I've been thinking long and hard on how to get around the RL when it comes to the Dual Lands, and I'd like to see what you guys think. These lands combine a free fetch for a true dual, and also work as a 1 life loss dual land that can't be fetched with a fetchland (if that makes any sense)
Anyway, here's the renders.
Maybe have the land that you search ETB tapped? at the minimum restrict it to basic lands only.
The fetch lands didn't put a land into play tapped.. And it's searching for basic land types, so you can't use these to fetch another copy of these lands, since they don't have the basic land subtype. Maybe I'm mis-understanding what you're saying..
You lose a life when this comes in, which is acceptable. It can fetch or act as a dual. The land that it fetches comes in untapped, and you gain 1 life. That's not a bad deal right there.
The fetch lands didn't put a land into play tapped.. And it's searching for basic land types, so you can't use these to fetch another copy of these lands, since they don't have the basic land subtype. Maybe I'm mis-understanding what you're saying..
You can fetch a dual with this. These are better than the original duals as it can dodge waste land.
I will run 4 copy of these and 1 dual land in legacy easy.
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So you just created a full cycle of lands that are strictly better than fetchlands in several ways?
1) Just using them to replace fetchlands, you don't lose life on the fetch. So strictly better there.
2) They're lands that make two colors, come in untapped, and have no downside. (Yes you lose a life, but you gain it back later.)
3) They're mana fixing lands that can easily avoid Wasteland.
These would be, by far, the most played lands in eternal formats hands down. There would be literally no reason to play regular fetches, as these are strictly better. And fethces are ridiculously powerful. So in your quest to create something to replace ABU duals, you ended up making something that replaces the fetches (which aren't reserved) and are best when used in a deck alongside the ABU duals.
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You can fetch a dual with this. These are better than the original duals as it can dodge waste land.
I will run 4 copy of these and 1 dual land in legacy easy.
You could make it no longer really better than original duals, if you forced the player to choose the fetch or dual "mode" right when it is played. I suggest this:
Shmunderground sea
Land
Instead of playing ~, you may choose to discard it from your hand if you have not played a land this turn. If you do, search your library for an island or swamp and put it on the battlefield, then shuffle your library. You may not play a land this turn.
When ~ enters the battlefield, lose 1 life. T: Add U or B to your mana pool.
So you just created a full cycle of lands that are strictly better than fetchlands in several ways?
1) Just using them to replace fetchlands, you don't lose life on the fetch. So strictly better there.
2) They're lands that make two colors, come in untapped, and have no downside. (Yes you lose a life, but you gain it back later.)
3) They're mana fixing lands that can easily avoid Wasteland.
These would be, by far, the most played lands in eternal formats hands down. There would be literally no reason to play regular fetches, as these are strictly better. And fethces are ridiculously powerful. So in your quest to create something to replace ABU duals, you ended up making something that replaces the fetches (which aren't reserved) and are best when used in a deck alongside the ABU duals.
You lose the life reguardless, you only gain it back if your crack it as a fetch. So it's a free fetch yes, stickly better than a fetchland. But I don't see how they're better than true duals because you lose 1 life as a downside that you can't get back unless you fetch it and avoid Wasteland as an upside.
This is better than a dual because you can fetch a dual of the third color
True. Fixed:
Shmunderground sea
Land
Discard ~: If you have not played a land this turn, search your library for a basic island or swamp and put it on the battlefield, then shuffle your library. You may not play a land this turn.
When ~ enters the battlefield, lose 1 life. t: Add U or B to your mana pool.
Shmunderground sea
Land
Discard ~: If you have not played a land this turn, search your library for a basic island or swamp and put it on the battlefield, then shuffle your library. You may not play a land this turn.
When ~ enters the battlefield, lose 1 life. t: Add U or B to your mana pool.
Also need to restrict the activation whenever you can play a land.
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Why not the less ugly, "Discard ~: Search your library for a basic island or swamp and put it into your hand, then shuffle your library."
Or, you know, use (land)cycling which is what that is.
----
That said, these are by far the ugliest land designs I've seen in a long time. If your main objective is to dodge the RL then you can do so in another way that is more elegant and clean, like the following for instance:
Extreme Hills
Land — Plains Mountain
When Extreme Hills enters the battlefield, lose 1 life.
Why not the less ugly, "Discard ~: Search your library for a basic island or swamp and put it into your hand, then shuffle your library."
Or, you know, use (land)cycling which is what that is.
----
That said, these are by far the ugliest land designs I've seen in a long time. If your main objective is to dodge the RL then you can do so in another way that is more elegant and clean, like the following for instance:
Extreme Hills
Land — Plains Mountain
When Extreme Hills enters the battlefield, lose 1 life.
Insert the drawback of your choice.
Wouldn't that just be a ping land?
What I was trying to get is a dual land that hurts you for 1, but you can use to get that one loss of life back and thin your deck like a fetchland, using it to fetch a true ABU dual, if you had access to it.
Wouldn't that just be a ping land?
What I was trying to get is a dual land that hurts you for 1, but you can use to get that one loss of life back and thin your deck like a fetchland, using it to fetch a true ABU dual, if you had access to it.
