Cycle 1 v2
Land - Basic subtype
~ enters the battlefield tapped.
When ~ enters the battlefield, you gain 2 life.
I though about adding scry, but New Benalia already exists. Another option is swapping the life gain with "You get E(an energy counter)".
Cycle 2 v2
Land T, Pay 1 life: Add C to your mana pool. T: Add W, U or B to your mana pool. Activate this only if you control a white, blue or black permanent.
Gain 2 life already exists Kabira Crossroads. I'll try something different, what about a cheap alternative to the expensive fetch lands?
Cheap Fetch
Land
~ enters the battlefield tapped.
When ~ enters the battlefield you may search your library for a basic plains or basic forest card, reveal it, and put it in your hand. If you do, shuffle your library afterwards. T: Add W or G to your mana pool.
It's strictly better than taplands but they don't work with duals.
Self Fetch
Land - Plains
~ enters the battlefield tapped.
When ~ enters the battlefield you may search your library for a plains card, reveal it, and put it in your hand. If you do, shuffle your library afterwards.
Gain 2 life already exists Kabira Crossroads. I'll try something different, what about a cheap alternative to the expensive fetch lands?
Cheap Fetch
Land
~ enters the battlefield tapped.
When ~ enters the battlefield you may search your library for a basic plains or basic forest card, reveal it, and put it in your hand. If you do, shuffle your library afterwards. T: Add W or G to your mana pool.
It's strictly better than taplands but they don't work with duals.
Self Fetch
Land - Plains
~ enters the battlefield tapped.
When ~ enters the battlefield you may search your library for a plains card, reveal it, and put it in your hand. If you do, shuffle your library afterwards.
It can search for itself or duals.
These lands generate easy card advantage, so I don't think Wizards would print them.
A strictly-worse fetch cycle idea I've been tossing around for a while:
Gruul Fetch
Land T, Pay 1 life, sacrifice ~: Search your library for a basic Mountain, a basic Forest, or a Mountain Forest card and put it onto the battlefield. Then shuffle your library.
Essentially this only lets you get basic lands or dual lands for a specific color pair.
Free Land
Land
~ enters the battlefield tapped.
When ~ enters the battlefield you may untap target plains or island. T: Add W or U to your mana pool.
What about applying the free mechanic from Urza's saga to lands? If I change the targets to "basic lands" they become better in multicolored decks but they won't be able to untap duals.
Free Land
Land
~ enters the battlefield tapped.
When ~ enters the battlefield you may untap target plains or island. T: Add W or U to your mana pool.
What about applying the free mechanic from Urza's saga to lands? If I change the targets to "basic lands" they become better in multicolored decks but they won't be able to untap duals.
I like it. Reminds me of the shenanigans with Lake of the Dead (still one of my favorite B producing lands to this day). I can't say if it's "worse" enough than the ABU lands to see print.
An interesting version might be a wedge land l, something like:
Random Land
~ enters the battlefield tapped.
When ~ enters the battlefield you may untap target mountain. T: Add W or U to your mana pool.
Problem is it would be crazy powerful with basic duals.
A land that can fetch and also produce mana overlaps too much with Alara's panoramas and is probably too good. I came up with this, which doesn't require searching nor shuffling:
Deceiver land A
Land
~ enters the battlefild tapped.
When ~ enters the battlefield, look at the top card of your library. If it's a blue or white card you may reveal it. If you do, untap ~. T: Add W or U to your mana pool.
Deceiver land B
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, look at the top card of your library. If it's a land card, you may reveal it. If you do, put it in your hand. T: Add W or U to your mana pool.
The deceiver name comes from a cycle of creatures from Kamigawa (Brutal Deceiver). The mechanic somewhat resembles Theros' scry lands.
Token land
Land
~ enters the battlefield tapped.
When ~ enters the battlefield create a colorless gem artifact token with "Sacrifice this: Add C to your mana pool. At the end of your turn, exile this." T: Add W or U to your mana pool.
The idea came from Diamond Kaleidoscope. The exile clause is to prevent the mana from being stocked.
Dual Karoo
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, sacrifice it unless you pay 1 . T: Add CC to your mana pool. T: Add W or U to your mana pool.
Overlaid Lands
Land - Plains (T: Add W to your mana pool.)
~ enters the battlefield tapped.
