Horizon Gate1
Artifact (R) ,T: Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library. You can’t play a land this turn. Activate this ability only as a sorcery and only if you haven’t played a land this turn.
This is clearly a very powerful card, able to constantly thin out your deck and give you consistent land drops. My question is this: Is there a way to make this card less powerful, whether it be through drawbacks or a lessening of the land-fetching?
Dahammer4
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature." t: Equipped creature gains flying until end of turn.
Equip 3
Horizon Gate1
Artifact (R) ,T: Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library. You can’t play a land this turn. Activate this ability only as a sorcery and only if you haven’t played a land this turn.
This is clearly a very powerful card, able to constantly thin out your deck and give you consistent land drops. My question is this: Is there a way to make this card less powerful, whether it be through drawbacks or a lessening of the land-fetching?
Comments/concerns/critiques appreciated.
This card already exists, except it costs 1 more to cast. Journeyer's Kite
Private Mod Note
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Rollback Post to RevisionRollBack
Check out the thread for my cube if you have the time, and tell me how terrible it is.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Horizon Gate1
Artifact (R) ,T: Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library. You can’t play a land this turn. Activate this ability only as a sorcery and only if you haven’t played a land this turn.
This is clearly a very powerful card, able to constantly thin out your deck and give you consistent land drops. My question is this: Is there a way to make this card less powerful, whether it be through drawbacks or a lessening of the land-fetching?
Artifact (R)
,T: Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library. You can’t play a land this turn. Activate this ability only as a sorcery and only if you haven’t played a land this turn.
This is clearly a very powerful card, able to constantly thin out your deck and give you consistent land drops. My question is this: Is there a way to make this card less powerful, whether it be through drawbacks or a lessening of the land-fetching?
Comments/concerns/critiques appreciated.
Sigpic by Rivenor
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature."
t: Equipped creature gains flying until end of turn.
Equip 3
Courtesy of Crepes
[OMC] Omerium's Collapse
This card already exists, except it costs 1 more to cast. Journeyer's Kite
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
i could cheat this with Clock of Omens, Esper Sojourners, Fatestitcher, Hematite Talisman, Lapis Lazuli Talisman, Malachite Talisman, Merfolk Skyscout, Nacre Talisman, Onyx Talisman, Rimewind Taskmage , Telekinetic Bonds, Tidewater Minion , Unbender Tine , Captain of the Mists , Voltaic Key and put in play more manas and empity my deck out of lands in commander it would be soo ridiculous powerfull