2 redMr. GameBrain said:I never seem to get the land I want at the right time, (I think I'm unlucky), so a few evolving wilds guarantee I can pull off an appropriate creature/spell later.BloatedGuppy said:Can someone explain Evolving Wilds to me? You play it as a land, only you play it as a tapped land. So it's like...a shittier land? I can see how it would let you get a type of land of your choice, which is good for multicolor decks, but even in 2 color decks I never really have an issue getting both colors into play, and very few cards require more than a single colored mana anyway.
(Reverberate in my deck, needs 2 fire. Mine is mostly plains, so I can see evolving wilds be useful)
Not 2 fire, they're colours, not elements.
Anyway, I'm currently running mono-red midrange (not as much burn as RDW and more board damage; and it's not lightning fast like Goblins used to be), mostly because it's cheap to build (not counting 2 bonfires, they were expensive to trade for)