These are really... not great. The original Tainted cycle was uncommon, was not the best, and provided twice the colors of mana that these do. I'd say these are "strictly better than" Wastes, but c'mon, man, so are a lot of things.
These lands feel strictly worse than Basics, even though they aren't. These lands just Feel bad to play with.
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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.
- Manite
My first though when seeing these is that they do feel awkward. The color pairings (or lack of) are kind of clunky too. At least the tainted lands eased your color needs.
The names are kind of weird too. Places like Woodlands are, by their very definition, filled with trees... well... besides Woodland, CA. So a woodland produces no color, unless a forest is in play to altar the woodland to produce green? Huh?
What is your goal here? The "Desolate" in the name is really throwing me off here.
I could see them making better dual lands than mono color lands. I would try that design instead!
I agree. I'd love to see Nimbus Maze get its cycle completed.
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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.
- Manite
The original Tainted cycle was uncommon, was not the best, and provided twice the colors of mana that these do.
The tainted cycle was great, if you were playing with Swamps. We haven't seen a cycle like it since. We do see some dual color common lands, but they all enter the battlefield tapped. Thornwood Falls. In all honesty, these probably could pass for commons.
Quote from harlannowick »
These lands feel strictly worse than Basics
Non basic lands shouldn't be better than basics. If you design non basic lands better than basics, then there is no need for basic lands.
Quote from SavannahLion »
Places like Woodlands are, by their very definition, filled with trees
Desolate also means deprived or destitute of inhabitants; deserted; uninhabited. Not just barren or laid waste; devastated:
I think Creedmoor has the right idea here. I could easily make these more like Nimbus Maze and bump them to rares.
Places like Woodlands are, by their very definition, filled with trees
Desolate also means deprived or destitute of inhabitants; deserted; uninhabited. Not just barren or laid waste; devastated:
I think you're misunderstanding the point. The name woodland, field, moor etc explicitly indicate a type of Forest, Plains, etc.... Adding the word "desolate' doesn't necessarily evacuate the woodland of the trees, therefor it doesn't quite make sense to have a woodland not be able to produce colored mana until a Forest is in play. Woodland has trees, that's what makes it a woodland.
Desolate generally indicates a lack of people as you stated. It's rarelt used to indicate a lack of trees. Ironically, most people use the word to also mean remote (no, I don't get that either).
Now if you use say... Desolate Cabin (G), Desolate Monestary (W), Desolate Grave (B), Desolate Lighthouse (U?), Desolate Mine (R?) then the abilities make sense.
I'm picking on woodland, but my argument applies to the others.
In the end, they're your card ideas and I'm just offering suggestions and explanations. I'm trying my best to offer constructive critiscm and I apologize if I come off snarky. I edited this thing twice already to make it less hostile.
Quote from harlannowick »
These lands feel strictly worse than Basics
Non basic lands shouldn't be better than basics. If you design non basic lands better than basics, then there is no need for basic lands.
They're supposed to be better than basics. That's why you're limited to 4 (and sometimes 1) in a deck. Why they now come with drawbacks. And why the originals Dual Lands are worth $$$.
What if these were much more similar to the Tainted cycle in that they produced two different colors, however the kicker was you had to control a Waste?
Naming of cards has never been my strong suit. Desolate just was a 'working title'.
Waterway Tract
Land
: Add C to your mana pool.
: Add W or U to your mana pool. Activate this ability only if you control a land named Wastes.
Subterranean Oasis
Land
: Add C to your mana pool.
: Add U or B to your mana pool. Activate this ability only if you control a land named Wastes.
Smoldering Moor
Land
: Add C to your mana pool.
: Add B or R to your mana pool. Activate this ability only if you control a land named Wastes.
Crag Thicket
Land
: Add C to your mana pool.
: Add R or G to your mana pool. Activate this ability only if you control a land named Wastes.
Enshrined Woodland
Land
: Add C to your mana pool.
: Add G or W to your mana pool. Activate this ability only if you control a land named Wastes.
Non basic lands shouldn't be better than basics. If you design non basic lands better than basics, then there is no need for basic lands.
Non-basic lands shouldn't be Strictly better than basics, but they should be noticeably better in some way, otherwise no one would use them.
The new Wastes Matters lands are interesting, but I suspect they won't play very well. Its not as if you will be willing to stuff a ton of wastes in your deck to turn on your mana fixing. Because these lands require using color damaging lands, I don't think they will accomplish much color fixing meaning that they won't end up doing much of anything.
Here is an alternative off the cuff design that should help colorless decks fix their mana.
GW Desolate Filter
Land t : Add C to your mana pool. C , t : Add GW to your mana pool.
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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.
- Manite
Just to toss this one out there. I'm not overly crazy about filter lands (it took a lot of thinking to understand when I would want to use them though), I tend to seek ramping over fixing.
