I am guessing since that it doesnt say what mana Evolving Wilds can produce then its one colorless?
I am guessing since that it doesnt say what mana Evolving Wilds can produce then its one colorless?
if it doesnt say that it makes mana then it doesnt it only has that ability that lets you sacrifice it and fetch a land from your library
but I thought all lands are supposed to make mana.... isnt that like by definition
They don't need to make mana - they just need to help your mana production somehow, which Evolving Wilds does by fetching a land from your library into play.
Besides which, that's a design rule, not a game rule.
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then I done see why anyone would use it? I mean why cast a land that doesnt make mana only so you can sacrifice it and cast a land that does make mana? Why not just cast the normal land in the first place?
Because it gets you the colour you need, when you need it. What if you're running a white/blue/black deck and draw a hand with three Plains and four blue/black spells? You're rooted. But if you replace two of those plains with Evolving Wilds/Terramorphic Expanse/whatever, suddenly the hand looks a whole lot better.
Also, minor nitpick but as a judge it's my duty to perform such things - lands are never cast.
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just wait until you play a 2-3 colored deck and cannot cast any spells because you are stuck with too many lands of one color except the one you need most... then youll understand
Exactly. Never underestimate the power of easy colour fixing. That's why dual lands are often among the highest sought after cards in a set, and why the original dual lands (Bayou, Tropical Island and so on) hover around the $80 mark.
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Yea lands are not cast, they are played
Only spells are cast
Lands are not spells
Are abilities cast?
Nope. As kip said, only spells are cast.
Note, however, that some abilities get you to cast spells (like on Spellweaver Helix or Eye of the Storm).
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here is a chart