Monday, February 13, 2017

Help me rank the lands in commander

Hey guys, I'm starting another ranking much like the planeswalkers but I'm going to do something different.

The rankings will be determined by you, that's right instead of me being wrong about placements it will entirely your opinion.

We're gonna look at the manabases in commander, the lands specifically and ranking all of them.
Now we're going to be doing something a little different since a lot of these guys fall into cycles, you'll see what I mean in a second.

Basically, I've taken a look at all 577ish lands and taken the relevant ones for commander and what I need you to do is rank them.

Here are your candidates:
Yavimaya hallow
Mouth of Ronom
Murmuring Bosk
Mutavault
Evolving wilds/Expanse
Nykthos, shrine to nyx
Oboro, palace in the clouds
Phyrexian Tower
Reflecting pool
Riptide Labotory
Serra's Santcum
Academy ruins
Shizo, Death's Storehouse
Sliver Hive
Spire of Industry
Strip Mine
Wasteland
Tarnished Citadel
Temple of the false god
Thespian's stage
Volrath's Stronghold
The Tabernacle at Pendrell Vale
Urborg, tomb of yawgmoth
Alchemist's Refuge
Ancient tomb
Ancient Ziggurat
Bazaar of baghdad
Buried ruin
Boseiju, Who Shelters All
Cabal Coffers
Cavern of souls
Cephalid Coliseum
City of brass
Command Beacon
Crystal Vein
Command tower
Deserted Temple
Dryad Arbor
Dust bowl
Eldrazi Temple
Exotic Orchard
Eye of Ugin
Flagstones of Trokair
Forbidden Orchard
Gaea's cradle
Gemstone caverns
Gemstone Mine
Grove of the burn willows
Hall of the bandit lord
High Market
Homeward path
Horizon Canopy
Inkmoth Nexus
Inventor's Fair
Kessig wolf run
Kher Keep
Kor Haven
Lake of the dead
Mana Confluence
Maze of ith
Minamo, school at water's edge
Miren, the Moaning Well
Mishra's Workshop
Reliquary tower

On top of the singleton lands there are plenty of cycles:
Duals  (Underground sea)
Fetches (Scalding tarn)
Shocks (Steam vents)
Pain lands (Brushland)
Check lands (Glacial fortress)
Temples (Temple of Abandon)
Bounce lands (Golgari rot farm)
Basics (Island)
Fitler lands (Sunken Ruins)
Battle lands (sunken hollow)
Sac lands (Dwarven ruins)
Shadow lands (Port town)
Hideaways (Mosswort Bridge)
Cycling (Forgotten cave)
Man lands (Creeping tar pit)
Fast lands (Inspiring vantage)
Storage lands (Molten slagheap)

Artifact lands (Seat of the synod)
Tainted lands (Tainted isle)
Tribal lands (Auntie' Hovel)
Triple lands (Opulent palace)
Panorama (Band panorama)
Blighted (Blighted fen)
Vivid (Vivid grove)


So with that many options finding ten shouldn't be that hard. What may be hard is putting them in order. Put the one you think is best in commander first and so on until you have ten. You can also put down five, three, whatever, point is put down up to ten cards in order you think is best.

First place gets 10 points
Second gets 9

And so on with 10th getting one point.

I'll add these up and rank them according to how the community votes



Please make sure to put them in order because that will make it much more clear which lands stick out for you.
If you feel like I forgot a land worth mentioning then right it in and I'll add it to the poll as well

Have fun and may the best manabase win



SURVEY HERE!
https://docs.google.com/forms/d/1XHw5fsb2MIpAYAcGmY2bdaic7twbvfTtiriBTSySmeQ




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6 comments:

  1. If I had to make a list, I think it would go something like this:

    #1. Gaea's Cradle - I've seen this land create absurd amounts of mana so many times that I inwardly groan everytime I see it across the table.

    #2. Cavern of Souls - at least in the playgroup that I used to play with, counterspells were more common than removal. Being able to cast your commander without fear of a counterspell has usually been a big deal in winning games at my playgroup.

    #3. Command Tower - this mana fixing land is also specifically designed for Commander, so it gets my nod as being important because it represents Commander as a format.

    #4. Dual Land Cycle - because colored mana is important in winning the game and these lands do it the best.

    #5. Fetch Land Cycle - because colored mana is important to play the game and these lands find the duals.

    #6. Strip Mine - whether recurring it through Crucible of Worlds to cause misery to your opponents or taking out that crucial land an opponent needs, this land in my mind is a staple (unless the deck can't afford too many colorless lands ie: Breya, Atraxa, etc.)

    #7. Urborg, Tomb of Yawgmoth - This land is great at fixing colors for any black based deck and enables Cabal Coffers to become truly ridiculous.

    #8. Nykthos, Shrine to Nyx - having an abundance of mana is very important to win the game. Nykthos scales magnificently as your board develops and enables for some truly awesome spells to be cast much earlier than normal. The fact that it can slide into any deck is what gets it the nod over other lands on the list.

    #9. Academy Ruins - recursion built onto a land is very good, and everyone knows that artifacts are clearly the most broken cards in Magic, followed by the blue mana symbol.

    #10. Volrath's Stronghold - recursion is important in any Commander game, and being able to have a land do it and still provide to your mana count is very important.

    ReplyDelete
  2. 1 The Tabernacle at Pendrell Vale
    2 Gaea's Cradle
    3 Mishra's Workshop
    4 Strip Mine
    5 Fetches
    6 Ancient Tomb
    7 Cavern of Souls
    8 Bazaar of Baghdad
    9 Phyrexian Tower
    10 Command Tower

    ReplyDelete
  3. 1 Gaea's Cradle
    2 cavern of Souls
    3 Command tower
    4 Mishra's Workshop
    5 Tabernacle
    6 Strip Mine
    7 Ancient Tomb
    8 Fetches
    9 OG Duals
    10 Cabal Coffers

    ReplyDelete
  4. 1 Tabernacle
    2 Cradle
    3 Fetches
    4 Duals
    5 Dust Bowl
    6 Command Tower
    7 Coffers
    8 Ancient Tomb
    9 Cavern of Souls
    10 Academy Ruins

    ReplyDelete
  5. รีวิวเกมส์ ทดลองเล่น PG SLOT เว็บเกมออนไลน์น้องใหม่จากค่าย พีจี ค่ายเกมออนไลน์อันดับ 1 ที่ลูกค้าทั่วโลกต่างยกย่องให้เป็นเว็บเกมออนไลน์อันดับ 1 ตลอดการ

    ReplyDelete