Encrusted Bayou
Land (U) T: Add 1 to your mana pool. 1, T, Sacrifice Encrusted Bayou: Search your library for Swamp or Forest card, put it onto the battlefield tapped, and shuffle your library.
Usually slightly better than Evolving Wilds if you've only got a 2 colour deck, usually worse otherwise.
I was gonna make the sacrifice activation cost :symgb:, but decided on so that if you draw 2 in your opening hand, you can still kinda piece together a manabase by 3rd turn or so.
As stated, very similar to the Panoramas, but with a few additionalinteractions to justify the cycle's existence.
I still maintain that uncommon should be the place for nearly all dual land cycles, so I like this at that rarity. If you wanted to push it down to common, you could make a case for that, too.
Considering the "additional interactions" exist only in eternal formats (where you can use other fetch lands) i'm not sure these are worth it. I think it works fine putting it onto battlefield untapped.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Completing the Mirage Fetchland cycle in enemy colors would be a great budget option.
I don't see the OP's version as all that much of an advantage over the panoramas, even if they are slightly more useful in some situations in eternal formats.
Question: What are people's opinions of Krosan Verge? It's a lot slower than other fetchlands, but it actually accelerates your mana to make up for it. Is that a card deserving of being cycled out?
Question: What are people's opinions of Krosan Verge? It's a lot slower than other fetchlands, but it actually accelerates your mana to make up for it. Is that a card deserving of being cycled out?
My opinion is that the slowness and the mana-intensity of Krosan Verge is better suited for an artifact rather than a land. It's not something on which you want to spend a land drop.
Makes sense. In that case, would it be better to eschew both the "enters the battlefield tapped" ability as well as being able to tap for mana, and be left with an artifact for with only the Verge's search ability?
(Sorry if this is a derailment, but at least it's still about alternative fetch designs... can be applied to enemy colors as well as allied.)
Considering the "additional interactions" exist only in eternal formats (where you can use other fetch lands) i'm not sure these are worth it. I think it works fine putting it onto battlefield untapped.
Even so, in extended you have ZEN fetchlands, which I think would almsot always be played over these. Basically what I meant is that unless these exist in a limited format that has targets worth fetching, people would always want to play the "better" versions.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Well, I'm not exactly sure what year this cycle will be "printed", so for the purpose of critique, maybe just assume that the format it's going to be legal in will have "some non-basic lands that have basic land types" available to be fetched with this. And by some, I mean maybe a cycle of duals and then a couple others.
Regarding Krosan Verge, I've always kinda liked it, but found it JUST lacking. I wonder if a slight tweak would help...?
Krosan Superverge enters the battlefield tapped. T: Add 1 to your mana pool. 3, Sacrifice Krosan Superverge: Search your library for a Forest card and a Plains card and put them onto the battlefield tapped. Then shuffle your library.
3 instead of 2 but since you can tap for (because you don't have to tap it when you sacrifice it), it's a slight boost over the original. And there's nothing wrong with making it a cycle imo.
On an almost completely different slant, I just came up with this one, which is not meant to be a cycle, just one card:
Vastwood Hollow
Land (U)
Vastwood Hollow enters the battlefield tapped. T: Add 1 to your mana pool. 1G, Sacrifice Vastwood Hollow: Search your library for a Forest card and a basic land card and put them onto the battlefield tapped. Then shuffle your library.
Obviously a choice second turn play, but even then it's just a uncounterable Rampant Growth with awkwardness. Power level like a Sakura-Tribe Elder or so, I think.
Vastwood Hollow
Land (U)
Vastwood Hollow enters the battlefield tapped. T: Add G to your mana pool. G,T, Sacrifice Vastwood Hollow: Search your library for a Forest card and a basic land card and put them onto the battlefield tapped. Then shuffle your library.
I think it still needs the :symtap:. It's just something that fetchlands do when you use them. That makes the questionable though, and it can probably make green mana naturally.
