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Wisdomseyes really does speak words of wisdom.

The Scars lands are about on par with the M10/11/12 duals for Standard, while also kicking ass in larger formats.

Seachrome Coast > Glacial Fortress AINEC.
Posted By: ChrisBosh_IronGolem (6/5/2012 11:19:53 PM)
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I don't think some people are getting the value of this card.

Yes, it comes into play tapped if you control 3 other lands. What we are missing is that in control (something Blue-white does very well) lands coming into play tapped after 2-3 lands doesn't matter very much. You can maintain control quite easily with only 3 lands. Spell Snare and path to exile are both very popular options in UW control, both are low mana, and both require a specific color. This card helps maintain color advantage without screwing yourself over. Playing a plains has the effect of getting yourself caught in a goyf onslaught, wile playing an island might cause you to not have the white mana to path to exile a threat that must be taken care of quickly.

You may consider it not worth it, and in some cases it isn't. The first few turns of a game usually decide who has advantage for the rest of the game. When this card comes into play tapped, I don't mind because most of my deck runs on 3 mana. This card, lik... (see all)
Posted By: Wisdomseyes (4/2/2012 12:29:10 PM)
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Um, hello? Both condemn and spell pierce available on turn 1? Condemn your goblin guide or counter your kuldotha rebirth? Thank you very much.

These scars dual lands are absolutely bonkers, and they will be extended staples for years to come. Bravo Wizards.
Posted By: cloneffect (1/5/2011 6:24:24 AM)
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Gaaaah this cycle is frustrating. I'd put it somewhere between the M10/M11 dual lands and the Zendikar Refuges. Still going to play it on the off chance you get it opening hand.
Posted By: ZuesAscendant (9/24/2010 11:10:57 AM)
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A less confusing way of reading it might be: "If you control two or less other lands, Seachrome Coast enters the battlefield untapped. Otherwise, it comes into play tapped." An even easier way to read it would be: "This land is useful on your first three turns, then not so much." I like the second one because it's the clearest. To compare it to the cla-ssic dual lands actually makes sense considering many games are won and lost by what occurs during the first few turns.
Posted By: Eternal_Blue (9/26/2010 3:41:47 AM)
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Insane card. Unfortunately, as a budget player, I won't be paying $13 for these when I could pay $2 for a Glacial Fortress.
Posted By: SgtSwaggr (11/24/2011 6:56:18 AM)
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Yes, because Blue/White is infamous for its insane speed. The Red/Black one and the Red/Green one (can't remember the names, sorry) are so much better than this one, simply by the virtue of the colors they provide.
Posted By: TDL (10/12/2010 8:17:33 PM)
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@Scumbling - I'm sorry, but permanents do not enter the battlefield tapped.

Comp rules citation:
110.6b Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise.

Your own logic disproves you anyway - if they try to avoid using redundant text, but permanents enter the battlefield tapped by default, then why would they print "Colorless enters the battlefield tapped" on all those nonbasic lands, such as Jwar Isle Refuge or Arcane Sanctum?

Though personally feel like the current wording is pretty clear. The only catchy part is whether it's two or three lands that makes the difference, but that's a reading issue and exists no matter how it's worded.
Posted By: Magnor_Criol (5/8/2011 8:53:18 PM)
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A card that combines my 2 favorite places is Mirrodin o.o
:D yes please in my BlueWhiteBlack Artifact Deck lol
Posted By: TrueBloodWolf (7/4/2011 8:51:41 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


"If you control at least three other lands, Seachrome Coast enters the battlefield tapped."
Posted By: CJM2 (9/11/2011 11:07:33 AM)
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