I have a question. What's wrong with normal fetch lands? Why do you need to negate any drawback they had by canceling out the life loss? The cards in the OP are ridiculously broken. You know how every fetch land is worth over $35 now? That's because of how good they already are. These are strictly better.
You said earlier you don't see how they're better than duals. Well guess what. Plop your R/G fetch down. Crack it. Get a Taiga. Oh look, now you have a dual, you didn't lose any life, AND you thinned your deck. Maybe you needed white instead. Get your Plateau or your Savannah. It doesn't matter if you lose access to R/G by popping it. You still had the option to get a R/G dual if you want your 1 life back, OR you can exchange one color for a third.
I have a question. What's wrong with normal fetch lands? Why do you need to negate any drawback they had by canceling out the life loss? The cards in the OP are ridiculously broken. You know how every fetch land is worth over $35 now? That's because of how good they already are. These are strictly better.
You said earlier you don't see how they're better than duals. Well guess what. Plop your R/G fetch down. Crack it. Get a Taiga. Oh look, now you have a dual, you didn't lose any life, AND you thinned your deck. Maybe you needed white instead. Get your Plateau or your Savannah. It doesn't matter if you lose access to R/G by popping it. You still had the option to get a R/G dual if you want your 1 life back, OR you can exchange one color for a third.
Okay, well if I left it one loss it's still a better fetch, since it acts as a dual as well. Everything else you said, thats what I was trying to do. Thin your deck if you crack it to get a true dual, therefore exposing yourself to a wasteland and act as a dual thats not exposed to wasteland.
So would leaving one loss of life in make it more 'balanced'?
I don't see in your example how this is any different than a normal fetchland, except you do it for free on my original renders. A Polluted Delta can fetch a Underground Sea or Badlands , Bayou, Tropical Island, Scrubland, Tundra or a Volcanic Island How are mine any different than that except you can use it as a different dual land until you want to crack it, and if/when you crack if you get your one life back?
I'm not trying to argue and I appreciate the criticism, I'm not feeling very well today and might just be a little slow in understanding.
Okay, well if I left it one loss it's still a better fetch, since it acts as a dual as well. Everything else you said, thats what I was trying to do. Thin your deck if you crack it to get a true dual, therefore exposing yourself to a wasteland and act as a dual thats not exposed to wasteland.
So would leaving one loss of life in make it more 'balanced'?
It's a start, but it's not enough. They're still just better versions of fetches. You never answered my question, though. Why do you need lands that are better than the already very good fetch lands?
River of Blood (Rare)
Land T: Add B or R to your mana pool.
Magic might finally be there.
Not for this one, no. It's "strictly better" than a basic land. That is, comes into play untapped/taps for colored mana without drawback, and has an additional ability.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
It's a start, but it's not enough. They're still just better versions of fetches. You never answered my question, though. Why do you need lands that are better than the already very good fetch lands?
Well, the Onslaught fetches haven't been reprinted so they're not in modern and everyone is always complaining about the ABU duals not being able to be reprinted. So I figured I'd kill 2 birds with one stone.
Still borderlining in ridiculously good. But an improvement anyway. Here's a better solution: Just reprint the fetches as normal. Then you can do this:
Cardname
Land
When ~ enters the battlefield, you lose 1 life.
T: Add A or B to your mana pool.
And just leave it at that.
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Well, the Onslaught fetches haven't been reprinted so they're not in modern and everyone is always complaining about the ABU duals not being able to be reprinted. So I figured I'd kill 2 birds with one stone.
There's no way any of these are even close to seeing modern.
I don't think the "solution" to the reserved list problem is to try and one-up the most powerful lands ever.
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This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Anyway, here's the renders.
http://forums.mtgsalvation.com/showthread.php?t=517520
Standard: UWG Bant Control
EDH: UArcum Dagsson
Modern: Affinity
Vintage: BUR Grixis Control
Legacy: W Mono-White : U Merfolk : BUG Esper Stoneblade : RBG Punishing Jund : B Reanimator : RU Sneak and Show : GB Infect : RG Red/Green Devotion : RUG RUG Delver
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The fetch lands didn't put a land into play tapped.. And it's searching for basic land types, so you can't use these to fetch another copy of these lands, since they don't have the basic land subtype. Maybe I'm mis-understanding what you're saying..
http://forums.mtgsalvation.com/showthread.php?t=517520
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
You can fetch a dual with this. These are better than the original duals as it can dodge waste land.
I will run 4 copy of these and 1 dual land in legacy easy.
Wanna hear what I think about restaurants?
Check out my http://damancy.blogspot.com/
Trust me! IM FAT!!!!
1) Just using them to replace fetchlands, you don't lose life on the fetch. So strictly better there.
2) They're lands that make two colors, come in untapped, and have no downside. (Yes you lose a life, but you gain it back later.)
3) They're mana fixing lands that can easily avoid Wasteland.
These would be, by far, the most played lands in eternal formats hands down. There would be literally no reason to play regular fetches, as these are strictly better. And fethces are ridiculously powerful. So in your quest to create something to replace ABU duals, you ended up making something that replaces the fetches (which aren't reserved) and are best when used in a deck alongside the ABU duals.
