Sapling's AwakeningG
Sorcery (U)
Search your library for a land card with the same name as a land you control and put it onto the battlefield tapped. Then shuffle your library. "Truly there is nothing more beautiful than a young sap's first sunrise."
—Gael, Cloverdell farmer
IIW: Cards from an alternate reality version of an existing plane (think Lorwyn–Shadowmoor).
Cliffside Encampment
Land - Mountain Plains (R) ( : Add R or W to your mana pool.)
Cliffside Encampment enters the battlefield tapped unless an opponent has more life than you.
Brilliant Ridge
Land (R)
Brilliant Ridge enters the battlefield with two charge counters on it. T: Add 1 to your mana pool T, Remove a charge counter from Brilliant Ridge: Add R or G to your mana pool.
Darkwood Marsh
Land (R)
Darkwood Marsh enters the battlefield tapped. T: Add B or G to your mana pool. 2BG: Exile target creature card from a graveyard. Darkwood Marsh becomes a copy of that card until end of turn, except it’s still a land.
t: Add 1 to your mana pool Morbid-t: Add RB to your mana pool. Activate this ability only if a creature died this turn. The tribute's blood sprayed into the air, his head rolled down the alter's slope--and yet the crowed roared for more.
Boundless Sanctuary
Land (R)
~ enters the battlefield tapped. T: add W to your mana pool for each life you have gained this turn. T: add U to your mana pool for each card you have drawn this turn.
Sprawling Grove
Land
When Sprawling Grove comes into play, if it's not a token, sacrifice it unless you pay 1. If you do pay 1, then put a token into play that's a copy of Sprawling Grove. T: Add G to your mana pool.
Temple Mint
Land (U)
Temple Mint enters the battlefield tapped. t: Add G or W to your mana pool. 2, t: Put a colorless artifact token named Silver onto the battlefield. It has "Sacrifice this artifact: Add 1 to your mana pool."
WUTrade Academy UBUnderworld Market BRSlaver Camp RGFlourishing Bazaar
IIW: A man and his dog
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
That's not the problem, the soulbond ability literally can't choose something you don't control (and also doesn't trigger when a creature enters the battlefield not under your control.)
Caldera Stronghold
Land (R)
Caldera Stronghold enters the battlefield tapped unless you discard a card. T: Add R or B to your mana pool. Threshold - Whenever Caldera Stronghold becomes tapped, if there are seven or more cards in your graveyard, target player loses 1 life.
Legion's Watchtower
Land (R)
When Legion's Watchtower enters the battlefield, you may reveal a Mountain or Plains card from your hand. If you don't, Legion's Watchtower enters the battlefield tapped. T: Add R or W to your mana pool.
Also Senate's watchtower, Combine's watchtower, etc
Thawing Fields
Land [R]
When Thawing Fields enters the battlefield, it doesn't untap during your next untap step. t: Add W or U to your mana pool.
Cavernous Depths
Land [R]
As Cavernous Depths enters the battlefield, you may exile two cards from your graveyard. If you don't, Cavernous Depths enters the battlefield tapped. t: Add U or B to your mana pool.
Bleeding Pit
Land [R]
Bleeding Pit enters the battlefield tapped unless you have no cards in your graveyard. t: Add B or R to your mana pool.
Verdant Peak
Land [R]
Verdant Peak enters the battlefield tapped unless you control three or more other lands. t: Add R or G to your mana pool.
Sunspore Grove
Land [R]
Sunspore Grove enters the battlefield tapped unless you control a green permanent or a white permanent. t: Add G or W to your mana pool.
Duel Lands3RG
Sorcery (R)
Put an X/X green and red Avatar creature token onto the battlefield, where X is the number of lands you control. It fights target creature an opponent controls.
Highland Geyser
Land (R)
When Highland Geyser enters the battlefield, you lose 1 life and you may put a charge counter on it.
As long as it has Highland Geyser has no charge counter on it, it is a Mountain. Otherwise, it is an Island.
other dual land entry that came into mind:
Blighted Mangroove
Land (R) T ,Pay 1 life: Add G to your mana pool. T ,Each opponent gain 1 life: Add B to your mana pool.
Lush Savannah
Land (R)
When Lush Savannah enters the battlefield, sacrifice an untapped land. T: Add GW to your mana pool.
iiw: futuristic goblin card
Highland Geyser: Charge counter isn't very flavorful, but ok. I'm not really a fan of land that have permanent counters on them, if only because lands tend to get piled up and counters make that problematic.
Blighted Mangroove: This just seems like a more awkward Grove of the Burnwillows. Strange that green is paying life and black is giving it, but that may be necessary for symmetry if you make a five-card cycle out of this.