Something like thus... (I'm avoiding names for good reason, but it's green again)
Desolate G t : Add C to your mana pool. t : Add GW to your mana pool. Activate only if you control Desolate W t : Add RG to your mana pool. Activate only if you control Desolate G
I had this idea that if you had names like:
Desolate Curch (W)
Desolate Well (U)
Desolate Graveyard (B)
Desolate Incinerator (R)
Desolate Mill (G)
Desolate Cabin (C)
The flavor would be like rebuilding a town or something. Which is what I think you were trying to go for with your original lands, like you're trying to "rebuild" the woodland by planting trees.
The names I cam up with are dumb though. What kind of town has four of everything?
Worse, on turn 2, you could potentially cast a 4cmc spell... might be a bit too fast. Hhhmmm.... But a full set does get you a nice even 24 lands.
Just to toss this one out there. I'm not overly crazy about filter lands (it took a lot of thinking to understand when I would want to use them though), I tend to seek ramping over fixing.
Ramping is significantly more powerful than fixing. Tron decks take 3 unique lands to get 7 colorless mana. Your lands are significantly more modular, give you more mana when you only have 2, and provide colored mana.
Just to toss this one out there. I'm not overly crazy about filter lands (it took a lot of thinking to understand when I would want to use them though), I tend to seek ramping over fixing.
Ramping is significantly more powerful than fixing. Tron decks take 3 unique lands to get 7 colorless mana. Your lands are significantly more modular, give you more mana when you only have 2, and provide colored mana.
Just to toss this one out there. I'm not overly crazy about filter lands (it took a lot of thinking to understand when I would want to use them though), I tend to seek ramping over fixing.
Ramping is significantly more powerful than fixing. Tron decks take 3 unique lands to get 7 colorless mana. Your lands are significantly more modular, give you more mana when you only have 2, and provide colored mana.
Read the rest of that post
Shadowfate did read the rest of your post. You include a brief aside in which you mention that the lands might be too powerful. Shadowfate knows they are too powerful, and told you why.
Ramp Lands in general are hard to design and tend to be broken.
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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.
- Manite
Yeah, Lion, your Desolate lands are definitely broken. FiveColorGoodStuff.dek could play a mana base of 3-4 of each and then just kind of... win, forever, because it'd be producing twice as much goddamn mana as everyone else every turn after the first.
Just to toss this one out there. I'm not overly crazy about filter lands (it took a lot of thinking to understand when I would want to use them though), I tend to seek ramping over fixing.
Ramping is significantly more powerful than fixing. Tron decks take 3 unique lands to get 7 colorless mana. Your lands are significantly more modular, give you more mana when you only have 2, and provide colored mana.
Read the rest of that post
Shadowfate did read the rest of your post. You include a brief aside in which you mention that the lands might be too powerful. Shadowfate knows they are too powerful, and told you why.
Ramp Lands in general are hard to design and tend to be broken.
Why explain it to me? I already know that the equivalent of a two mana per turn tempo is a HUGE advantage, even over Urza. I chose not to pursue that train of thought because, quite honestly, I don't think the OP would take my suggestion to heart anyways.
It was suggestion made to explore a simple modularity idea since the previous poster removed the "conditional" component that was present in the OPs revisions.
I re-read what I wrote and I apologize for the snarkiness. The damn "Android Virus" ads are irritating me. I had to reload this specific page no less than six times just make the previous posts. But enough of that. It is what it is.
And void_nothing's post didn't appear until I refreshed....ugh...
Is the inclusion of Wastes a flavor for you? Had a crazy idea about sacrificing but that might not fly.
Desolate Field
Land
tap symbol : Add C to your mana pool.
tap symbol : Add W to your mana pool. Activate this ability only if you don't control a Plains.
?
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"You should be running."
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This is a cycle of uncommon nonbasic lands for my set in progress Remnants of Taria
Desolate Field
Land
: Add C to your mana pool.
: Add W to your mana pool. Activate this ability only if you control a Plains.
Desolate Enclave
Land
: Add C to your mana pool.
: Add U to your mana pool. Activate this ability only if you control an Island.
Desolate Moor
Land
: Add C to your mana pool.
: Add B to your mana pool. Activate this ability only if you control a Swamp.
Desolate Ridge
Land
: Add C to your mana pool.
: Add R to your mana pool. Activate this ability only if you control a Mountain.
Desolate Woodland
Land
: Add C to your mana pool.
: Add G to your mana pool. Activate this ability only if you control a Forest.
These are all based on the Tainted cycle. Tainted Isle, etc...
Questions, comments, concerns, constructive criticisms, conundrums?
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.͇̣̙̝
- Manite
The names are kind of weird too. Places like Woodlands are, by their very definition, filled with trees... well... besides Woodland, CA. So a woodland produces no color, unless a forest is in play to altar the woodland to produce green? Huh?