You could make it no longer really better than original duals, if you forced the player to choose the fetch or dual "mode" right when it is played. I suggest this:
Shmunderground sea
Land
Instead of playing ~, you may choose to discard it from your hand if you have not played a land this turn. If you do, search your library for an island or swamp and put it on the battlefield, then shuffle your library. You may not play a land this turn.
When ~ enters the battlefield, lose 1 life.
T: Add U or B to your mana pool.
^or a less clunkily worded version of that.
You lose the life reguardless, you only gain it back if your crack it as a fetch. So it's a free fetch yes, stickly better than a fetchland. But I don't see how they're better than true duals because you lose 1 life as a downside that you can't get back unless you fetch it and avoid Wasteland as an upside.
http://forums.mtgsalvation.com/showthread.php?t=517520
Wanna hear what I think about restaurants?
Check out my http://damancy.blogspot.com/
Trust me! IM FAT!!!!
Yeah, but you lose 1 life until you decide to crack it. Then you don't have access to the 2 colors these cards produced.
I don't see how this is different than a fetchland is now, except it's a free fetch that you can use when you want a true dual.
http://forums.mtgsalvation.com/showthread.php?t=517520
True. Fixed:
Shmunderground sea
Land
Discard ~: If you have not played a land this turn, search your library for a basic island or swamp and put it on the battlefield, then shuffle your library. You may not play a land this turn.
When ~ enters the battlefield, lose 1 life.
t: Add U or B to your mana pool.
Also need to restrict the activation whenever you can play a land.
Wanna hear what I think about restaurants?
Check out my http://damancy.blogspot.com/
Trust me! IM FAT!!!!
Or, you know, use (land)cycling which is what that is.
----
That said, these are by far the ugliest land designs I've seen in a long time. If your main objective is to dodge the RL then you can do so in another way that is more elegant and clean, like the following for instance:
Extreme Hills
Land — Plains Mountain
When Extreme Hills enters the battlefield, lose 1 life.
Insert the drawback of your choice.
Wouldn't that just be a ping land?
What I was trying to get is a dual land that hurts you for 1, but you can use to get that one loss of life back and thin your deck like a fetchland, using it to fetch a true ABU dual, if you had access to it.
http://forums.mtgsalvation.com/showthread.php?t=517520
I have a question. What's wrong with normal fetch lands? Why do you need to negate any drawback they had by canceling out the life loss? The cards in the OP are ridiculously broken. You know how every fetch land is worth over $35 now? That's because of how good they already are. These are strictly better.
You said earlier you don't see how they're better than duals. Well guess what. Plop your R/G fetch down. Crack it. Get a Taiga. Oh look, now you have a dual, you didn't lose any life, AND you thinned your deck. Maybe you needed white instead. Get your Plateau or your Savannah. It doesn't matter if you lose access to R/G by popping it. You still had the option to get a R/G dual if you want your 1 life back, OR you can exchange one color for a third.
Okay, well if I left it one loss it's still a better fetch, since it acts as a dual as well. Everything else you said, thats what I was trying to do. Thin your deck if you crack it to get a true dual, therefore exposing yourself to a wasteland and act as a dual thats not exposed to wasteland.
So would leaving one loss of life in make it more 'balanced'?
I don't see in your example how this is any different than a normal fetchland, except you do it for free on my original renders. A Polluted Delta can fetch a Underground Sea or Badlands , Bayou, Tropical Island, Scrubland, Tundra or a Volcanic Island How are mine any different than that except you can use it as a different dual land until you want to crack it, and if/when you crack if you get your one life back?
I'm not trying to argue and I appreciate the criticism, I'm not feeling very well today and might just be a little slow in understanding.
http://forums.mtgsalvation.com/showthread.php?t=517520
It's a start, but it's not enough. They're still just better versions of fetches. You never answered my question, though. Why do you need lands that are better than the already very good fetch lands?
City of Gold (Rare)
Land
City of Gold enters the battlefield tapped.
T: Add one mana of any color to your mana pool.
and
River of Blood (Rare)
Land
T: Add B or R to your mana pool.
Magic might finally be there.
Not for this one, no. It's "strictly better" than a basic land. That is, comes into play untapped/taps for colored mana without drawback, and has an additional ability.
I would print both of these in a supplemental product (i.e. so long as they weren't legal in standard or modern)
This has made a lot of people very angry and been widely regarded as a bad move."
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A Good Place to Start Designing
Well, the Onslaught fetches haven't been reprinted so they're not in modern and everyone is always complaining about the ABU duals not being able to be reprinted. So I figured I'd kill 2 birds with one stone.
http://forums.mtgsalvation.com/showthread.php?t=517520
http://forums.mtgsalvation.com/showthread.php?t=517520
Cardname
Land
When ~ enters the battlefield, you lose 1 life.
T: Add A or B to your mana pool.
And just leave it at that.
There's no way any of these are even close to seeing modern.
I don't think the "solution" to the reserved list problem is to try and one-up the most powerful lands ever.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing