Card A GUU
Instant
Counter target spell
You may reveal a land card from your hand. If you do, put it into play.
Card B 1GU
Sorcery
Draw three cards, then put two cards from your hand on top of your library
You may play an additional land this turn.
Card C 1RUG
Sorcery
Destroy target land
Draw a card
You may play an additional land this turn.
Private Mod Note
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Originally Posted by Massive Marc
You know back in the old days, when there wasn't EDH, these "griefer" cards in decks were the norm. If you played a Winter Orb when you're opponents were tapped out, it was a good play. Now, you get people tell you they wanna punch you ? It's really sad how carebare this format is, to the point that some loser has to rip up your cards.
Agree. I think names and/or flavor text would give us a much better idea what these cards are. Mechanically, there's nothing wrong with them (I really like the first one especially), but right now they're mechanics in search of flavor.
I don't get the flavour behind card C, and surely Frenzied Tilling is good enough card advantage without the need for a cantrip?
It's not Frenzied Tilling, though. Tilling allows you to search for a land, while this does not. I'd say that it makes sense to me, and that the card would be much weaker if it didn't draw a card, as otherwise you would only play it if you happened to already have a land card in your hand that you weren't able to play this turn. The card draw makes the "extra land" clause much more relevant later in the game when you probably aren't holding onto a fistful of lands. That said, the card doesn't really feel blue to me, since this is pretty much a combination of Stone Rain and Explore. Green can draw cards in certain contexts, and I feel this is an appropriate one to do so without using blue as a crutch.
Instant
Counter target spell
You may reveal a land card from your hand. If you do, put it into play.
Card B 1GU
Sorcery
Draw three cards, then put two cards from your hand on top of your library
You may play an additional land this turn.
Card C 1RUG
Sorcery
Destroy target land
Draw a card
You may play an additional land this turn.
You know back in the old days, when there wasn't EDH, these "griefer" cards in decks were the norm. If you played a Winter Orb when you're opponents were tapped out, it was a good play. Now, you get people tell you they wanna punch you ? It's really sad how carebare this format is, to the point that some loser has to rip up your cards.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Agree. I think names and/or flavor text would give us a much better idea what these cards are. Mechanically, there's nothing wrong with them (I really like the first one especially), but right now they're mechanics in search of flavor.
When in doubt, call a judge.
Objectivist here. Hit me up to talk philosophy.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
It's not Frenzied Tilling, though. Tilling allows you to search for a land, while this does not. I'd say that it makes sense to me, and that the card would be much weaker if it didn't draw a card, as otherwise you would only play it if you happened to already have a land card in your hand that you weren't able to play this turn. The card draw makes the "extra land" clause much more relevant later in the game when you probably aren't holding onto a fistful of lands. That said, the card doesn't really feel blue to me, since this is pretty much a combination of Stone Rain and Explore. Green can draw cards in certain contexts, and I feel this is an appropriate one to do so without using blue as a crutch.
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