Into the Maw: Flavorful Land Runners-Up
Removal lands, how we love the. I imagine that this could be part of a cycle in a noir setting, where each land has a sacrifice punisher effect. -13/-13 is substantial, but at the cost of a land, and it's a great threat to leave up. I think that Battle for Zendikar did a similar cycle of lands, and those were awesome for limited IIRC, though some more than others. This one is pretty great, a threat to catch someone unawares. Black caring about tapped creatures is old-school but in a good way, and the -13/-13 is another callback that takes out some of the largest stuff but in a flavorful way, and I think is under-utilized a lot of the time. Indestructible is a heck of an ability. I wonder how necessary the sorcery clause is on this one, honestly, especially considering that the flavor implies something a little speedier.
And my goodness, the flavor of this card is phenomenal. I'll be honest on top of it: the art is gripping me in a way that makes me ask: where the heck have you been hiding this from us? I love this sketch and it makes me want to go back to New Capenna, but in a less glitz-and-glamor sense and more of a gritty demonic horror sense. Wouldn't that be phenomenal? Something that makes you slip and crack your head on the stones, something that's definitely an accident, something that's definitely not the result of sinister forces making you pay for snitching, and that's what snitches get... Like, come on, it's so cool! This card's got an insular, claustrophobic vibe that trips up those unaware, and you really executed the whole presentation in a way that makes me smirk into my glass of scotch. Except not, because it's nine in the morning and I gotta drive today.
There were a few lands that worked with Food this week, but ultimately, I think that this one enamors me the most. As a fetchable utility land, it's pretty powerful, and I might even suggest that the Food-making ability have some manner of restriction (also tapping a creature? Activating only if you have tapped creatures?) to ensure that you don't get a wild amount of token value; Fountainport has already shown us how wild that can be. Color identity would also suggest that this "Mountain" should have some utility outside of being a mono-red lifegain land, and if I had any real mechanical qualms, that would be it. Limited would devour this thing (no pun intended) as a table-turning control piece with the amount of life you could stall out with each turn. If you imagine this as a colorless zero-cost permanent that entered tapped but had "{5}, T: You gain 3 life"—you see what I mean? It's an interesting balance question.
It's the way that this land comes to life that really gets me. They cut into the mountain and they make food—it's perfect. Harvesting life, the heart of civilization, a people in their element... I think this is a beautiful execution of the prompt. I love how you got the colors of the Sun Empire and the dinosaur connection and turned it into a land that makes sense, not necessarily for the associated mechanics, but for the feeling of the people that would live on that land and harvest it. That's the coolness of this, isn't it, the fact that you can demonstrate an entire other part of Magic's lore, not through a magic-strewn battlefield necessarily, but through the ways in which the world is made more whole. It's quite interesting to me.
Mechanically, of course, this card is a pretty grotesquely fun way to trigger enchantments entering every turn, provided that you're willing to sacrifice your lands. I know that some players at our LGS are land afficionados, and Crucible/Ramunap plus everything here...yeesh. It's awesome, really, because they're not untouchable and a single Paraselene will make things fairly miserable if you overreach, but isn't that the point of that fragility, somewhat? The sacrifices that you make end up biting you in the end. And maybe they turn your lands into Mana Confluence. I mean, that alone is pretty wild, isn't it? Mana Confluences every turn at the cost of a land makes fixing negligible, but the eventual cost wears away at you. Is it worth the Eerie/Constellation triggers? That's for the Enchantress player to decide. It's pretty cool.
Admittedly Duskmourn was a pretty cool concept as well, at least to start. I'll withhold my opinions on cheerleaders and phones later, but regardless, the name of this land? Perfect. Like, that alone is exactly the kind of sinister encompassing that was meant to be shown throughout the story, that spreading terror, that strange and sinister warping of the world. This card makes the player feel, in some way, that they're getting the demon's power by way of utilizing their lands, turning them into semi-everywheres, turning them into horrible mirrors of what was once, as the flavor text puts it, a beautiful glade. It's the two-sentence structure of the FT that kinda stumbles me, honestly. "Once a beautiful glade, now an endless hallway." could've worked fine, or something along those lines, but I feel that it eschews poesis for something that tries to be malevolent? I don't think it's quite there, but the strength of the land saves it for sure.
We've got a lot of work to do today at the shop, but I'll commentate as we get there <3 Thank you all once more for your entries!