These are lands from the second set in my Aeon Origins block. I have made about 3 sets so far, they are all in my sig if you want to check them out, Twilight's Fall is the one I am working on now and is still in development and nearly done. These are some lands I have been working on, let me know what you think, and if you want to skim threw my other sets please do. There are way to many to expect anyone to look at them all but it would be nice.
These lands are all based on the main tribes of Aeon Origins,
They are: W: Angels U: Djinn B: Vampires/Reapers/Devils R: Lycanthrope/Devils G: Dinosaurs
Here is a text version of the basics of these lands for those who might not be able to see the renders.
<cardname> Land
If <cardname> is in your opening hand, you may begin the game with it in play. If you do, put it into play tapped, it can’t untap during your next turn. You may only put nonbasic lands with the same name as this one into play this way and during your next turn.
T: Add <colored mana> to your mana pool.
If <cardname> is in your opening hand, you may begin the game with it in play. If you do, put it into play tapped. Only nonbasic lands with the same name as this one can be put into play this turn.
T: Add <colored mana> to your mana pool.
"you may begin the game" vs "this turn"
Considering the land comes into play before the game begins, the "this turn" clause makes no sense. If you meant that only x lands of the same name can be played before the game begins, this poses problems when 2 players start the game with their different lands. Say player A has X land, while B has Y land, player A playing X land means player B can no longer play his Y land (since it isn't the same name as X). The problem is that because all this happens before the game begins, who gets to play his land first, player A or player B?
Also, these lands are strictly better than basic lands. Holy Sanctum, for instance, is strictly better than plains -- it does what plains do (ie taps for white mana with no drawback/requirement), but has an additional ability tacked onto it. In fact, I'd say these lands are broken, not simply strictly better, especially since the "comes into play tapped" clause is fairly useless. When the game starts you get an untap step, so it untaps anyway when the turn begins.
I can't imagine a deck of the appropriate color _not_ running them, on the off chance of getting a free land drop.
I'm pretty sure they're still busted, because of the whole more than one in hand thing super accelerates you... but I like the concept... except that its too good
Private Mod Note
():
Rollback Post to RevisionRollBack
-This signature intentionally left blank to increase general intrigue and mystery-
Holy Sanctum
Land
CARDNAME enters the field tapped.
When CARDNAME enters the field, if it is your first turn of the game, you may put a <basic?> Plains from your hand onto the field <tapped?>. T: Add W to your mana pool.
It is still crazy of course, but it restricts your deck construction if you want to hit it consistently.
Hmm, kind of interesting now. The unfortunate thing is that right now it's still strictly better than a basic land, unless you somehow force someone to start with it in play, since it seems like you put the disadvantage there. If someone starts with a single one in their hand, no way are they going to play it over something like a plains since that could set them back. But the trouble with things like that is people can cheat and choose to not put something like this into play when the game begins, even if there is no may clause.
I think what you have to do is something like this.
Holy Sanctum Land
If Holy Sanctum is in your opening hand, you may begin the game with it in play.
Unless you control another land named Holy Sanctum, Holy Sanctum comes into play tapped and you may only play lands named Holy Sanctum during your next turn.
:symtap:: Add to your mana pool.
This way (assuming that "next turn" would mean "first turn" if it happens to come into play before the game begins,) there will always be a drawback in that it could really set you back on lands, but if you happen to get two or more in your opening hand (7% chance) then it can really accelerate you. Unfortunately, that's also super wordy.
These lands are all based on the main tribes of Aeon Origins,
They are:
W: Angels
U: Djinn
B: Vampires/Reapers/Devils
R: Lycanthrope/Devils
G: Dinosaurs
Here is a text version of the basics of these lands for those who might not be able to see the renders.
<cardname>
Land
If <cardname> is in your opening hand, you may begin the game with it in play. If you do, put it into play tapped, it can’t untap during your next turn. You may only put nonbasic lands with the same name as this one into play this way and during your next turn.
T: Add <colored mana> to your mana pool.
"you may begin the game" vs "this turn"
Considering the land comes into play before the game begins, the "this turn" clause makes no sense. If you meant that only x lands of the same name can be played before the game begins, this poses problems when 2 players start the game with their different lands. Say player A has X land, while B has Y land, player A playing X land means player B can no longer play his Y land (since it isn't the same name as X). The problem is that because all this happens before the game begins, who gets to play his land first, player A or player B?
Also, these lands are strictly better than basic lands. Holy Sanctum, for instance, is strictly better than plains -- it does what plains do (ie taps for white mana with no drawback/requirement), but has an additional ability tacked onto it. In fact, I'd say these lands are broken, not simply strictly better, especially since the "comes into play tapped" clause is fairly useless. When the game starts you get an untap step, so it untaps anyway when the turn begins.
I can't imagine a deck of the appropriate color _not_ running them, on the off chance of getting a free land drop.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
It is still crazy of course, but it restricts your deck construction if you want to hit it consistently.
I think what you have to do is something like this.
Holy Sanctum
Land
If Holy Sanctum is in your opening hand, you may begin the game with it in play.
Unless you control another land named Holy Sanctum, Holy Sanctum comes into play tapped and you may only play lands named Holy Sanctum during your next turn.
:symtap:: Add to your mana pool.
This way (assuming that "next turn" would mean "first turn" if it happens to come into play before the game begins,) there will always be a drawback in that it could really set you back on lands, but if you happen to get two or more in your opening hand (7% chance) then it can really accelerate you. Unfortunately, that's also super wordy.
-
Edit: I prefer Silvercut's version.