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Magic: The Gathering» Forums » General

Subject: Flooded Strands - Khans rss

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Just pulled this nice $20-$25 card--only thing is, being a noob, I don't see how this is really that valuable--other than perhaps rarity of card. It's just lose a life to gain a basic land--I mean in a pinch sure it helps, but I'm just not seeing where the $20 value on this card is. Perhaps because blue white is a good way to do card control, every mana helps and increases the efficiency of card control, but still, to me it seems a stretch. The only thing I could think of is if there's a card that pairs very well with it.
 
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Nico
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You can choose which of the two basic lands to get, which is ok.
The best thing on Flooded Strand is something different. With every fetch land you use you are reducing your deck size and increasing the possibility to get other cards. Also you just use one life point and don't lose any tempo.
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I'm actually thoroughly enjoying collecting the cards and building my sets, I'd be more interested in trading this card for a toolkit or a fat pack--do people generally trade that way for a fetch land? Not to mention I really don't have a good deck for blue white anyway, and I could just buy the land outright later on.
 
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Tommy Occhipinti
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On their own Fetchlands like Flooded Strand (and its 9 friends in other color pairs) are better to have than not, but far from exceptional.

However, synergies abound with other specific effects making them multi-format all stars (meaning they see play all the way from standard to vintage (seeing play alongside the likes of Black Lotus). Here are a few such synergies:

-) Fetchlands enable Delve cards like Treasure Cruise (in standard) and Tasigur (in modern). Using a Fetchland effectively nets you two mana if you can cast a Delve card using them.

-) Fetchlands can fetch non-basic lands with basic land types such as Canopy Vista (in standard), Temple Garden (in modern), and Savannah (in Legacy/Vintage). This means that a single fetchland may be able to you access to all five colors of mana.

-) Fetchlands allow you to shuffle your deck for free. This is usually useless, but becomes useful if you know things about the order of your deck. The most famous example of this involves the card Brainstorm (and its big brother Jace, the Mindsculptor) that lets you draw 3 cards and put two cards from your hand on top of your deck. Normally this effect would not be great, because you will just draw the cards again anyway, but if you can shuffle with a fetchland the card becomes amazingly powerful.

So, in synopsis, the card is expensive because competitive players from every format when 4 of all 10 of them.
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Nico
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With Crucible of Worlds you can play the fetch lands over and over from the graveyard and get another land every turn.
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Tommy Occhipinti
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ZdadrDeM wrote:
With Crucible of Worlds you can play the fetch lands over and over from the graveyard and get another land every turn.


That is far less obnoxious than doing that with Strip Mine!
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delirimouse wrote:
On their own Fetchlands like Flooded Strand (and its 9 friends in other color pairs) are better to have than not, but far from exceptional.

However, synergies abound with other specific effects making them multi-format all stars (meaning they see play all the way from standard to vintage (seeing play alongside the likes of Black Lotus). Here are a few such synergies:

-) Fetchlands enable Delve cards like Treasure Cruise (in standard) and Tasigur (in modern). Using a Fetchland effectively nets you two mana if you can cast a Delve card using them.

-) Fetchlands can fetch non-basic lands with basic land types such as Canopy Vista (in standard), Temple Garden (in modern), and Savannah (in Legacy/Vintage). This means that a single fetchland may be able to you access to all five colors of mana.

-) Fetchlands allow you to shuffle your deck for free. This is usually useless, but becomes useful if you know things about the order of your deck. The most famous example of this involves the card Brainstorm (and its big brother Jace, the Mindsculptor) that lets you draw 3 cards and put two cards from your hand on top of your deck. Normally this effect would not be great, because you will just draw the cards again anyway, but if you can shuffle with a fetchland the card becomes amazingly powerful.

So, in synopsis, the card is expensive because competitive players from every format when 4 of all 10 of them.


What he said.
 
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mlssufan01 wrote:
Just pulled this nice $20-$25 card--only thing is, being a noob, I don't see how this is really that valuable--other than perhaps rarity of card. It's just lose a life to gain a basic land--I mean in a pinch sure it helps, but I'm just not seeing where the $20 value on this card is. Perhaps because blue white is a good way to do card control, every mana helps and increases the efficiency of card control, but still, to me it seems a stretch. The only thing I could think of is if there's a card that pairs very well with it.


It's $20 because it helps the consistency of your deck, and in tournaments, consistency is what wins the day.

mlssufan01 wrote:
I'm actually thoroughly enjoying collecting the cards and building my sets, I'd be more interested in trading this card for a toolkit or a fat pack--do people generally trade that way for a fetch land? Not to mention I really don't have a good deck for blue white anyway, and I could just buy the land outright later on.


You might be able to sell it for less quickly, or some at shop might drop you a lot of commons/uncommons for it (if they don't just dump them at the shop). I've never seen that trade actually happen in person, but I'm not really a trader.
 
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Jeff Wiles
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mlssufan01 wrote:
lose a life to gain a basic land


Not just a basic land - any land with the Plains type or the Island type.

So you can fetch a Tundra, or the new Prairie Stream from Battle for Zendikar, or a Mistveil Plains, etc.

The fetchlands are always going to be money cards. They're good in every format where they're legal.

Edit: Ninja'd! Sort of.
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Henry Allen
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DoubleH wrote:

It's $20 because it helps the consistency of your deck, and in tournaments, consistency is what wins the day.


Yeah, the various other comments are all true too but I just wanted to highlight this one. Lands that can provide more than one color of mana (especially on the turn they come into play) are really good because they can do so much to help your consistency. In a two color deck if you have 12 Islands and 12 Plains you are much likely to find you don't have the right colors at the right time than if you have 4 of these and 10 each of Islands and Plains. Because of that, they will tend to be desirable for most decks that want these colors which means a lot of people want them.

Even if you don't play tournaments, having better chances of getting the colors you want in your casual decks makes the game much more fun in my opinion.
 
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Tommy Occhipinti
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jeffwiles wrote:
mlssufan01 wrote:
lose a life to gain a basic land


Not just a basic land - any land with the Plains type or the Island type.

So you can fetch a Tundra, or the new Prairie Stream from Battle for Zendikar, or a Mistveil Plains, etc.

The fetchlands are always going to be money cards. They're good in every format where they're legal.

Edit: Ninja'd! Sort of.


The really key part, imo, is not that Flooded Strand can fetch other UW duals but that it can fetch any Blue Dual or any White Dual (with the appropriate basic land type).
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Also works well with Landfall, since you can get 2+ triggers in a round.
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Tommy Occhipinti
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spoon wrote:
Also works well with Landfall, since you can get 2+ triggers in a round.


That should have made my list. It was a big deal with Lotus Cobra!
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Jason Walker
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Another example: I have a very aggressive (low mana-cost) Merfolk deck for Modern. It runs something like 12-14 Islands and 6 of these type lands that fetch Islands. Because the fetch lands come into play untapped, and put the island into play untapped, They basically cost me 1 life when I draw them and replace themselves with an Island. (It's aggressive enough that I don't care about losing a few life.) My deck deck is essentially 54 cards instead of 60. It has enough land to function well, but really only runs 12-14 lands instead of 20-ish. It may not sound like a big difference, but it is when I play it.
 
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delirimouse wrote:
spoon wrote:
Also works well with Landfall, since you can get 2+ triggers in a round.


That should have made my list. It was a big deal with Lotus Cobra!


Tarmo should also have made your list
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and I just pulled another one today..interesting. might have to consider changing my deck now.
 
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