Lush Savannah: You can tap it in response to negate the drawback -- see the oracle text on Lake of the Dead for a way to make this work. Unfortunately, that wording would never be used on a modern day card due to the amount of text it requires.
Sapling's AwakeningG
Sorcery (U)
Search your library for a land card with the same name as a land you control and put it onto the battlefield tapped. Then shuffle your library. "Truly there is nothing more beautiful than a young sap's first sunrise."
—Gael, Cloverdell farmer
IIW: Cards from an alternate reality version of an existing plane (think Lorwyn–Shadowmoor).
This will typically be quite a bit better than Elvish Mystic. Maybe printable, but definitely pushed.
Cliffside Encampment
Land - Mountain Plains (R) ( : Add R or W to your mana pool.)
Cliffside Encampment enters the battlefield tapped unless an opponent has more life than you.
Brilliant Ridge
Land (R)
Brilliant Ridge enters the battlefield with two charge counters on it. T: Add 1 to your mana pool T, Remove a charge counter from Brilliant Ridge: Add R or G to your mana pool.
IIW: Replace a mechanic in KTK
Cliffside Encampment: I'm a little hesitant about this card simply because of the presence of fetchlands in modern -- a format both sets of cards will make going first a (more) tremendous tempo advantage. Maybe I'm blowing it out of proportion though, since shock lands aren't going anywhere.
Brilliant Ridge: A longer lasting but more restrictive Tendo Ice Bridge seems fine but doesn't excite me.
Darkwood Marsh
Land (R)
Darkwood Marsh enters the battlefield tapped. T: Add B or G to your mana pool. 2BG: Exile target creature card from a graveyard. Darkwood Marsh becomes a copy of that card until end of turn, except it’s still a land.
(The GB manland)
Should say "in addition to its other types" if you want to actually man with the man-land. Uncounterable reanimation on a land is powerful, but the price is probably fair.
t: Add 1 to your mana pool Morbid-t: Add RB to your mana pool. Activate this ability only if a creature died this turn. The tribute's blood sprayed into the air, his head rolled down the alter's slope--and yet the crowed roared for more.
IIW: Phenomena
I wouldn't want to use this as a general-purpose dual land, but otherwise there's nothing wrong with it.
Boundless Sanctuary
Land (R)
~ enters the battlefield tapped. T: add W to your mana pool for each life you have gained this turn. T: add U to your mana pool for each card you have drawn this turn.
IIW: Cards that HATE something
I would much rather see these effects separately on a new cycle of legendary lands a la Gaea's Cradle. Doesn't work as a general purpose dual, and can produce pretty dangerous amounts of mana in the right deck.
Sprawling Grove
Land
When Sprawling Grove comes into play, if it's not a token, sacrifice it unless you pay 1. If you do pay 1, then put a token into play that's a copy of Sprawling Grove. T: Add G to your mana pool.
IIW: Creatures with unusual jobs
This card would maybe conceivably be fair if it produced colorless, entered the battlefield tapped, and cost to make a copy. As it is, no way; it's strictly better than a Forest.
Temple Mint
Land (U)
Temple Mint enters the battlefield tapped. t: Add G or W to your mana pool. 2, t: Put a colorless artifact token named Silver onto the battlefield. It has "Sacrifice this artifact: Add 1 to your mana pool."
WUTrade Academy UBUnderworld Market BRSlaver Camp RGFlourishing Bazaar
IIW: A man and his dog
I can get behind this. In a typical block these should definitely be rare, but in a slower format they could conceivably be uncommon. Great name selection.
Tumbledown Palace
Land (U) t: Add or to your mana pool.
Whenever a nonland permanent enters the battlefield under your control, tap Tumbledown Palace.
IIW: Rehabilitate a broken/sucky mechanic.
I don't really like the idea of a triggered ability like this on a land. This is possibly balanced but will likely cause a lot of judge calls to missed triggers if not outright cheating.
Cathedral Ruins
Land (U) T: Add W to your mana pool. T: Add B to your mana pool. Activate this ability only if you control Demon. Only true darkness can taint this place.
IIW: Mistake.
Strictly better than Plains is a no-no. Who is Demon?
Caldera Stronghold
Land (R)
Caldera Stronghold enters the battlefield tapped unless you discard a card. T: Add R or B to your mana pool. Threshold - Whenever Caldera Stronghold becomes tapped, if there are seven or more cards in your graveyard, target player loses 1 life.
IIW: Cards with two non-evergreen keywords.
