Ever since it was printed in M20,
Why Is the Field So Strong?

Let's first take inventory of what the card does and analyze its advantages and disadvantages.
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It only provides colorless mana — always problematic, especially in older formats with more powerful and color-intensive spells.
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It enters tapped — the faster the format, the bigger the downside of it. On the flipside, the slower the format is, the less noticeable this factor becomes.
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It requires seven lands — basically can't be played in any fast deck as most strategies don't aim to draw seven lands at all. Mostly big mana and control strategies might be interested in meeting this requirement.
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These lands have to have different names — it seems to be a bit of a headache to construct a well-working mana base with differently named lands. Maybe you really want to run the full set of a shock land like
, but now you sort of can't. -
For every land that's seventh or subsequent, if you control seven lands total with different names, put a 2/2 Zombie into play — finally, the payoff for all the work. How good is that upside? Apparently good enough to go through all the hassle described above.
We've already determined that this card should only be played in big mana and control strategies, and if that's the case then the land being tapped is not that big of a deal as it would in a combo or aggro deck. Different names and producing colorless mana remain minor annoyances, but the bigger the card pool is, the easier it gets to adapt to the requirement. What has really helped push it across formats are
Now, the payoff itself is a way to control or even dominate the battlefield while not having to spend cards to do so. You just need to make your land drops, which you want to do in a control/big mana deck anyway. It's a cost-less card-free way to generate card advantage and how you can actually win the game. Additionally, against other "go long" strategies you're super advantaged if you have the Field and your opponent does not. The longer the game goes, the less you actually need to do as land drops will get the job done on their own. Basically, your only job is to mitigate its downsides by finding a shell that can support a tapped, colorless source and wants to make land drops.

…ains
How Modern Adopted Field
Modern has always been a fast and brutal format that did not really reward your deck being able to go long. Other decks have always had a lot of angles of attack and it was difficult to match your answers to their threats. In line with that thought, a lot of noncontrol decks started to adopt
Primeval Titan Big Mana Shells
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With the printing of
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Another Titan shell that exploits the Field is Amulet Titan. This deck is set up to turbo out a Titan and make Field go online very fast. In conjunction with bounce lands such as
At that stage in Modern's metagame development, I recall wanting to abandon control altogether, since there was no point in trying to prolong the game in the face of decks whose late game is unbeatable. However,
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This is a lower-to-the-ground take on Titan ramp. Players are much less all-in here, but still use the Dryad-Valakut-Field engine. They combined being able to play the early game with its still powerful inevitability — albeit at the cost of potential explosiveness. Arguably the best thing about the shell is its mitigated vulnerability to the aforementioned
Field in Control Strategies
My favorite part of any Magic-related topic remains control. While Modern control could have access to Field even before, one card has made it really feasible:
It all began with Bant lists that are basically White-Blue Control with green for Uro/Spiral/Veil …
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Another idea was to look at other green-blue-x color combinations. After Bant, players explored Temur, or RUG. Red provided
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After a while of these U/G/x Field decks dominating proceedings on that end of the spectrum, plenty of control players, myself included, have decided to adapt BUG to this meta … by playing Field ourselves. I began the search for the best BUG Field shell by taking my BUG from the article linked above, changing
However, with the clear dominance of red prowess strategies on the aggro end of the spectrum, people had to notice that
| BUG Field by TSPJendrek, 7-1 at Modern Challenge #12203374 | ||
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We've reached a point in the metagame where all the best blue decks play Field, as they push out non-Field control decks. Now, the real conundrum is to have the best late game in order not to lose to other blue Field decks but also be low-to-the-ground enough so that one does not lose to omnipresent prowess decks. I personally believe BUG is the best version as it has super-efficient and catch-all removal and the Triome. I wouldn't want to have to use
That's all from me today. I am excited to continue to explore all the blue Cryptic/Uro/Field shells myself. Until next time, as always — hold my hand and let's pass the turn together. Cheers!
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