Encrusted Bayou
Land (U) T: Add 1 to your mana pool. 1, T, Sacrifice Encrusted Bayou: Search your library for Swamp or Forest card, put it onto the battlefield tapped, and shuffle your library.
I like this. It even tells you to get a Bayou. Perfect for causal players and I'm sure they'd round out some limited mana fixing in any set.
Completing the Mirage Fetchland cycle in enemy colors would be a great budget option.
Agreed. They would make excellent secondary mana fixers for a set's Limited environment, if such an environment needed more support for multicolored strategies (Refuges in Zendikar, by example, were there to make Ally strategies of all colors more viable).
Another interesting option:
Mired Glade
Land (U)
Mired Glade enters the battlefield tapped.
When Mired Glade enters the battlefield, return a land you control to its owner's hand. t, Sacrifice Mired Glade: Search your library for a Forest and a Swamp and put them onto the battlefield.
Encrusted Bayou
Land (U) T: Add 1 to your mana pool. 1, T, Sacrifice Encrusted Bayou: Search your library for Swamp or Forest card, put it onto the battlefield tapped, and shuffle your library.
I agree with the untapped sentiment. Just as the ONS/ZEN fetch lands were almost single use pain lands, this is almost a single use Shimmering Grotto. Could maybe fit as a common cycle in a relevant block, otherwise uncommon is okay. Maybe with it grabbing the land untapped it would need to lose the first mana ability though.
I still maintain that uncommon should be the place for nearly all dual land cycles, so I like this at that rarity. If you wanted to push it down to common, you could make a case for that, too.
Alpha ingrained several bad design standards, with one of the most persistent being rare dual lands. I understand the sentiment that dual lands are supposed to be special, but they shouldn't be quite as hard to get. Lands with extra functions like Celestial Colonnade make sense at rare, but simple mana producing lands like Glacial Fortress could fit at uncommon.
Question: What are people's opinions of Krosan Verge? It's a lot slower than other fetchlands, but it actually accelerates your mana to make up for it. Is that a card deserving of being cycled out?
Regarding Krosan Verge, I've always kinda liked it, but found it JUST lacking. I wonder if a slight tweak would help...?
Krosan Superverge enters the battlefield tapped. T: Add 1 to your mana pool. 3, Sacrifice Krosan Superverge: Search your library for a Forest card and a Plains card and put them onto the battlefield tapped. Then shuffle your library.
3 instead of 2 but since you can tap for (because you don't have to tap it when you sacrifice it), it's a slight boost over the original. And there's nothing wrong with making it a cycle imo.
That is really interesting because it allows it to enter tapped, but still be used for 1 more the turn you play it as an Explosive Vegetation variant. This could be an interesting twist for some fetch lands that enter tapped and have a colorless mana ability. It can either be activated this turn by tapping an extra land, or waiting a turn to activate with its own mana.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Land (U)
T: Add 1 to your mana pool.
1, T, Sacrifice Encrusted Bayou: Search your library for Swamp or Forest card, put it onto the battlefield tapped, and shuffle your library.
Usually slightly better than Evolving Wilds if you've only got a 2 colour deck, usually worse otherwise.
I was gonna make the sacrifice activation cost :symgb:, but decided on so that if you draw 2 in your opening hand, you can still kinda piece together a manabase by 3rd turn or so.
.
R Citizen Cane (Feldon of the Third Path)
Banner by Topher!
As stated, very similar to the Panoramas, but with a few additional interactions to justify the cycle's existence.
I still maintain that uncommon should be the place for nearly all dual land cycles, so I like this at that rarity. If you wanted to push it down to common, you could make a case for that, too.
All around, workable. I like.
Ah, I figured I must have missed something when comparing the two.
R Citizen Cane (Feldon of the Third Path)
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I don't see the OP's version as all that much of an advantage over the panoramas, even if they are slightly more useful in some situations in eternal formats.