This is kind of cute in a return to Odyssey block sort of way, but wizards has stated on the record that threshold was a mistake due (in part) to the complexity it added to limited games.
Legion's Watchtower
Land (R)
When Legion's Watchtower enters the battlefield, you may reveal a Mountain or Plains card from your hand. If you don't, Legion's Watchtower enters the battlefield tapped. T: Add R or W to your mana pool.
Also Senate's watchtower, Combine's watchtower, etc
I approve of nonbasic lands that promote playing basics. Compared to Clifftop Retreat this is better in the early game and a bit worse in the late game.
Thawing Fields
Land [R]
When Thawing Fields enters the battlefield, it doesn't untap during your next untap step. t: Add W or U to your mana pool.
Cavernous Depths
Land [R]
As Cavernous Depths enters the battlefield, you may exile two cards from your graveyard. If you don't, Cavernous Depths enters the battlefield tapped. t: Add U or B to your mana pool.
Bleeding Pit
Land [R]
Bleeding Pit enters the battlefield tapped unless you have no cards in your graveyard. t: Add B or R to your mana pool.
Verdant Peak
Land [R]
Verdant Peak enters the battlefield tapped unless you control three or more other lands. t: Add R or G to your mana pool.
Sunspore Grove
Land [R]
Sunspore Grove enters the battlefield tapped unless you control a green permanent or a white permanent. t: Add G or W to your mana pool.
IIW: Doubt yourself
Thawing Fields: This fills a niche I suppose, but I would put it at uncommon if anything and I'm not convinced that the niche is really worth filling with a land that may cause memory problems.
Cavernous Depths: No complaints here. It looks fair to me.
Bleeding Pit: I wouldn't run it over Blackcleave Cliffs but as a block dual land it could work.
Verdant Peak: Control and midrange decks would probably like this sort of card. Seems fine.
Sunspore Grove: Maybe a little on the weak side, but still fine for a block dual.
I can't really envision a format in which these would be played outside two- or three-color aggro decks. Almost completely outclassed by Blackcleave Cliffs and the like.
Duel Lands3RG
Sorcery (R)
Put an X/X green and red Avatar creature token onto the battlefield, where X is the number of lands you control. It fights target creature an opponent controls.
IIW: Hobo magic
Cute and powerful. Lands tend to be associated more with Elementals.
KoolKoal takes the round.
Next: A man and his dog
Private Mod Note
():
Rollback Post to RevisionRollBack
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
Loyal Scout
Creature - Hound
Humans you control have vigilance.
When Loyal Scout enters the battlefield, put a 1/1 white Human creature token onto the battlefield at the beginning of your next upkeep. Good boy.
2/1
Careless Houndmaster2BR
Creature - Human Warrior (R)
When Careless Houndmaster enters the battlefield, put three 1/1 red Hound creature tokens onto the battlefield.
Sacrifice a Hound: Regenerate Careless Houndmaster.
2/3
Unleash the Skill1RG
Sorcery (U)
For each creature target player controls, put a 1/1 red and green Hound creature token with haste onto the battlefield.
Vic of the Stray Blood1GG
Legendary Creature — Human Warrior (R)
When Vic of the Stray Blood enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield. 1G, Sacrifice another creature: Put a +1/+1 counter on each Wolf creature you control.
2/1
Canine ReckoningWR
Instant (R)
Canine Reckoning deals damage to target player equals to the total damage sources that player controls deals damage to you this turn.
Soulbond
As long as Faithful Companion is paired with a creature, both creatures attack as a band.
2/2 Regardless of race or blood, a fellow warrior in battle is the greatest morale boost of them all.
Now you can have a loyal companion that can follow you around the multiverse!
Tiberius, Canine Sojourner2WW
Planeswalker - Tiberius (M)
+1 - Creatures you control gain vigilance until end of turn.
-2 - You get an emblem with "Exile this emblem: Exile target creature that's attacking you or a planeswalker you control."
-6 - Tiberius gains “You can’t lose life”
[ 2 ]
Childhood CompanionGW
Creature — Hound (U)
Soulbond
As long as Childhood Companion is paired with another creature, if a spell or ability would place +1/+1 counters on just one of those creatures, instead it places that many counters on both.
2/2
Struggled with the wording on this one. Still not sure this works, but I suppose it gets the concept across.
Sorcery (U)
Search your library for a land card with the same name as a land you control and put it onto the battlefield tapped. Then shuffle your library.
"Truly there is nothing more beautiful than a young sap's first sunrise."
—Gael, Cloverdell farmer
IIW: Cards from an alternate reality version of an existing plane (think Lorwyn–Shadowmoor).
