Get your aggressive or midrange Gruul cards ready! Slagwoods Bridge helps you with mana fix and can turn into an indestructible creature with cards like Skarrg Guildmage. Again, the value here might be animation withs cards like Nissa of Shadowed Boughs. I don’t see green cards benefiting too much from the fact that Darkmoss Bridge is an artifact land. Cards like Obuun, Mul Daya Ancestor can benefit from your indestructible lands like Thornglint Bridge. If you can change an indestructible land into a creature, you now have an indestructible creature. The green land cards may have a different strategy than the other colors. You can use Goldmire Bridge to help cast cards like Oswald Fiddlebender and Their Name Is Death. However, white and black are popular for some strong artifact cards and synergies. When I think of artifact decks, I don’t usually think of Orzhov ( ). There won’t be too much different to say about each land, except maybe some cards that can benefit from their colors and artifact card type. I’ve ranked them by how well they fit into artifact decks that need dual color lands. Most of these lands are dual color artifact lands with indestructible. Most of these lands are dual color lands from Modern Horizons 2, with a few others from different sets. They can’t be destroyed by any spell or effect that says “destroy.” There are several ways to make lands indestructible, but today I’m focusing on the lands that have the keyword printed on them. Indestructible lands are exactly what they sound like: lands that have the “indestructible” keyword printed on them. There are applications for this in Standard, Modern, Commander, and every format beyond as well, solidifying The Mycosynth Gardens’ place as the most exciting land in Phyrexia: All Will Be One.Cascading Cataracts | Illustration by Noah Bradley The most common use cases for this card -will likely involve duplicating combo pieces for a faster win. This includes artifact creatures, giving the card utility in Aggro and Midrange decks. The Mycosynth Gardens can become a copy of any nontoken artifact you control in exchange for mana equal to the original cost of said artifact. Once you read beyond that, however, things get really exciting. To push through the boring part, its actual mana generation abilities are nothing to write home about, either producing colorless mana or filtering your mana into a specific color for a cost. Hyperbolic as that statement sounds, it sounds downright reasonable once you consider the dizzying array of things this card is capable of. The Mycosynth Gardens has the potential to be one of the most impactful land cards ever printed. Bringing early-game fixing and mid-game buffs, this Seed may just end up being a Core part of your next aggro deck. But in aggressive Phyrexian toxic decks, it’s a deadly tool that can let your many Mite tokens trade up into actual cards or just get through for triple damage. This can only be activated if your opponent has three or more poison counters, which limits the decks that can make the most use of it. On top of this, The Seedcore also has a very powerful inverted Pendelhaven ability, letting you grant a 1/1 creature you control +2/+1 for a turn. RELATED: Magic The Gathering: The Best Colorless Lands All Will Be One has a ton of these, of course but there are also plenty in past sets too, which could open up some funky builds in older formats. Naturally, since it can tap for mana of any color for Phyrexian creatures, it’s an auto-include in any deck playing a critical mass of those. One of the fiercest fixing lands Magic has ever seen, The Seedcore is an attractive option for a wide range of decks. It’s also worth noting that they, along with most of the lands on this list, all have the land type ‘Sphere.’ While this doesn’t mean much yet, other than that they can be searched up by Monument to Perfection, it’s likely that this will change in the sets to come, making all the Sphere lands worth keeping an eye on. Being common, these lands could see play in Pauper, where a lack of comparable options could make them attractive in Control decks. The key differences that make these lands stand out, however, are their rarity and land type. The functionality is certainly similar, if admittedly much slower due to entering tapped and costing more mana to ‘cycle.’ At first glance, these appear to be mega-budget alternatives to lands like Horizon Canopy, giving you additional draw power in drawn-out games. They each enter play tapped and produce a single color of mana, but they can also be tapped and sacrificed for two mana to draw a card. A new cycle of five common lands, each representing the lair of one of the five Praetors, the Draw Sphere cycle is an interesting addition to the game.
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