2, Feb, 22

New Neon Dynasty Lands Make Wrenn and Six Ban-Worthy

Share on facebook
Share on twitter
Share on whatsapp
Article at a Glance

Wrenn and Six is $90.00 for a reason. It is a busted Magic: the Gathering card. And it just got a big buff from a new land cycle from Kamigawa: Neon Dynasty.

Wizards of the Coast already banned Wrenn and Six in Legacy. Now, because Wrenn and Six’s synergies with new Kamigawa cards, there’s a change WOTC will ban it in Modern too.

Wrenn and Six

Wrenn and Six | Wizards of the Coast

Two-mana Planeswalkers are dangerous territory when it comes to MTG game design. Planeswalkers in general, are difficult permanents to remove. And when your opponent plays a Planeswalker on Turn 2, before you’ve had a chance to play out creatures to pressure its loyalty, the game will quickly get out of hand.

Multiple top-tier Modern decks, like Jund and Indomitable Creativity, already play Wrenn and Six. And there are decks that play four colors to play Wrenn, Teferi, Time Raveler, and Omnath, Locus of Creation together.

All of those decks will only get better with the new lands from Neon Dynasty. And there’s a good chance that new decks will surface, centered around Wrenn and the new lands. So without further ado, let’s take a look at the channel lands from Kamigawa: Neon Dynasty.

The Channel Lands of Neon Dynasty

You can discard a card with channel, rather than playing it, to gain an alternate ability. As channel is an activated ability, it gets around traditional Counterspells.

Channel also plays well with graveyard-based effects. And that’s where Wrenn and Six comes in. Once you discard a channel land, you can use Wrenn and Six’s +1 ability to return the channel land from your graveyard to your hand.

As long as Wrenn and Six stick on the board, you have consistent access to these effects. Otawara can return an artifact, creature, enchantment, or planeswalker to its owner’s hand. Sokenzan makes tokens that can protect Wrenn and Six. And if Wrenn and Six dies, Takenuma can return it from your graveyard to your hand.

These lands are good for multiple reasons.

While normally drawing two legendary cards is a bad thing, because you can only play one due to the legend rule, channel lets you discard the surplus legendary card for a useful effect.

All of the legendary channel lands come into play untapped. This gives them an extremely low deckbuilding cost, as they can essentially replace a basic land.

Read More: The White Scavenging Ooze From Kamigawa: Neon Dynasty

Boseiju, Who Endures

Boseiju, Who Endures, deserves a special mention, as it is one of the best cards to come out of the new set. It can destroy an artifact, enchantment, or nonbasic land for just 1-2 mana.

In some ways, Boseiju reminds me of Ghost Quarter, in that it can destroy an opponent’s land in exchange for playing a new land out of their deck.

The problem with this, especially in Modern, is that decks don’t play many lands with basic land typings. If a player uses Boseiju enough times, such as looping it back to your hand with Wrenn and Six each turn, it will deplete an opponent’s deck of its basic land typings.

At that point, Boseiju becomes a Wasteland of sorts. It can destroy artifacts, enchantments, and nonbasic lands, and give your opponent nothing in return.

Boseiju, Who Endures, is a massive buff to any Wrenn and Six deck. And it may push Wrenn and Six over the limit of acceptability.

Read More: It’s Time to Buy Shrines Before the MTG Kamigawa Hype

*MTG Rocks is supported by its audience. When you purchase through links on our site, we may earn an affiliate commission. Learn more