What is your goal here? The "Desolate" in the name is really throwing me off here.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
I agree. I'd love to see Nimbus Maze get its cycle completed.
- Manite
The tainted cycle was great, if you were playing with Swamps. We haven't seen a cycle like it since. We do see some dual color common lands, but they all enter the battlefield tapped. Thornwood Falls. In all honesty, these probably could pass for commons.
Non basic lands shouldn't be better than basics. If you design non basic lands better than basics, then there is no need for basic lands.
Desolate also means deprived or destitute of inhabitants; deserted; uninhabited. Not just barren or laid waste; devastated:
I think Creedmoor has the right idea here. I could easily make these more like Nimbus Maze and bump them to rares.
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
I think you're misunderstanding the point. The name woodland, field, moor etc explicitly indicate a type of Forest, Plains, etc.... Adding the word "desolate' doesn't necessarily evacuate the woodland of the trees, therefor it doesn't quite make sense to have a woodland not be able to produce colored mana until a Forest is in play. Woodland has trees, that's what makes it a woodland.
Desolate generally indicates a lack of people as you stated. It's rarelt used to indicate a lack of trees. Ironically, most people use the word to also mean remote (no, I don't get that either).
Now if you use say... Desolate Cabin (G), Desolate Monestary (W), Desolate Grave (B), Desolate Lighthouse (U?), Desolate Mine (R?) then the abilities make sense.
I'm picking on woodland, but my argument applies to the others.
In the end, they're your card ideas and I'm just offering suggestions and explanations. I'm trying my best to offer constructive critiscm and I apologize if I come off snarky. I edited this thing twice already to make it less hostile.
They're supposed to be better than basics. That's why you're limited to 4 (and sometimes 1) in a deck. Why they now come with drawbacks. And why the originals Dual Lands are worth $$$.
Point stands though.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Naming of cards has never been my strong suit. Desolate just was a 'working title'.
Waterway Tract
Land
: Add C to your mana pool.
: Add W or U to your mana pool. Activate this ability only if you control a land named Wastes.
Subterranean Oasis
Land
: Add C to your mana pool.
: Add U or B to your mana pool. Activate this ability only if you control a land named Wastes.
Smoldering Moor
Land
: Add C to your mana pool.
: Add B or R to your mana pool. Activate this ability only if you control a land named Wastes.
Crag Thicket
Land
: Add C to your mana pool.
: Add R or G to your mana pool. Activate this ability only if you control a land named Wastes.
Enshrined Woodland
Land
: Add C to your mana pool.
: Add G or W to your mana pool. Activate this ability only if you control a land named Wastes.
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.͇̣̙̝
Non-basic lands shouldn't be Strictly better than basics, but they should be noticeably better in some way, otherwise no one would use them.
The new Wastes Matters lands are interesting, but I suspect they won't play very well. Its not as if you will be willing to stuff a ton of wastes in your deck to turn on your mana fixing. Because these lands require using color damaging lands, I don't think they will accomplish much color fixing meaning that they won't end up doing much of anything.
Here is an alternative off the cuff design that should help colorless decks fix their mana.
GW Desolate Filter
Land
t : Add C to your mana pool.
C , t : Add GW to your mana pool.
- Manite
Something like thus... (I'm avoiding names for good reason, but it's green again)
Desolate G
t : Add C to your mana pool.
t : Add GW to your mana pool. Activate only if you control Desolate W
t : Add RG to your mana pool. Activate only if you control Desolate G
I had this idea that if you had names like:
Desolate Curch (W)
Desolate Well (U)
Desolate Graveyard (B)
Desolate Incinerator (R)
Desolate Mill (G)
Desolate Cabin (C)
The flavor would be like rebuilding a town or something. Which is what I think you were trying to go for with your original lands, like you're trying to "rebuild" the woodland by planting trees.
The names I cam up with are dumb though. What kind of town has four of everything?
Worse, on turn 2, you could potentially cast a 4cmc spell... might be a bit too fast. Hhhmmm.... But a full set does get you a nice even 24 lands.
Read the rest of that post
Shadowfate did read the rest of your post. You include a brief aside in which you mention that the lands might be too powerful. Shadowfate knows they are too powerful, and told you why.
Ramp Lands in general are hard to design and tend to be broken.
- Manite
Nice germ of an idea though!
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Why explain it to me? I already know that the equivalent of a two mana per turn tempo is a HUGE advantage, even over Urza. I chose not to pursue that train of thought because, quite honestly, I don't think the OP would take my suggestion to heart anyways.
It was suggestion made to explore a simple modularity idea since the previous poster removed the "conditional" component that was present in the OPs revisions.
And void_nothing's post didn't appear until I refreshed....ugh...
Is the inclusion of Wastes a flavor for you? Had a crazy idea about sacrificing but that might not fly.
Land
tap symbol : Add C to your mana pool.
tap symbol : Add W to your mana pool. Activate this ability only if you don't control a Plains.
?