I know I'm not the first to try these, but I'm curious how people would tweak these to make them better. So far I only have an enemy cycle, if anyone has some ideas or inspiration for an allied cycle I'd love to see it.
Secluded Sanctum
Land (R)
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.) T: Add W or B to your mana pool. WB, T: You may play the exiled card without paying its mana cost. Activate this ability only if you gained 5 or more life this turn.
Secret Laboratory
Land (R)
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.) T: Add U or R to your mana pool. UR, T: You may play the exiled card without paying its mana cost. Activate this ability only if you cast two or more spells this turn.
Forgotten Gravesite
Land (R)
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.) T: Add B or G to your mana pool. BG, T: You may play the exiled card without paying its mana cost. Activate this ability only if three or more creatures died this turn.
Secret Laboratory
Land (R)
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.) T: Add R or W to your mana pool. RW, T: You may play the exiled card without paying its mana cost. Activate this ability only if sources you control dealt 10 or more damage this turn.
Untouched Paradise
Land (R)
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.) T: Add G or U to your mana pool. GU, T: You may play the exiled card without paying its mana cost. Activate this ability only if you drew three or more cards this turn.
Hideaway dual lands seem way too strong. These have no drawback at all, come in untapped, produce two colors, and can get you a card for free.
These need drawbacks of some kind, they should enter tapped at the very least.
they do enter tapped, its hidden in the reminder text.
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
Even though they enter tapped, they're still entirely better than the original Hideaway lands since they can produce two colors.
They also require more colors to cheat the card, and their conditions can be adjusted to account for the superior color production.
Private Mod Note
():
Rollback Post to RevisionRollBack
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
Thanks for the feedback thusfar. Manite is spot on that I'm hoping to adjust the numbers on the effects (or find more appropriate conditions) so that they're more balanced; what numbers would people suggest?
I totally missed that I didn't have a name for the RW one, ideas anyone? That's also the one whose condition I like the least.
Maybe use what the colors are known for for their cost? For example, to bring Secluded Sanctum into play you need to pay life. That's the black. To bring the card out of hiding, you need to gain life. That's the white.
For Forgotten Gravesite, a creature(s) needs to go the graveyard to put it into play, then maybe put three or more non-token creatures into the battlefield in the same turn to get the hidden card?
Secluded Sanctum
Land (R)
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
T: Add W or B to your mana pool.
WB, T: You may play the exiled card without paying its mana cost. Activate this ability only if you gained 5 or more life this turn.
Secret Laboratory
Land (R)
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
T: Add U or R to your mana pool.
UR, T: You may play the exiled card without paying its mana cost. Activate this ability only if you cast two or more spells this turn.
Forgotten Gravesite
Land (R)
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
T: Add B or G to your mana pool.
BG, T: You may play the exiled card without paying its mana cost. Activate this ability only if three or more creatures died this turn.
Secret Laboratory
Land (R)
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
T: Add R or W to your mana pool.
RW, T: You may play the exiled card without paying its mana cost. Activate this ability only if sources you control dealt 10 or more damage this turn.
Untouched Paradise
Land (R)
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
T: Add G or U to your mana pool.
GU, T: You may play the exiled card without paying its mana cost. Activate this ability only if you drew three or more cards this turn.
These need drawbacks of some kind, they should enter tapped at the very least.
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
They also require more colors to cheat the card, and their conditions can be adjusted to account for the superior color production.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
I totally missed that I didn't have a name for the RW one, ideas anyone? That's also the one whose condition I like the least.
For Forgotten Gravesite, a creature(s) needs to go the graveyard to put it into play, then maybe put three or more non-token creatures into the battlefield in the same turn to get the hidden card?
That seems to make more sense to me.
For the unnamed one, Blessed Forge?