R Citizen Cane (Feldon of the Third Path)
R Citizen Cane (Feldon of the Third Path)
My opinion is that the slowness and the mana-intensity of Krosan Verge is better suited for an artifact rather than a land. It's not something on which you want to spend a land drop.
Compare the unpopular Odyssey dual cycle to the very popular guild signet cycle for a great example of this phenomenon.
(Sorry if this is a derailment, but at least it's still about alternative fetch designs... can be applied to enemy colors as well as allied.)
R Citizen Cane (Feldon of the Third Path)
Murmuring Bosk, Mistveil Plains, Moonring Island, Leechridden Swamp, Madblind Mountain, and Sapseep Forest are all currently Extended legal.
Even so, in extended you have ZEN fetchlands, which I think would almsot always be played over these. Basically what I meant is that unless these exist in a limited format that has targets worth fetching, people would always want to play the "better" versions.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Regarding Krosan Verge, I've always kinda liked it, but found it JUST lacking. I wonder if a slight tweak would help...?
Krosan Superverge enters the battlefield tapped.
T: Add 1 to your mana pool.
3, Sacrifice Krosan Superverge: Search your library for a Forest card and a Plains card and put them onto the battlefield tapped. Then shuffle your library.
3 instead of 2 but since you can tap for (because you don't have to tap it when you sacrifice it), it's a slight boost over the original. And there's nothing wrong with making it a cycle imo.
On an almost completely different slant, I just came up with this one, which is not meant to be a cycle, just one card:
Vastwood Hollow
Land (U)
Vastwood Hollow enters the battlefield tapped.
T: Add 1 to your mana pool.
1G, Sacrifice Vastwood Hollow: Search your library for a Forest card and a basic land card and put them onto the battlefield tapped. Then shuffle your library.
Obviously a choice second turn play, but even then it's just a uncounterable Rampant Growth with awkwardness. Power level like a Sakura-Tribe Elder or so, I think.
.
I think it still needs the :symtap:. It's just something that fetchlands do when you use them. That makes the questionable though, and it can probably make green mana naturally.
Lyzolda, the Blood Witch | Maga, Traitor to Mortals | Mayael the Anima | Rafiq of the Many | Rhys the Redeemed
Sasaya, Oorochi Ascendant | Sygg, River Cutthroat | Thada Adel, Acquisitor | Ulamog, the Infinite Gyre
I like this. It even tells you to get a Bayou. Perfect for causal players and I'm sure they'd round out some limited mana fixing in any set.
Agreed. They would make excellent secondary mana fixers for a set's Limited environment, if such an environment needed more support for multicolored strategies (Refuges in Zendikar, by example, were there to make Ally strategies of all colors more viable).
Another interesting option:
Mired Glade
Land (U)
Mired Glade enters the battlefield tapped.
When Mired Glade enters the battlefield, return a land you control to its owner's hand.
t, Sacrifice Mired Glade: Search your library for a Forest and a Swamp and put them onto the battlefield.
A fetchland Karoo!
I agree with the untapped sentiment. Just as the ONS/ZEN fetch lands were almost single use pain lands, this is almost a single use Shimmering Grotto. Could maybe fit as a common cycle in a relevant block, otherwise uncommon is okay. Maybe with it grabbing the land untapped it would need to lose the first mana ability though.
Alpha ingrained several bad design standards, with one of the most persistent being rare dual lands. I understand the sentiment that dual lands are supposed to be special, but they shouldn't be quite as hard to get. Lands with extra functions like Celestial Colonnade make sense at rare, but simple mana producing lands like Glacial Fortress could fit at uncommon.
I don't know if it needs to be cycled, but I have proposed a single generic version that could fit into any multicolored deck: http://forums.mtgsalvation.com/showthread.php?p=5729976#post5729976
That is really interesting because it allows it to enter tapped, but still be used for 1 more the turn you play it as an Explosive Vegetation variant. This could be an interesting twist for some fetch lands that enter tapped and have a colorless mana ability. It can either be activated this turn by tapping an extra land, or waiting a turn to activate with its own mana.