Blue legend3UU
Legendary Creature - ???
All creatures you control have flying
Whenever a creature you control deals combat damage to a player or planeswaker, you may draw a card.
3/4
Tolarian Academy BoonGU
Legendary enchantment - Aura
Enchant Land
Enchanted land is an island and a forest in additional to its other types.
Enchanted land has "T: Add one mana of any color to your mana pool for each artifact you control."
The inspiration for it is obvious.
Pool of decaying lifeGB
Legendary enchantment - Aura
Enchant Land
Enchanted land is a swamp and a forest and addition to its other types
Enchanted land has "T: Add one mana of any color to your mana pool for each land or creature in your graveyard."
Give the enchanted land the ability to tap for two colors of mana, plus interact with any card that cares about land types.
Tapping for two different types of mana is irrelevant because the enchantments already give the land the ability to tap for any color, assuming that you have the relevant condition (which you will if you're running this). Cards that care about land types is an extremely narrow category, especially when fetches and other search effects are out of consideration. Landwalk should be right out, too because you wouldn't want to put these cards on your opponents' lands. The justification isn't strong enough, especially considering how redundant it is with the rest of the card.
Also, why is the artifact-matters one green? That makes it unplayable in almost every artifact-matters EDH deck.
Natural BoonUG
Legendary Enchantment - Aura
When ~ enters the battlefield, choose a basic land type.
Enchanted land is the chosen basic type in addition to its other types and has "T: Add one mana of any color that the enchanted land could produce for each basic land of the chosen type you control."
It wasn't making sense to mix land type shifting and caring about artifacts. Blue likes to shapeshift things and green likes to produce mana.
Tolarian Academy Boon v23U
Legendary Enchantment - Aura
Enchanted land has "T: Add C to your mana pool for each artifact you control."
Pool of Decaying Life v2BG
Legendary Enchantment - Aura
Enchant Land
Enchanted land has "T: Add x mana in any combination of G and/or B, where x is the number or creatures and lands in your graveyard.
Blue legend3UU
Legendary Creature - ???
All creatures you control have flying
Whenever a creature you control deals combat damage to a player or planeswaker, you may draw a card.
3/4
I realize that creatures are easier to remove than enchantments, but you have 4UUUU worth of value ontop of a 3/4, which had better cost 4 mana in blue. Making it a legendary creature doesn't stop it from being undercasted.
Pool of Decaying Life v31BG
Legendary Enchantment - Aura
Enchant Land
Enchanted land has "T: Add one mana of any color to your mana pool for each creature in your graveyard."
Dropped the counting of lands.
Elspeth's Palace
Legendary Land T: Add W to your mana pool. 1WW, T: ~ becomes an enchantment that reads "All creatures you control gain +1/+1." It's still a land. You may pay W at anytime to end this effect.
Jace's Palace
Legendary Land T: Add U to your mana pool. 1UU, T: ~ becomes an enchantment that reads "Whenever you draw a card, target opponent puts the top two cards of his or her library in his or her graveyard." It's still a land. You may pay U at anytime to end this effect.
Liliana's Palace
Legendary Land T: Add B to your mana pool. 1BB, T: ~ becomes an enchantment that reads "Whenever an opponent draws a card, he or she loses 1 life." It's still a land. You may pay B at anytime to end this effect.
Nissa's Palace
Legendary Land T: Add G to your mana pool. 1GG, T: ~ becomes an enchantment that reads "Whenever you play a land, you may draw a card" It's still a land. You may pay G at anytime to end this effect.
Chandras's Palace
Legendary Land T: Add R to your mana pool. 1RR, T: ~ becomes an enchantment that reads "Whenever you cast an instant or sorcery, ~ deals 2 damage to target player or creature" It's still a land. You may pay R at anytime to end this effect.
Planeswalker Repellent3
Legendary Artifact
Planeswalkers enter the battlefield with one fewer loyalty counter.
Planeswalker spells cost 2 more to cast.
The palaces suffer from the confusion of having a land that taps for mana and that is also an enchanment. One way to make it clearer is "Add a counter. As long as this have a counter, it's an enchantment and still a land". Or "You may choose to no untap this during your untap step. For as long as this remain tapped, it's an enchantment and still a land. If this becomes untapped, it ceases to be an enchantment."
Another cycle of legendary lands:
White
Legendary Land
Enters the battlefield tapped. T: Add W to your mana pool. You gain 1 life for each white mana symbol on the card you spent this mana on.
Blue
Legendary Land
Enters the battlefield tapped. T: Add U to your mana pool. If you spend this mana on a blue card, scry 2.
I think that scry 1 for each blue mana symbol on that card is too good.
Black
Legendary Land
Enters the battlefield tapped. T: Add B to your mana pool. You may destroy target creature or planeswalker with converted mana equal or less to the number of black mana symbols on the card ou spent this mana on.
Discard or losing life equal to the number of black mana symbols is too good.
Red
Legendary Land
Enters the battlefield tapped. T: Add R to your mana pool. ~ deals x damage to target creature or player, where x is he number of red mana symbols on the card you spent this mana on.
I think this is too strong depending on the deck. Maybe "If you spend this mana on a creature spell, it gains haste".
Green
Legendary Land
Enters the battlefield tapped. T: Add G to your mana pool. If you spend this mana on a green spell, it can't be countered.
I had two ideas for lands that produce more than 1 mana and aren't as broken as Tolarian Academy or Gaea's Cradle.
Mount Olympus
Legendary Land - Sanctuary T: Add C to your mana pool. 2, T: Add one mana of any color to your mana pool for each sanctuary you control.