All basic lands you control have "T: Add W to your mana pool."
If I make this grant bonus to just one basic land type the cycle becomes too big. If it grants bonus to all lands it becomes too good. The name comes from Overlaid Terrain
Cycle 2 v2 mana ability contradicts itself, you need mana of that color to cast a permanent of that color. Not good.
Duals
Multicolor only dual
Land T: Add C to your mana pool. T: Add W or U to your mana pool. You can only spend this mana to the pay the costs of multicolored cards.
Pillar of the Paruns alike. I though about making it even narrower, restricting the mana to cards of one and/or both colors, but I think it's too narrow.
Bless Land
Land
~ enters the battlefield tapped. T: Add W or U to your mana pool.
Tap an untapped creature you control, T: Add WU, WW or UU to your mana pool.
Semi-Artifact land
Land
~ enters the battlefield tapped. T: Add W or U to your mana pool. 1: ~ becomes an artifact until end of turn. It's still a land.
Would this break anything? You have to pay to make it become an artifact land.
Tapsac Land
Land
~ enters the battlefield tapped. T: Add W or U to your mana pool. T, Sacrifice ~: Add WU to your mana pool.
Redeem Land
Land - Plains Island
~ enters the battlefield tapped.
If ~ is in your graveyard, you may exile it. If you do, add W or U to your mana pool.
I tried to have an activated ability that either returns it to the battlefield or to your hand, but came to the conclusion that depending on the activation cost it's either broken (potential loop capability) or too bad.
Recycle Land
Land - Plains Island
~ enters the battlefield tapped. 1, Exile ~ from your graveyard: draw a card.
It's similar to cycling, but you activate it from your graveyard rather than from your hand.
Creature Token Land
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, create a white and blue 1/1 creature token. T: Add W or U to your mana pool.
Every color has access to 1 mana, 1/1 creatures.
Grinding Land
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, each opponent puts the top card of his or her library in his or her graveyard. T: Add W or U to your mana pool.
Free mill 1 for everyone. More than 1 card and I think it's too many.
Triples
Triple Painland
Land T: Add C to your mana pool. T, Pay 2 life: Add W, U or B to your mana pool.
The other way to do it would be to mix damage with a certain condition, but then it becomes wordy and not elegant.
CMC land
Land T: Add W, U or B to your mana pool. You can only spend this mana on cards with a converted mana cost of at least 3.
There are two ways to tweak it: one is to change the restriction to a higher or lower CMC; the other is to restrict the card's type or color in which the mana may be spend on. The other drawback that I though was "You may only spend this mana on monocolored cards with a CMC of at least 2".
Triple Filter Land
Land T: Add C to your mana pool. 2, T: Add three mana in any combination of W, U and/or B to your mana pool.
I've already done it before, but in a fixed three color combination form. I think that upgrading it to multiple combinations of colors offsets the activation cost.
Triple Filter Land with life gain
Land T: Add C to your mana pool. 1, T: Add W, U or B to your mana pool. You gain 1 life.
Life gain Triple
Land
~ enters the battlefield tapped.
When ~ enters the battlefield you lose 2 life. T: Add W, U or B to your mana pool. You gain 1 life.
To be honest I don't think this variation is worth the hassle of losing and gaining life with the same card.
Wedge/Shard Lotus Vale: I came to the conclusion that sacrificing two lands to produce a wedge or shard of mana is not worth it.
Tribasic Recycle
Land - Plains Island Swamp
~ enters the batlefield tapped.
When ~ enters the batlefield, sacrifice it unless you sacrifice a land. 2, Exile ~ from your graveyard: draw a card.
It has to have a bigger drawback than Arcane Sanctum. The draw a card is an attempt to offset the high cost of playing this.
Tribounce
Land - Plains Island Swamp
~ enters the battlefield tapped.
When ~ enters the battlefield, return a land you control to its owner's hand.
Same drawback of Ravnica bounce lands. It trades two mana of two colors for one mana of one of three colors.
Tribasic Bolt
Land - Plains Island Swamp
~ enters the battlefield tapped.
When ~ enters the battlefield you lose 3 life.
More than 3 life, too much. Less than 3 life, I think it's too good.
Tribasic Shock
Land - Plains Island Swamp
Whenever ~ is tapped, it deals 2 damage to you.
