We have a Pirate and Dinosaurs set coming up soon...and it reminds me of an old mechanic I thought of....The Plunder Mechanic which involves your lands.
Plundered lands lose all types and abilities and have 'T: Add 1 to your mana pool' and '1, T: Remove a Plunder Counter from this land'
You can only plunder non-Plundered lands. This prevents plundering one land over and over. Card effects can cause multiple plunder counters to be placed on a single land, though.
There would be 3 types of Lands to go with this mechanic.
[b]Abandoned Logging Camp[/b]
Land
Abandoned Logging Camp enters the battlefield with a Plunder Counter on it
T: Add G or W to your mana pool
[i]Overgrown with trees, this camp is ripe for new work.[/i]
[b]Ash Hills [/b]
Land
T: Add R or B to your mana pool. Plunder this land.
[b]Sunken Pyramid{/b}
Land
Sunken Pyramid enters the battlefield with 3 Plunder Counters on it.
T: Add [mana]U{/mana] to your mana pool.
When the last Plunder Counter is removed from Sunken Pyramid, create a 4/4 blue Flying Sphinx creature token.
[i] "I'm sure this used to be a nice home for SOMETHING...I'm not sure just what. [/i]
Now...for some cards that would plunder your lands
[b]Fresh Body[/b] B
Creature -> Zombie
When you cast Fresh Body, plunder target land you control
[i] "I don't care! I don't care! Just dig dig dig!" [/i}
2/2
[b] Magma Blast[/b] R
Instant
Magma Blast deals 3 damage to target creature or player.
Plunder target land you control.
[b] Goblin's Treasure Map [/b] 2
Artifact
T, plunder 2 lands you control, sacrifice Goblin's Treasure Map: Draw 2 cards.
[i] I'm sure it was here... [/i]
[b] Tree Thugger [/b] 1GG
Creature -> Treefolk
Trample
Whenever a land is plundered, put a +1/+1 counter on Tree Thugger.
Remove a +1/+1 counter from Tree Thugger: Remove a plunder counter from target land
[i] "No one cares if we do a little exploiting here...who is going to stop us? The trees?" [/i]
3/3
[b] Drink the Future [/b] U
Instant
Plunder target land you control. Draw a card. Scry 2.
[i] Literally. [/i]
To prevent lands from being plundered multiple times through a proliferate style mechanic, perhaps the replenish ability that removes a plunder counter ought to remove all plunder counters from the land
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This ability feels more like stripping natural resources than pirates raiding for gold.
The cost on this feels very high, as it effectively costs you 2 mana to "un plunder." You should probably lower that cost to just "T: Remove a plunder counter from this."
Notably, your ability could just be "Plunder a land you control" to choose on resolution, as targeting your own land is an extra step that is not really relevant to casting.
You have special rules text attached to a counter. That's a no-no.
As for lands you need to "uncounter" before they do things... that's a lot of bookkeeping... for slightly fixed mana? You're asking me to jump through hoops to... fix my mana.
I didn't know how expensive I should have made removing plunder counters. If they get cheaper, it would probably be best to increase the costs of the creature lands.
As for unplundering mana fix lands that enter plundered, the alternative usually is 'Enter the Battlefield tapped' which can't be tapped for mana at all. At least with the plunder lands, you have SOME mana to work with. It may be better with the cheaper T: Remove a plunder counter from this land.
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Plundered lands lose all types and abilities and have 'T: Add 1 to your mana pool' and '1, T: Remove a Plunder Counter from this land'
You can only plunder non-Plundered lands. This prevents plundering one land over and over. Card effects can cause multiple plunder counters to be placed on a single land, though.
There would be 3 types of Lands to go with this mechanic.
[b]Abandoned Logging Camp[/b]
Land
Abandoned Logging Camp enters the battlefield with a Plunder Counter on it
T: Add G or W to your mana pool
[i]Overgrown with trees, this camp is ripe for new work.[/i]
[b]Ash Hills [/b]
Land
T: Add R or B to your mana pool. Plunder this land.
[b]Sunken Pyramid{/b}
Land
Sunken Pyramid enters the battlefield with 3 Plunder Counters on it.
T: Add [mana]U{/mana] to your mana pool.
When the last Plunder Counter is removed from Sunken Pyramid, create a 4/4 blue Flying Sphinx creature token.
[i] "I'm sure this used to be a nice home for SOMETHING...I'm not sure just what. [/i]
Now...for some cards that would plunder your lands
[b]Fresh Body[/b]
B
Creature -> Zombie
When you cast Fresh Body, plunder target land you control
[i] "I don't care! I don't care! Just dig dig dig!" [/i}
2/2
[b] Magma Blast[/b]
R
Instant
Magma Blast deals 3 damage to target creature or player.
Plunder target land you control.
[b] Goblin's Treasure Map [/b]
2
Artifact
T, plunder 2 lands you control, sacrifice Goblin's Treasure Map: Draw 2 cards.
[i] I'm sure it was here... [/i]
[b] Tree Thugger [/b]
1GG
Creature -> Treefolk
Trample
Whenever a land is plundered, put a +1/+1 counter on Tree Thugger.
Remove a +1/+1 counter from Tree Thugger: Remove a plunder counter from target land
[i] "No one cares if we do a little exploiting here...who is going to stop us? The trees?" [/i]
3/3
[b] Drink the Future [/b]
U
Instant
Plunder target land you control. Draw a card. Scry 2.
[i] Literally. [/i]
The cost on this feels very high, as it effectively costs you 2 mana to "un plunder." You should probably lower that cost to just "T: Remove a plunder counter from this."
Notably, your ability could just be "Plunder a land you control" to choose on resolution, as targeting your own land is an extra step that is not really relevant to casting.
As for lands you need to "uncounter" before they do things... that's a lot of bookkeeping... for slightly fixed mana? You're asking me to jump through hoops to... fix my mana.
I don't want to play this with these cards.
As for unplundering mana fix lands that enter plundered, the alternative usually is 'Enter the Battlefield tapped' which can't be tapped for mana at all. At least with the plunder lands, you have SOME mana to work with. It may be better with the cheaper T: Remove a plunder counter from this land.