I was messing around with queries and discovered some interesting traits with some cards. Well... interesting statistics, I've always known their traits but... never mind that now.
I thought I would try another series of dual lands just for kicks.
I chose unholy/holy to represent the idea that one can choose to make a land "good" by choosing W, U and G or "bad" by choosing B or R, seems like a good idea anyways. The naming as a cycle is a little imbalanced but I really can't think of how Wastes would work right. You're already not caring about color so how would the drawback be a problem?
Yes... before anyone points it out, I did consider making them Legendary as a sort of "suicide" clause to prevent the scenarios of complete lockdowns by either (or both) player if cards like Political Trickery or Mindslaver are involved. But I don't like the idea of just having one in play. Maybe a sacrifice of some kind? I kind of figure cards like Stripmine, Wasteland, Ghost Quarter and others like it will keep lands like these in check. Another idea I had was to have the holy lands destroy any unholy lands you control and vice versa, but without a Holy Wastes, the gameplay would be a little skewed.
The "other than " bit, is my hope to alleviate any nonsense against mono-color decks during a Mindslaver.
They're really not all that different from each other except for the names and colors but, meh. Anyways, here goes....
Unholy Plains
Land — Plains
As ~ enters the battlefield, choose a color other than W.
As long as ~ is on the battlefield, its controller cannot play spells the same color as the chosen color.
: Add W to your mana pool.
: Add one mana of the chosen color to your mana pool.
Unholy Island
Land — Island
As ~ enters the battlefield, choose a color other than U.
As long as ~ is on the battlefield, its controller cannot play spells the same color as the chosen color.
: Add U to your mana pool.
: Add one mana of the chosen color to your mana pool.
Holy Swamp
Land — Swamp
As ~ enters the battlefield, choose a color other than B.
As long as ~ is on the battlefield, its controller cannot play spells the same color as the chosen color.
: Add B to your mana pool.
: Add one mana of the chosen color to your mana pool.
Holy Mountain
Land — Mountain
As ~ enters the battlefield, choose a color other than R.
As long as ~ is on the battlefield, its controller cannot play spells the same color as the chosen color.
: Add R to your mana pool.
: Add one mana of the chosen color to your mana pool.
Unholy Forest
Land — Forest
As ~ enters the battlefield, choose a color other than G.
As long as ~ is on the battlefield, its controller cannot play spells the same color as the chosen color.
: Add G to your mana pool.
: Add one mana of the chosen color to your mana pool.
What is the point of these, exactly? Off-color activated abilities? Uh... sunburst/converge enabler? Just straight up stopping you from casting any spells of the color seems to make it 99% pointless.
Meh... just shelve this away as a bad one then. Thought I had something interesting to drive activated costs.... and Kickers... and those colorless spells with a color mana cost....
I thought I would try another series of dual lands just for kicks.
I chose unholy/holy to represent the idea that one can choose to make a land "good" by choosing W, U and G or "bad" by choosing B or R, seems like a good idea anyways. The naming as a cycle is a little imbalanced but I really can't think of how Wastes would work right. You're already not caring about color so how would the drawback be a problem?
Yes... before anyone points it out, I did consider making them Legendary as a sort of "suicide" clause to prevent the scenarios of complete lockdowns by either (or both) player if cards like Political Trickery or Mindslaver are involved. But I don't like the idea of just having one in play. Maybe a sacrifice of some kind? I kind of figure cards like Stripmine, Wasteland, Ghost Quarter and others like it will keep lands like these in check. Another idea I had was to have the holy lands destroy any unholy lands you control and vice versa, but without a Holy Wastes, the gameplay would be a little skewed.
The "other than " bit, is my hope to alleviate any nonsense against mono-color decks during a Mindslaver.
They're really not all that different from each other except for the names and colors but, meh. Anyways, here goes....
Unholy Plains
Land — Plains
As ~ enters the battlefield, choose a color other than W.
As long as ~ is on the battlefield, its controller cannot play spells the same color as the chosen color.
: Add W to your mana pool.
: Add one mana of the chosen color to your mana pool.
Unholy Island
Land — Island
As ~ enters the battlefield, choose a color other than U.
As long as ~ is on the battlefield, its controller cannot play spells the same color as the chosen color.
: Add U to your mana pool.
: Add one mana of the chosen color to your mana pool.
Holy Swamp
Land — Swamp
As ~ enters the battlefield, choose a color other than B.
As long as ~ is on the battlefield, its controller cannot play spells the same color as the chosen color.
: Add B to your mana pool.
: Add one mana of the chosen color to your mana pool.
Holy Mountain
Land — Mountain
As ~ enters the battlefield, choose a color other than R.
As long as ~ is on the battlefield, its controller cannot play spells the same color as the chosen color.
: Add R to your mana pool.
: Add one mana of the chosen color to your mana pool.
Unholy Forest
Land — Forest
As ~ enters the battlefield, choose a color other than G.
As long as ~ is on the battlefield, its controller cannot play spells the same color as the chosen color.
: Add G to your mana pool.
: Add one mana of the chosen color to your mana pool.