Token Land:Mark of Sakiko. Whole artifact token part could be replaced by "When ~ enters the battlefield, add C to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end."
Multicolor only dual: If the mana is already restricted to multicolored cards, why not upgrade from two colors to three?
Delayed Painland
Land
At the beginning of your next untap step, if ~ is tapped, you lose 1 life. T: Add W or U to your mana pool.
Life loss is delayed to your next turn.
Wall Land
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, create a white and blue 0/3 wall creature token with defender. T: Add W or U to your mana pool.
Creating a 1/1 token for free might be too good, so what about a free 0/3 wall?
Reveal Multicolor Land
Land
As Reveal ~ enters the battlefield, you may reveal a multicolored card from your hand. If you don’t, ~ enters the battlefield tapped. T: Add W or U to your mana pool.
Port Town. The other option is to change "multicolored card" to "blue and white card"
Shroud Dual
Land
~ enters the battlefield tapped.
~ can't be target of spells or abilities. T: Add W or U to your mana pool.
Making it indestructible is too good. Making it indestructible if a certain condition is met is too complicated. With shroud it's vulnerable to mass land destruction and immune to auras.
Delayed Painland doesn't function as worded. It needs to just say "Whenever Delayed Painland becomes untapped, you lose 1 life." I really don't like the design though as it feels much more fiddly and much worse than a painland.
Wall land is almost certainly too good. Even ignoring synergies, its basically an etb tapped land that gains you 3-6 life.
The reveal land is pretty sweet, though I think it would feel more elegant if it only worked with "blue and white" cards." The fact that the ability currently works with any multi color cards but only helps to cast blue or white multicolor cards feels inelegant and unfocused.
Private Mod Note
():
Rollback Post to RevisionRollBack
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
Cheap Fetch
Land
~ enters the battlefield tapped.
When ~ enters the battlefield you may search your library for a basic plains or basic forest card, reveal it, and put it in your hand. If you do, shuffle your library afterwards. T: Add W or G to your mana pool.
The last time I saw someone post a dual land that tutored for another land, I iterated on the idea several times before eventually settling on this:
Meandering Stream Land (R) T, Pay 1 life: Add W or U to your mana pool. WU, T, Sacrifice CARDNAME: Search your library for a Plains card and an Island card, put them onto the field tapped, then shuffle your library.
It is a dual land that doubles as a Krosan Verge variant. The mixes of drawbacks are carefully thought out. It costs you life for early color fixing. When your colors are stabilized and you have some spare mana at the end of an opponent's turn, then you can get rid of the life payment and get an additional land.
I later iterated this design one more time with a simpler monocolor version:
Wild Heath Land (U) T, Pay 1 life: Add W to your mana pool. 1W, T, Sacrifice CARDNAME: Search your library for up to two Plains cards, put them onto the field tapped, then shuffle your library.
Self Fetch
Land - Plains
~ enters the battlefield tapped.
When ~ enters the battlefield you may search your library for a plains card, reveal it, and put it in your hand. If you do, shuffle your library afterwards.
This kind of card shouldn't be able to fetch itself, and putting the tutored card into your hand is too good if there is no additional cost. My two variations of this idea, either fetchable or able to fetch duals, but not both:
Plains Trail Land - Plains (C)
CARDNAME enters the field tapped. (T: Add W to your mana pool.)
When Plains Trail enters the field, you may search your library for a basic land card, reveal it, then shuffle your library and put that card on top of it.
Expansive Prairie Land (U)
CARDNAME enters the field tapped. T: Add W to your mana pool.
When CARDNAME enters the field, you may search your library for a Plains card, reveal it, then shuffle your library and put that card on top of it.
It doesn't produce any mana because if the target land happens to produce two mana, untapping it means four mana. Another possible idea would be having it tap for colorless and adding "doesn't untap during your next untap phase" to the second ability, but a land that untaps another and doesn't untap itself seems so confusing.
Transform Land
Land
Pay 1 life: transform it.
//
Plains Island.
It could be done without being a DFC, but that would require counters to prevent multiple activations.
Shuffleless Fetch Lands
Land T, Sacrifice ~: Choose basic plains or basic swamp. Reveal cards from the bottom of your library until you reveal the chosen land card. Put it onto the battlefield and put the rest of the cards revealed this way on the bottom of your library in a random order.
I made it take cards from the bottom to avoid messing with card draw.
