![]() ![]() 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. 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. Planeswalkers and Dual Lands As we saw in previews, there is going to be some amazing art and new types of foil cards in the Phyrexia: All Will Be One expansion. 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. And a look at March of the Machine ‘s gain lands shows just how far they’ve gotten since. RELATED: Magic The Gathering: The Best Colorless Lands Advertisement Phyrexia has breached the multiverse. 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. ![]() Some villains remind those of us who remember the past of Mirrodin-and what's truly been lost.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. Some are familiar-and relentless-such as the greatest praetor Elesh Norn, ruler of New Phyrexia and mastermind behind building the army poised to conquer the Multiverse. The heroic-and few-Mirran resistance forces remaining may be the Planeswalkers' best chance of striking at the heart of New Phyrexia.īut Phyrexians aren't your typical villains. (You can see Koth's new card below, with other new planeswalker cards to be revealed later with Phyrexia: All Will Be One previews.) Ten total Planeswalkers appear as new cards in Phyrexia: All Will Be One, though which are heroes ready to fight the Phyrexians and which join the Phyrexians in compleated perfection is something the story will reveal.Īll ten, as shown above (with previous artwork): Planeswalkers team up and head down into New Phyrexia to end the threat of invasion once and for all. It's now or never for the heroes heading into danger. The risk that some-all-of the heroes fall to Phyrexians is high, but the stakes for everyone else are even higher. The only hope that remains is to take them out on their home turf, destroying the Phyrexian's means to Multiverse invasion. Now, every plane of the Multiverse is in Phyrexian sights with their plan to invade them all. They failed to halt the Phyrexian schemes to stop heroes valiantly fighting their oldest foes. The Planeswalkers who gathered to stop the Phyrexians on Dominaria lost-badly. ![]()
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