Land - Mountain Plains (R)
( : Add R or W to your mana pool.)
Cliffside Encampment enters the battlefield tapped unless an opponent has more life than you.
Brilliant Ridge
Land (R)
Brilliant Ridge enters the battlefield with two charge counters on it.
T: Add 1 to your mana pool
T, Remove a charge counter from Brilliant Ridge: Add R or G to your mana pool.
IIW: Replace a mechanic in KTK
Land (R)
Darkwood Marsh enters the battlefield tapped.
T: Add B or G to your mana pool.
2BG: Exile target creature card from a graveyard. Darkwood Marsh becomes a copy of that card until end of turn, except it’s still a land.
(The GB manland)
Land (r)
t: Add 1 to your mana pool
Morbid-t: Add RB to your mana pool. Activate this ability only if a creature died this turn.
The tribute's blood sprayed into the air, his head rolled down the alter's slope--and yet the crowed roared for more.
IIW: Phenomena
"There are no two words in the English language more harmful than 'good job'." -Terrance Fletcher, Whiplash (2014)
Enchantment (R)
Whenever you tap a land for mana, add one mana to your mana pool of a color of your choice that land didn't produce.
IIW: What would you bring to show & tell at the Academy?
Draft my cube! (630 cards)
Land (R)
~ enters the battlefield tapped.
T: add W to your mana pool for each life you have gained this turn.
T: add U to your mana pool for each card you have drawn this turn.
IIW: Cards that HATE something
Land
When Sprawling Grove comes into play, if it's not a token, sacrifice it unless you pay 1. If you do pay 1, then put a token into play that's a copy of Sprawling Grove.
T: Add G to your mana pool.
IIW: Creatures with unusual jobs
Land (U)
Temple Mint enters the battlefield tapped.
t: Add G or W to your mana pool.
2, t: Put a colorless artifact token named Silver onto the battlefield. It has "Sacrifice this artifact: Add 1 to your mana pool."
WU Trade Academy
UB Underworld Market
BR Slaver Camp
RG Flourishing Bazaar
IIW: A man and his dog
Land (U)
t: Add or to your mana pool.
Whenever a nonland permanent enters the battlefield under your control, tap Tumbledown Palace.
IIW: Rehabilitate a broken/sucky mechanic.
Also, wording is like 90% of what we do here.
Land (R)
Caldera Stronghold enters the battlefield tapped unless you discard a card.
T: Add R or B to your mana pool.
Threshold - Whenever Caldera Stronghold becomes tapped, if there are seven or more cards in your graveyard, target player loses 1 life.
IIW: Cards with two non-evergreen keywords.
Land (R)
When Legion's Watchtower enters the battlefield, you may reveal a Mountain or Plains card from your hand. If you don't, Legion's Watchtower enters the battlefield tapped.
T: Add R or W to your mana pool.
Also Senate's watchtower, Combine's watchtower, etc
IIW: Make a card from this
Land [R]
When Thawing Fields enters the battlefield, it doesn't untap during your next untap step.
t: Add W or U to your mana pool.
Cavernous Depths
Land [R]
As Cavernous Depths enters the battlefield, you may exile two cards from your graveyard. If you don't, Cavernous Depths enters the battlefield tapped.
t: Add U or B to your mana pool.
Bleeding Pit
Land [R]
Bleeding Pit enters the battlefield tapped unless you have no cards in your graveyard.
t: Add B or R to your mana pool.
Verdant Peak
Land [R]
Verdant Peak enters the battlefield tapped unless you control three or more other lands.
t: Add R or G to your mana pool.
Sunspore Grove
Land [R]
Sunspore Grove enters the battlefield tapped unless you control a green permanent or a white permanent.
t: Add G or W to your mana pool.
IIW: Doubt yourself
Land (R)
T: Add W or U to your mana pool. If you control three or more lands, add 1 to your mana pool instead.
UB Dredge Pits
BR Worn Lavaflow
RG Eroded Hillscape
GW Wilting Backwoods
iiw: meaningful decisions
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Sorcery (R)
Put an X/X green and red Avatar creature token onto the battlefield, where X is the number of lands you control. It fights target creature an opponent controls.
IIW: Hobo magic
Blighted Mangroove: This just seems like a more awkward Grove of the Burnwillows. Strange that green is paying life and black is giving it, but that may be necessary for symmetry if you make a five-card cycle out of this.
