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@NuckChorris,

Well, you could run these and no mountains, and would have either red or green mana access... And as for playing the Glistener first turn, how often will you having a starting hand without a forest to play instead in it? And after you play the forest, this comes into play untapped.
Posted By: llirreh (7/18/2011 4:40:47 PM)
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I am SO glad they keep printing this cycle. Each time, the price in $ goes down by about 25 cents. In another two years, I might even be able to afford the non Red/Green duals!
Posted By: ZEvilMustache (7/22/2011 5:30:51 AM)
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Standard Dual land. Great in Red/Green decks. Also great if you're just splashing one of those colors while running the other. Sort of like a reverse Copperline Gorge.
Posted By: burnsbabe (7/30/2011 4:15:14 AM)
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Overall better than Copperline Gorge and friends because it's a solid land turn 2 and onward. Gorge and friends are only useful turn 1-3, or if you Primeval Titan them into play. They come into play tapped in that case anyway.
Posted By: DacenOctavio (8/18/2011 11:34:46 AM)
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I love the variety in modern dual lands. Sometimes I wish Taiga was more interesting, you know?

What would be really cool is a "wedge" cycle (for example, a land that taps for Red or Black that comes into play tapped unless you control a Plains).

We'll all know when Wizards really needs money; they'll print a dual-lands cycle that is functionally swappable for all the old dual lands, or a tutor cycle that fetches alternatives to basic land types...
Posted By: Salient (8/26/2011 2:08:01 AM)
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Works well with Stomping Ground, since it's both a forest and a mountain.
Posted By: NeffJA (2/17/2012 10:13:14 PM)
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Is this worth using in a Red/Green Glistener Elf deck? I only need access to one Red mana all game, but I need to drop Glistener first turn, not wait for a land to untap.
Posted By: NuckChorris (7/18/2011 7:17:50 AM)
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