Are these playable in EDH/Modern without being too oppressive in Standard and Limited?
Conjure the Wild1GG
Sorcery [U]
Create a green elemental token with power and toughness equal to the number of basic land types you control. (The basic land types are Plains, Island, Swamp, Mountain, Forest and Wastes.)
Lej, Courageous ExplorerG
Legendary Creature - Druid Scout [R] T: You may put a land card from your hand onto the battlefield. If you put a basic land into play this way you may play an additional land this turn. Activate this ability only as a sorcery.
1/2
Nissa's Finale6GG
Sorcery [MR]
During your next turn, lands you control become 4/4 green elemental creatures with indestructible, haste and trample.
Conjure the Wild- Wastes isn't a land type, its just name of the land
Lej, Courageous Explorer- Card design wise the card is good. Just need to point out the () need to be left out since the "Activate this ability only as a sorcery." is part of the ability and not reminder text. Slight nitpick, what creature race is this? Human,Elf,Goblin?
Nissa's Finale- This is going to need to change. This cause a memory issue since it effects the next turn. Your better off keeping the effect to your turn since this is a sorcery anyway. Adding a land untap clause at the end allows you to attack with the lands since you gave them haste as well.
So...
Nissa's Finale 6GG
Sorcery [MR]
Lands you control become 4/4 green Elemental creatures with indestructible, haste and trample until end of turn. Their still lands. Untap all lands you control.
I think balance wise, Lej shouldn't have both extra land effects. His ability lets you jump from 1 to 4 mana on turn 2. He should cost more so that he's not played turn 1, or have an additional drawback to generating the land such as putting it onto the battlefield tapped.
I initially was concerned about that, but the second ability isn't going to be used the vast majority of the times, and it's only good on turn two if you have a handfull of lands.
Sakura-Tribe Scout doesn't see competitive play in formats and doesn't have the activate as a sorcery clause (it is also a common, not a rare legend).
Adding an untap clause is good, maybe too good. It's hardly a memory issue. Without the delay, the opponent basically can't do anything about it.
Also, you are correct about Wastes not being a land type, I have updated the thread accordingly.
Nissa's Finale- This is going to need to change. This cause a memory issue since it effects the next turn. Your better off keeping the effect to your turn since this is a sorcery anyway. Adding a land untap clause at the end allows you to attack with the lands since you gave them haste as well.
Are you sure there's a memory issue? We have cards like Endless Swarm, Conjurer's Ban and Commune with Lava which affect the game the turn (or turns) after they have resolved. Is Nissa's Finale different?
Adding an untap clause is good, maybe too good. It's hardly a memory issue. Without the delay, the opponent basically can't do anything about it.
You plan on not attacking with eight 4/4 indestructible, haste, trampler? Then what the hell is the point of animating a bunch of lands as 4/4 indestructible, haste, tramplers? The opponent can't do anything about it unless they have a counter spell or instant speed -X/-X spells or an instant speed exile board wipe.
Nissa's Finale- This is going to need to change. This cause a memory issue since it effects the next turn. Your better off keeping the effect to your turn since this is a sorcery anyway. Adding a land untap clause at the end allows you to attack with the lands since you gave them haste as well.
Are you sure there's a memory issue? We have cards like Endless Swarm, Conjurer's Ban and Commune with Lava which affect the game the turn (or turns) after they have resolved. Is Nissa's Finale different?
If the point of the card is to create a temporary hard to kill land army that you definitely should attack with why should you have to wait after paying eight mana? If your planning on casting other spells in the same turn, or in the OP's version spells on the next turn, why are you animating lands as 4/4 indestructible, haste, tramplers? Desolation Twin doesn't make you wait another turn to get the token because if your going to be paying a lot of mana, the effect should be immediate.
Private Mod Note
():
Rollback Post to RevisionRollBack
WOut of the ground,I rise to grace...W BAfter the lights go out on you, after your worthless life is through. I will remember how you scream...B
Conjure the Wild 1GG
Sorcery [U]
Create a green elemental token with power and toughness equal to the number of basic land types you control. (The basic land types are Plains, Island, Swamp, Mountain, Forest and Wastes.)
Lej, Courageous Explorer G
Legendary Creature - Druid Scout [R]
T: You may put a land card from your hand onto the battlefield. If you put a basic land into play this way you may play an additional land this turn. Activate this ability only as a sorcery.
1/2
Nissa's Finale 6GG
Sorcery [MR]
During your next turn, lands you control become 4/4 green elemental creatures with indestructible, haste and trample.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Lej, Courageous Explorer- Card design wise the card is good. Just need to point out the () need to be left out since the "Activate this ability only as a sorcery." is part of the ability and not reminder text. Slight nitpick, what creature race is this? Human,Elf,Goblin?
Nissa's Finale- This is going to need to change. This cause a memory issue since it effects the next turn. Your better off keeping the effect to your turn since this is a sorcery anyway. Adding a land untap clause at the end allows you to attack with the lands since you gave them haste as well.
So...
Nissa's Finale 6GG
Sorcery [MR]
Lands you control become 4/4 green Elemental creatures with indestructible, haste and trample until end of turn. Their still lands. Untap all lands you control.
BAfter the lights go out on you, after your worthless life is through. I will remember how you scream...B
Sakura-Tribe Scout doesn't see competitive play in formats and doesn't have the activate as a sorcery clause (it is also a common, not a rare legend).
Adding an untap clause is good, maybe too good. It's hardly a memory issue. Without the delay, the opponent basically can't do anything about it.
Also, you are correct about Wastes not being a land type, I have updated the thread accordingly.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
You plan on not attacking with eight 4/4 indestructible, haste, trampler? Then what the hell is the point of animating a bunch of lands as 4/4 indestructible, haste, tramplers? The opponent can't do anything about it unless they have a counter spell or instant speed -X/-X spells or an instant speed exile board wipe.
If the point of the card is to create a temporary hard to kill land army that you definitely should attack with why should you have to wait after paying eight mana? If your planning on casting other spells in the same turn, or in the OP's version spells on the next turn, why are you animating lands as 4/4 indestructible, haste, tramplers? Desolation Twin doesn't make you wait another turn to get the token because if your going to be paying a lot of mana, the effect should be immediate.
BAfter the lights go out on you, after your worthless life is through. I will remember how you scream...B
Desolation Twin doesn't basically win you the game when you play it, and it costs more mana.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate