So, with [Mxx], we have the cycle of lands that require a land with a specific type to already be under your control to ETB untapped.
I am trying to develop a new cycle of these lands.
They can't be repeats, which means no life loss (as basically the most balanced forms of those that require life have already been printed), no requiring a specific land to be in play [Mxx], no requiring a certain amount of land in play [SOM], etc.
Some ideas...
ETBT unless you skip your next draw step.
ETBT unless you discard a card.
ETB with (two or three) charge counters. T: Add 1 to your mana pool. T, Remove a charge counter from ~: Add [allied color 1] or [allied color 2] to your mana pool.
ETBT unless you reveal a [allied color 1] card and a [allied color 2] card from your hand.
ETBT.
When ETB, choose an opponent. That player may draw a card. If they do, untap ~.
[/ideas]
Anything else that might work and/or which of the above is the best choice for my purposes?
ETB with (two or three) charge counters.
: Add to your mana pool.
, Remove a charge counter from ~: Add [allied color 1] or [allied color 2] to your mana pool.
I would probably still run any of the VividCycle over this one, even though they etbt. However, I can see something like this being printed.
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"Each year that passes rings you inwardly with memory and might. Wield your heart, and the world will tremble."
Whereas I'd be fine with it the way it is. Entering the battlefield untapped and then going to colorless mana helps you at the beginning of the game, but not so much for playing many spells later. At the same time, a well curved deck won't be effected by having a colorless producing land.
Then you have the new keyword proliferate which might prolong such a card's usefulness.
I'm actually most fine with the counter version of duals suggested here.
The set these would be for are being developed in a vacuum, meaning, when they release, the only cards legal to play would be in this set.
How many counters do you think would be better? Two or Three? I want to avoid making them the SOM duals, but I don't want to make them too powerful either.
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I am trying to develop a new cycle of these lands.
They can't be repeats, which means no life loss (as basically the most balanced forms of those that require life have already been printed), no requiring a specific land to be in play [Mxx], no requiring a certain amount of land in play [SOM], etc.
Some ideas...
ETBT unless you skip your next draw step.
ETBT unless you discard a card.
ETB with (two or three) charge counters.
T: Add 1 to your mana pool.
T, Remove a charge counter from ~: Add [allied color 1] or [allied color 2] to your mana pool.
ETBT unless you reveal a [allied color 1] card and a [allied color 2] card from your hand.
ETBT.
When ETB, choose an opponent. That player may draw a card. If they do, untap ~.
[/ideas]
Anything else that might work and/or which of the above is the best choice for my purposes?
: Add to your mana pool.
, Remove a charge counter from ~: Add [allied color 1] or [allied color 2] to your mana pool.
I would probably still run any of the Vivid Cycle over this one, even though they etbt. However, I can see something like this being printed.
Sieging Your Tower
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How many counters do you think would be better? Two or Three? I want to avoid making them the SOM duals, but I don't want to make them too powerful either.