Transform Land is almost like a fetch, but you pay 1 life and get the mana, not the land itself.
Fetchlands (by default) only fetch you one color of mana though. You pay a life in order to get something that is either one of two lands. Your land just lets players pay a life to get a dual land. The transform tech is very unneeded here as well...
Alternate Transform Land
Land - Island Swamp
When Alternate Transform Land enters the battlefield, you lose 1 life.
...Transform isn't needed and isn't really doing anything.
Private Mod Note
():
Rollback Post to RevisionRollBack
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
To post a comment, please login or register a new account.
Land - Basic subtype
Enters the battlefield tapped.
When ~ enters the battlefield, you gain 1 life.
Cycle 2
Land
When ~ enters the battlefield you lose 2 life.
T: Add W, U or B to your mana pool.
Land - Basic subtype
~ enters the battlefield tapped.
When ~ enters the battlefield, you gain 2 life.
I though about adding scry, but New Benalia already exists. Another option is swapping the life gain with "You get E (an energy counter)".
Cycle 2 v2
Land
T, Pay 1 life: Add C to your mana pool.
T: Add W, U or B to your mana pool. Activate this only if you control a white, blue or black permanent.
Different drawback.
Cheap Fetch
Land
~ enters the battlefield tapped.
When ~ enters the battlefield you may search your library for a basic plains or basic forest card, reveal it, and put it in your hand. If you do, shuffle your library afterwards.
T: Add W or G to your mana pool.
It's strictly better than taplands but they don't work with duals.
Self Fetch
Land - Plains
~ enters the battlefield tapped.
When ~ enters the battlefield you may search your library for a plains card, reveal it, and put it in your hand. If you do, shuffle your library afterwards.
It can search for itself or duals.
These lands generate easy card advantage, so I don't think Wizards would print them.
A strictly-worse fetch cycle idea I've been tossing around for a while:
Gruul Fetch
Land
T, Pay 1 life, sacrifice ~: Search your library for a basic Mountain, a basic Forest, or a Mountain Forest card and put it onto the battlefield. Then shuffle your library.
Essentially this only lets you get basic lands or dual lands for a specific color pair.
Land
~ enters the battlefield tapped.
When ~ enters the battlefield you may untap target plains or island.
T: Add W or U to your mana pool.
What about applying the free mechanic from Urza's saga to lands? If I change the targets to "basic lands" they become better in multicolored decks but they won't be able to untap duals.
I like it. Reminds me of the shenanigans with Lake of the Dead (still one of my favorite B producing lands to this day). I can't say if it's "worse" enough than the ABU lands to see print.
An interesting version might be a wedge land l, something like:
Random Land
~ enters the battlefield tapped.
When ~ enters the battlefield you may untap target mountain.
T: Add W or U to your mana pool.
Problem is it would be crazy powerful with basic duals.
Deceiver land A
Land
~ enters the battlefild tapped.
When ~ enters the battlefield, look at the top card of your library. If it's a blue or white card you may reveal it. If you do, untap ~.
T: Add W or U to your mana pool.
Deceiver land B
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, look at the top card of your library. If it's a land card, you may reveal it. If you do, put it in your hand.
T: Add W or U to your mana pool.
The deceiver name comes from a cycle of creatures from Kamigawa (Brutal Deceiver). The mechanic somewhat resembles Theros' scry lands.
Token land
Land
~ enters the battlefield tapped.
When ~ enters the battlefield create a colorless gem artifact token with "Sacrifice this: Add C to your mana pool. At the end of your turn, exile this."
T: Add W or U to your mana pool.
The idea came from Diamond Kaleidoscope. The exile clause is to prevent the mana from being stocked.
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, sacrifice it unless you pay 1 .
T: Add CC to your mana pool.
T: Add W or U to your mana pool.
It mixes Karoo with Azorius Chancery
Tapped Filter
Land
~ enters the battlefield tapped.
T: Add W or U to your mana pool.
1, T: Add WU to your mana pool.
Coastal Tower mixed with Skycloud Expanse
Overlaid Lands
Land - Plains
(T: Add W to your mana pool.)
~ enters the battlefield tapped.
All basic lands you control have "T: Add W to your mana pool."
If I make this grant bonus to just one basic land type the cycle becomes too big. If it grants bonus to all lands it becomes too good. The name comes from Overlaid Terrain
Multicolor only dual
Land
T: Add C to your mana pool.