There would have to be more lands with the type sanctuary for this to work. Could be a whole cycle of taplands. Or sactuaries that produce colorless or one color only.
Sacred Temple
Legendary Land T: Add C to your mana pool for each legendary land you control.
Rather than having to have a cycle of other lands, it just works with any other legendary land.
Legendary Creature - ???
All creatures you control have flying
Whenever a creature you control deals combat damage to a player or planeswaker, you may draw a card.
3/4
Levitation and Coastal Piracy in one
Tolarian Academy Boon GU
Legendary enchantment - Aura
Enchant Land
Enchanted land is an island and a forest in additional to its other types.
Enchanted land has "T: Add one mana of any color to your mana pool for each artifact you control."
The inspiration for it is obvious.
Pool of decaying life GB
Legendary enchantment - Aura
Enchant Land
Enchanted land is a swamp and a forest and addition to its other types
Enchanted land has "T: Add one mana of any color to your mana pool for each land or creature in your graveyard."
Tapping for two different types of mana is irrelevant because the enchantments already give the land the ability to tap for any color, assuming that you have the relevant condition (which you will if you're running this). Cards that care about land types is an extremely narrow category, especially when fetches and other search effects are out of consideration. Landwalk should be right out, too because you wouldn't want to put these cards on your opponents' lands. The justification isn't strong enough, especially considering how redundant it is with the rest of the card.
Also, why is the artifact-matters one green? That makes it unplayable in almost every artifact-matters EDH deck.
Legendary Enchantment - Aura
When ~ enters the battlefield, choose a basic land type.
Enchanted land is the chosen basic type in addition to its other types and has "T: Add one mana of any color that the enchanted land could produce for each basic land of the chosen type you control."
It wasn't making sense to mix land type shifting and caring about artifacts. Blue likes to shapeshift things and green likes to produce mana.
Tolarian Academy Boon v2 3U
Legendary Enchantment - Aura
Enchanted land has "T: Add C to your mana pool for each artifact you control."
Pool of Decaying Life v2 BG
Legendary Enchantment - Aura
Enchant Land
Enchanted land has "T: Add x mana in any combination of G and/or B, where x is the number or creatures and lands in your graveyard.
I realize that creatures are easier to remove than enchantments, but you have 4UUUU worth of value ontop of a 3/4, which had better cost 4 mana in blue. Making it a legendary creature doesn't stop it from being undercasted.
PS - Your land auras are too good.
Pool of Decaying Life v3 1BG
Legendary Enchantment - Aura
Enchant Land
Enchanted land has "T: Add one mana of any color to your mana pool for each creature in your graveyard."
Dropped the counting of lands.
Elspeth's Palace
Legendary Land
T: Add W to your mana pool.
1WW, T: ~ becomes an enchantment that reads "All creatures you control gain +1/+1." It's still a land. You may pay W at anytime to end this effect.
Jace's Palace
Legendary Land
T: Add U to your mana pool.
1UU, T: ~ becomes an enchantment that reads "Whenever you draw a card, target opponent puts the top two cards of his or her library in his or her graveyard." It's still a land. You may pay U at anytime to end this effect.
Liliana's Palace
Legendary Land
T: Add B to your mana pool.
1BB, T: ~ becomes an enchantment that reads "Whenever an opponent draws a card, he or she loses 1 life." It's still a land. You may pay B at anytime to end this effect.
Nissa's Palace
Legendary Land
T: Add G to your mana pool.
1GG, T: ~ becomes an enchantment that reads "Whenever you play a land, you may draw a card" It's still a land. You may pay G at anytime to end this effect.
Chandras's Palace
Legendary Land
T: Add R to your mana pool.
1RR, T: ~ becomes an enchantment that reads "Whenever you cast an instant or sorcery, ~ deals 2 damage to target player or creature" It's still a land. You may pay R at anytime to end this effect.
Legendary Artifact
Planeswalkers enter the battlefield with one fewer loyalty counter.
Planeswalker spells cost 2 more to cast.
Hate against all planeswalkers.
Another cycle of legendary lands:
White
Legendary Land
Enters the battlefield tapped.
T: Add W to your mana pool. You gain 1 life for each white mana symbol on the card you spent this mana on.
Blue
Legendary Land
Enters the battlefield tapped.
T: Add U to your mana pool. If you spend this mana on a blue card, scry 2.
I think that scry 1 for each blue mana symbol on that card is too good.
Black
Legendary Land
Enters the battlefield tapped.
T: Add B to your mana pool. You may destroy target creature or planeswalker with converted mana equal or less to the number of black mana symbols on the card ou spent this mana on.
Discard or losing life equal to the number of black mana symbols is too good.
Red
Legendary Land
Enters the battlefield tapped.
T: Add R to your mana pool. ~ deals x damage to target creature or player, where x is he number of red mana symbols on the card you spent this mana on.
I think this is too strong depending on the deck. Maybe "If you spend this mana on a creature spell, it gains haste".
Green
Legendary Land
Enters the battlefield tapped.
T: Add G to your mana pool. If you spend this mana on a green spell, it can't be countered.
I had two ideas for lands that produce more than 1 mana and aren't as broken as Tolarian Academy or Gaea's Cradle.
Mount Olympus
Legendary Land - Sanctuary
T: Add C to your mana pool.
2, T: Add one mana of any color to your mana pool for each sanctuary you control.
There would have to be more lands with the type sanctuary for this to work. Could be a whole cycle of taplands. Or sactuaries that produce colorless or one color only.
Sacred Temple
Legendary Land
T: Add C to your mana pool for each legendary land you control.
Rather than having to have a cycle of other lands, it just works with any other legendary land.