The Mycosynth Gardens I like The Mycosynth Gardens the most of all the lands in this set because of its huge value in artifact decks that could benefit from getting copies of their bomb artifacts
It's a sneaky little rogue with flash, so you can whip it out as a surprise when someone is getting greedy with their tutors or ramp spells
Right now Im playing a playset even in Hammer Time, but I recollect playing this card in a lot of different archetypes, from UB control to Ad Nauseam, from Goblins to even Sultai Urza
0: Virtually unplayable in every scenario, and you should never put these cards in your main deck
Inside The Box: - 6 Common Cards - 3 Uncommon Cards - 2 Rare, Super Rare, Or Legendary Cards - 1 Foil Card (Random Rarity Level) Product Configuration: - 12 cards per pack - 24 packs per box
As we narrowed in on the sweet spot, we arrived at something much like a dungeon in its final form