T: Add W or U to your mana pool. You can only spend this mana to the pay the costs of multicolored cards.
Pillar of the Paruns alike. I though about making it even narrower, restricting the mana to cards of one and/or both colors, but I think it's too narrow.
Bless Land
Land
~ enters the battlefield tapped.
T: Add W or U to your mana pool.
Tap an untapped creature you control, T: Add WU, WW or UU to your mana pool.
Semi-Artifact land
Land
~ enters the battlefield tapped.
T: Add W or U to your mana pool.
1: ~ becomes an artifact until end of turn. It's still a land.
Would this break anything? You have to pay to make it become an artifact land.
Tapsac Land
Land
~ enters the battlefield tapped.
T: Add W or U to your mana pool.
T, Sacrifice ~: Add WU to your mana pool.
It sits in between Abandoned Outpost and Ruins of Trokair.
Redeem Land
Land - Plains Island
~ enters the battlefield tapped.
If ~ is in your graveyard, you may exile it. If you do, add W or U to your mana pool.
I tried to have an activated ability that either returns it to the battlefield or to your hand, but came to the conclusion that depending on the activation cost it's either broken (potential loop capability) or too bad.
Recycle Land
Land - Plains Island
~ enters the battlefield tapped.
1, Exile ~ from your graveyard: draw a card.
It's similar to cycling, but you activate it from your graveyard rather than from your hand.
Creature Token Land
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, create a white and blue 1/1 creature token.
T: Add W or U to your mana pool.
Every color has access to 1 mana, 1/1 creatures.
Grinding Land
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, each opponent puts the top card of his or her library in his or her graveyard.
T: Add W or U to your mana pool.
Free mill 1 for everyone. More than 1 card and I think it's too many.
Triple Painland
Land
T: Add C to your mana pool.
T, Pay 2 life: Add W, U or B to your mana pool.
The other way to do it would be to mix damage with a certain condition, but then it becomes wordy and not elegant.
CMC land
Land
T: Add W, U or B to your mana pool. You can only spend this mana on cards with a converted mana cost of at least 3.
There are two ways to tweak it: one is to change the restriction to a higher or lower CMC; the other is to restrict the card's type or color in which the mana may be spend on. The other drawback that I though was "You may only spend this mana on monocolored cards with a CMC of at least 2".
Triple Filter Land
Land
T: Add C to your mana pool.
2, T: Add three mana in any combination of W, U and/or B to your mana pool.
I've already done it before, but in a fixed three color combination form. I think that upgrading it to multiple combinations of colors offsets the activation cost.
Triple Filter Land with life gain
Land
T: Add C to your mana pool.
1, T: Add W, U or B to your mana pool. You gain 1 life.
Pristine Talisman combined with Shimmering Grotto.
Life gain Triple
Land
~ enters the battlefield tapped.
When ~ enters the battlefield you lose 2 life.
T: Add W, U or B to your mana pool. You gain 1 life.
To be honest I don't think this variation is worth the hassle of losing and gaining life with the same card.
Wedge/Shard Lotus Vale: I came to the conclusion that sacrificing two lands to produce a wedge or shard of mana is not worth it.
Land - Plains Island Swamp
~ enters the batlefield tapped.
When ~ enters the batlefield, sacrifice it unless you sacrifice a land.
2, Exile ~ from your graveyard: draw a card.
It has to have a bigger drawback than Arcane Sanctum. The draw a card is an attempt to offset the high cost of playing this.
Tribounce
Land - Plains Island Swamp
~ enters the battlefield tapped.
When ~ enters the battlefield, return a land you control to its owner's hand.
Same drawback of Ravnica bounce lands. It trades two mana of two colors for one mana of one of three colors.
Tribasic Bolt
Land - Plains Island Swamp
~ enters the battlefield tapped.
When ~ enters the battlefield you lose 3 life.
More than 3 life, too much. Less than 3 life, I think it's too good.
Tribasic Shock
Land - Plains Island Swamp
Whenever ~ is tapped, it deals 2 damage to you.
Same drawback of City of Brass, but doubled damage.
Tribasic Pay 2
Land - Plains Island Swamp
When ~ enters the battlefield, sacrifice it unless you pay 2.