Lush Savannah: You can tap it in response to negate the drawback -- see the oracle text on Lake of the Dead for a way to make this work. Unfortunately, that wording would never be used on a modern day card due to the amount of text it requires. This will typically be quite a bit better than Elvish Mystic. Maybe printable, but definitely pushed. Cliffside Encampment: I'm a little hesitant about this card simply because of the presence of fetchlands in modern -- a format both sets of cards will make going first a (more) tremendous tempo advantage. Maybe I'm blowing it out of proportion though, since shock lands aren't going anywhere.
Brilliant Ridge: A longer lasting but more restrictive Tendo Ice Bridge seems fine but doesn't excite me. Should say "in addition to its other types" if you want to actually man with the man-land. Uncounterable reanimation on a land is powerful, but the price is probably fair. I wouldn't want to use this as a general-purpose dual land, but otherwise there's nothing wrong with it. This is stretching the challenge a bit, but...
Mana Reflection says this is fine, but the color restriction seems shoehorned in to fit the challenge. I would much rather see these effects separately on a new cycle of legendary lands a la Gaea's Cradle. Doesn't work as a general purpose dual, and can produce pretty dangerous amounts of mana in the right deck. This card would maybe conceivably be fair if it produced colorless, entered the battlefield tapped, and cost to make a copy. As it is, no way; it's strictly better than a Forest. I can get behind this. In a typical block these should definitely be rare, but in a slower format they could conceivably be uncommon. Great name selection. I don't really like the idea of a triggered ability like this on a land. This is possibly balanced but will likely cause a lot of judge calls to missed triggers if not outright cheating. Strictly better than Plains is a no-no. Who is Demon? This is balanced enough I suppose but modern really doesn't need more ways to make the colors you're playing irrelevant. This is kind of cute in a return to Odyssey block sort of way, but wizards has stated on the record that threshold was a mistake due (in part) to the complexity it added to limited games. I approve of nonbasic lands that promote playing basics. Compared to Clifftop Retreat this is better in the early game and a bit worse in the late game. Thawing Fields: This fills a niche I suppose, but I would put it at uncommon if anything and I'm not convinced that the niche is really worth filling with a land that may cause memory problems.
Cavernous Depths: No complaints here. It looks fair to me.
Bleeding Pit: I wouldn't run it over Blackcleave Cliffs but as a block dual land it could work.
Verdant Peak: Control and midrange decks would probably like this sort of card. Seems fine.
Sunspore Grove: Maybe a little on the weak side, but still fine for a block dual. I can't really envision a format in which these would be played outside two- or three-color aggro decks. Almost completely outclassed by Blackcleave Cliffs and the like. Cute and powerful. Lands tend to be associated more with Elementals.
Next: A man and his dog
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
Creature - Hound
Humans you control have vigilance.
When Loyal Scout enters the battlefield, put a 1/1 white Human creature token onto the battlefield at the beginning of your next upkeep.
Good boy.
2/1
IIW: Replace a KTK mechanic
Creature - Human Warrior (R)
When Careless Houndmaster enters the battlefield, put three 1/1 red Hound creature tokens onto the battlefield.
Sacrifice a Hound: Regenerate Careless Houndmaster.
2/3
Unleash the Skill 1RG
Sorcery (U)
For each creature target player controls, put a 1/1 red and green Hound creature token with haste onto the battlefield.
iiw: Meaningful Decisions
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Legendary Creature — Human Warrior (R)
When Vic of the Stray Blood enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield.
1G, Sacrifice another creature: Put a +1/+1 counter on each Wolf creature you control.
2/1
IIW: Literary references.
Instant (R)
Canine Reckoning deals damage to target player equals to the total damage sources that player controls deals damage to you this turn.
iiw: Futuristic Goblin Card
Creature-Hound (u)
Soulbond
As long as Faithful Companion is paired with a creature, both creatures attack as a band.
2/2
Regardless of race or blood, a fellow warrior in battle is the greatest morale boost of them all.
IIW: Planes, Schemes, Phenomena
"There are no two words in the English language more harmful than 'good job'." -Terrance Fletcher, Whiplash (2014)
Tiberius, Canine Sojourner 2WW
Planeswalker - Tiberius (M)
+1 - Creatures you control gain vigilance until end of turn.
-2 - You get an emblem with "Exile this emblem: Exile target creature that's attacking you or a planeswalker you control."
-6 - Tiberius gains “You can’t lose life”
[ 2 ]
IIW: Spells that cost
...
Creature — Hound (U)
Soulbond
As long as Childhood Companion is paired with another creature, if a spell or ability would place +1/+1 counters on just one of those creatures, instead it places that many counters on both.
2/2
Struggled with the wording on this one. Still not sure this works, but I suppose it gets the concept across.
IIW: Rehabilitate a broken/sucky mechanic