Some favorites of mine...
The Future Sight Duals:
Nimbus Maze and
River of Tears were the strongest for me, but I feel that River is kicked up not just by its art but by the flavor text that's a place I'd still want to explore (Could it be the same plane as
Nix and
Second Wind? I only hope). The other three,
Horizon Canopy,
Grove of the Burnwillows, and to a lesser extent
Graven Cairns, are pretty neat too though I feel that
Horizon Boughs got the wonder of Pyrulea a little better than did Canopy. The commonality between these is that they're all strange, magical places. They reminded me of when I first got into magic, back around Visions, and I would open up Ice Age, Fallen Empires, or Fifth Edition product and find these slices of worlds that seemed like half-remembered dreams brought to life. I think that was possibly the greatest strength of Future Sight in general, recapturing a sense of wonder, and this cycle of lands did it extremely well.
Halls of Mist: Speaking of old wonder, limiting what creatures can attack has never been so beautifully creepy! Halls of Mist is one of my all-time favorites in Magic art for lands: It's weird and evocative without really telling a story so to speak. Is the robed skeleton one lost and prisoner in the halls about to join the bones around them, or is he you, the master of the cursed halls, run ragged trying to sustain such a hideously creepy place in which creatures become so lost? I don't know, and frankly I don't care. It's one of those examples of old Magic art that seems to exist in its own little universe that's not really connected to the setting it's from (Would you EVER have guessed "Ice Age"?) but that works all the same.
Maze of Ith, classic version: Most of what I said for Halls goes for Maze too. This one fascinated me as a kid. We're told it's a maze but it looks like it's a whole world. Or a cell. or both. I wasn't exactly disappointed to learn more about
Ith himself and find that there was no extradimensional labyrinth inside a sphere with tentacles, but sometimes I want to revisit a multiverse where that sort of thing seems plausible. I wonder if it's next door to the cave where
Chaos Orb hangs out?
Phyrexian Tower and
Volrath's Stronghold: I'm listing these together because they have similar strengths in their use of lighting and color and a good, sweeping scale* that we seldom witness in Magic anymore. The tower is... do you want an "Evil Land"? It's this place. We get some other good vistas of Phyrexia in Urza's block, but this is the one that's on a land and holy hell does it bring the concept to horrifying unlife. I'm not sure what does it -- it doesn't have the visceral skulls-and-doom of
Unholy Citadel but somehow I find it more effective. Volrath's Stronghold on the other hand? Mock the Lens Flare all you want, but it's a nostalgic favorite because THIS IS THE PLACE. I don't know how many other people here were playing when Tempest came out, but the Stronghold was really built up -- the lair of the top bad guy, the central locus of all Rath, or as it's flavor text would have it the Seed of a world's evil. The Weatherlight crew had been beaten, had bled, had taken bitter losses to get here. And when they did, the location was worthy of
an entire set. So seeing the place itself in a pack, THE Volrath's Stronghold? That art may have had the benefit of a good hype man, but the hype was something it had to live up to and boy did it ever. It's truly monumental, something that looks both like a city and a world and a horrible invention of mad science all at once. Yes, please.
*This is an aside, but before getting into the fiction, how did you view a game of Magic, or a battle of Planeswalkers as you will? For me, it was big, we weren't superheroes trading punchy blows, we were mighty wizards secreted away in our citadels, with colossal libraries of spells to puruse, bending the land itself to our command. When creatures went out... this was in the day of
Mons's Goblin Raiders and
Grizzly Bears where many of them were plural, so we were forming our armies and assailing the realms of our foe. Turns probably represented at least days, if not weeks or months of conjuring, fighting, and clever maneuvering. To an extent, this is why the Fifth Edition forests remain among my favorites. They aren't the best looking, necessarily, but they aren't just Trees, they're *forests*. The zoom on the mountains helps with some of that too, but there are more mountains that are more than just rocks than there are forests that aren't a lovely picture of
a tree. Nowadays, the focus is more on the individual, and fast action rather than sweeping epics, and it's been that way for a while, starting with Weatherlight at the least. And I know that's how things are, but I wish we got a few grander concepts, just now and again. And you know? Sometimes we do.