Reducing the payment to 1 mana makes it too strong. Increasing to 3 may be too much.
Multicolor only dual: If the mana is already restricted to multicolored cards, why not upgrade from two colors to three?
Delayed Painland
Land
At the beginning of your next untap step, if ~ is tapped, you lose 1 life.
T: Add W or U to your mana pool.
Life loss is delayed to your next turn.
Wall Land
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, create a white and blue 0/3 wall creature token with defender.
T: Add W or U to your mana pool.
Creating a 1/1 token for free might be too good, so what about a free 0/3 wall?
Reveal Multicolor Land
Land
As Reveal ~ enters the battlefield, you may reveal a multicolored card from your hand. If you don’t, ~ enters the battlefield tapped.
T: Add W or U to your mana pool.
Port Town. The other option is to change "multicolored card" to "blue and white card"
Shroud Dual
Land
~ enters the battlefield tapped.
~ can't be target of spells or abilities.
T: Add W or U to your mana pool.
Making it indestructible is too good. Making it indestructible if a certain condition is met is too complicated. With shroud it's vulnerable to mass land destruction and immune to auras.
Wall land is almost certainly too good. Even ignoring synergies, its basically an etb tapped land that gains you 3-6 life.
The reveal land is pretty sweet, though I think it would feel more elegant if it only worked with "blue and white" cards." The fact that the ability currently works with any multi color cards but only helps to cast blue or white multicolor cards feels inelegant and unfocused.
- Manite
Land (R)
T, Pay 1 life: Add W or U to your mana pool.
WU, T, Sacrifice CARDNAME: Search your library for a Plains card and an Island card, put them onto the field tapped, then shuffle your library.
It is a dual land that doubles as a Krosan Verge variant. The mixes of drawbacks are carefully thought out. It costs you life for early color fixing. When your colors are stabilized and you have some spare mana at the end of an opponent's turn, then you can get rid of the life payment and get an additional land.
I later iterated this design one more time with a simpler monocolor version:
Land (U)
T, Pay 1 life: Add W to your mana pool.
1W, T, Sacrifice CARDNAME: Search your library for up to two Plains cards, put them onto the field tapped, then shuffle your library.
This kind of card shouldn't be able to fetch itself, and putting the tutored card into your hand is too good if there is no additional cost. My two variations of this idea, either fetchable or able to fetch duals, but not both:
Land - Plains (C)
CARDNAME enters the field tapped.
(T: Add W to your mana pool.)
When Plains Trail enters the field, you may search your library for a basic land card, reveal it, then shuffle your library and put that card on top of it.
Land (U)
CARDNAME enters the field tapped.
T: Add W to your mana pool.
When CARDNAME enters the field, you may search your library for a Plains card, reveal it, then shuffle your library and put that card on top of it.
Land
T: Untap target plains or island.
It doesn't produce any mana because if the target land happens to produce two mana, untapping it means four mana. Another possible idea would be having it tap for colorless and adding "doesn't untap during your next untap phase" to the second ability, but a land that untaps another and doesn't untap itself seems so confusing.
Transform Land
Land
Pay 1 life: transform it.
//
Plains Island.
It could be done without being a DFC, but that would require counters to prevent multiple activations.
Shuffleless Fetch Lands
Land
T, Sacrifice ~: Choose basic plains or basic swamp. Reveal cards from the bottom of your library until you reveal the chosen land card. Put it onto the battlefield and put the rest of the cards revealed this way on the bottom of your library in a random order.
I made it take cards from the bottom to avoid messing with card draw.
I don't get the transform land, are they supposed to be unfetchable but less painful shock lands?
Reveling from the bottom is very awkward, while there are logistical problems to over come this type of effect is just better to make land tokens.
River Land
Land
T: Add C to your mana pool. If you played a plains or island this turn, add W or U to your mana pool instead.
It's very similar to River of Tears. The idea was that, unlike a slow land that doesn't untap the next turn, it doesn't add colored mana instead.
Fetchlands (by default) only fetch you one color of mana though. You pay a life in order to get something that is either one of two lands. Your land just lets players pay a life to get a dual land. The transform tech is very unneeded here as well...
Alternate Transform Land
Land - Island Swamp
When Alternate Transform Land enters the battlefield, you lose 1 life.
...Transform isn't needed and isn't really doing anything.
- Manite