It has the black identity indicator on the left side
@@kristiandahl1310 ahhhh got it.
Just to clarify, what about Hostile Hostel makes it only black? I was going to slot this into a janky boros aristocrats deck
The back side has a black color indicator pip on the left end of the type line, therefor the back (and thus the entire card) has a Black color identity.
@LadyTsunade777 I was under the impression only actual black mana payment costs determined if something could be slotted in a deck. An actual swamp logo, so to speak.
@@johncarey1634 Color Identity is determined by colored mana symbols in mana costs in the top right corner of all parts of a card (front and back of DFCs, left and right halves of splits, permanent and spell of Adventures, etc), colored mana symbols in the rules text of a card (both in costs to activate abilities as well as in effects like "Add {B}", including implicit rules text such as what Basic lands have), _as well as_ counting the "Color Indicator" (the pip on the left end of the type line on the back side of DFCs).
The only things that are _not_ counted for color identity are written out words ("add any color of mana" has no identity, a card that reads "create a Black creature token" may not itself be a Black identity card) or reminder text (cards with Extort are technically not automatically WB, because the W/B hybrid symbol is in the reminder text and not rules text)
color indicators count towards color identity. which is usually the case with transform cards.
@edhdeckbuilding well bummer. My goals of fitting this guy in somewhere just got more difficult. Thanks for the enlightening on that aspect of identity. I didn't realize that.
emergence zone
I feel like if you are a one or two color deck there is no reason not to slot this as a filler just for niche situations
Hall of mist is horrible 😂
How? Making attacking a bother for your opponents is pretty good
@@sejerrasmussen6537 A land that doesn't tap for any mana is already bad enough. Then it also has a cumulative upkeep, so not only does it not _make_ mana, it actively _costs_ you more and more mana each turn.
And then it has a terrible effect that will basically never matter. Oh no, creatures can only attack every other turn; meanwhile decks that actually rely on creatures attacking typically want to power out a whole board _with haste_ in one turn to kill the table, so the other players don't have a chance to cast a Sorcery boardwipe, in which case Hall of Mist won't stop the alpha strike.
@@LadyTsunade777I don’t think it’s terrible but you need to know why and how your gonna slot it. If your deck uses fog effects or needs to not get alpha strikes in the late game this card could single handed win you the game.
Nahhhhh Hall of Mists is a great pillow fort option not the greatest mind you but it's absolutely suffocating when combined with others
It is 😅
First! love your videos btw
Many of these lands aren't very good
Maybe for you dude. Just keep these comments to yourself
Tolaria West is great for searching for Pact of Negation
I’d use it to tutor an Inevitable Betrayal for opponents that I know frequently play creatures like Eldrazi or Blightsteel Colossus.
Ooo dirty 😂