With the new Commander product being around the corner and it being mono colored I thought it would be fun to take a stab at designing a land that could take Command Towers spot in such a deck. Here's the card that I thought of:
Commander's Hideout
{T}: Add 1 to your mana pool.
As long as your commander is on the battlefield it has shroud.
I know it would be hexproof under new world order, but this makes it a little less powerful this way and I don't really like hexproof. I figured in a monocolored deck they could afford a cool colorless land. Anyway there's my stab at it what are everyone elses ideas?
It seems OP to me, at not interactive in the least. Sure, no one likes losing their commander early, but no one likes it when everyone's win-con is shrouded, forever. At least Lightning Greaves can be countered or responded to at instant speed. Your land can't be.
My two ideas:
Command Spire
Land T: Add 1 to your mana pool.
If your commander would enter the battlefield with any number of counters on it, instead it enters the battlefield with that many plus one counters on it.
Basically, its meant to buff up the planeswalker commanders upon entry, but also has other interactions with other Commander-centered cards such as Opal Palace.
Commander's Barracks
Land T: Add 1 to your mana pool. Add 1 more to your mana pool for each time your commander has been cast from the command zone this game.
Starts off at one, but if your commander gets removed a lot, then you can summon him for cheaper and also ramp harder.
I agree with Baron. Try a commander utility land maybe, like:
Commander's Hideout Land (R) T: Add 1 to your mana pool. T: If your commander is on the battlefield, return it to your hand.
That way you can dodge the increased casting cost for casting it from your command zone again and virtually "save" your commander. Mind you, this is still really close to broken.
Yeah, it was just the first idea off the top of my head, probably would be super annoying. @Withengar I like yours. I also thought of:
Commander's Hideout
[T]: Add 1 to your mana pool.
2, [T]: Exile target legendary permanent or planswalker, return it to the battlefield at the beginning of your next upkeep.
This may still be pretty annoying, but I think a little less so then just strait up shroud. Added planswalker to mine because of BaronVonGrixis's Command Spire (also a cool card)
I have always liked the idea of a land letting you play your commander for it's original cost, plus hate we payment is on the land. Could we make something like that?
I think letting everyone be able to cast their commander for the base price forever could be a little broken, and skirts what I feel is one of the main appeals of commander. Although I didn't like Derevi at first and now I'm ok with it. I think I still only like it to be a rare occurrence. I think something like this would be fine and cool though:
Commanders-R-Us
[T]: add 1 to your mana pool.
[T], Sacrifice Commanders-R-Us add X mana of any color in your commanders color identity to your many pool, where X is your commanders converted mana cost. You may play your commander this turn as though it had never been cast from the command zone this game.
I think this meets your request in a cool way without making it an over and over again thing. You could change it to exile instead of sac to avoid Crucible shenanigans.
I think this is more of a multicolored land though, as far as the original idea of the post I thought of this yesterday:
Commander's Tomb
As long as there is only one color in your commanders color identity Commander's Tomb has "[T]: add two mana of that color to your mana pool."
We actually playtested a land that paid for the additional casting cost of your commander, called Throne of The Lord and it was actually quite balanced! It sounds a bit unfun but considering most people were packing land removal, they could deal with it if it became too out of hand. It was good for when your strategy runs thin as your commander is too far out. The only problem is that none of were using abusive commanders, really, so it Michigan play bad with combo commanders. Anyhow, it was still actually balanced!
I think a land that paid for half the cost of your commander downside would be more worthwhile (and also unlikely to get abused when someone has a super strong commander that needs to be removed constantly). Like:
CommanderLander
Land T: Add 1 to your mana pool.
Your commander costs 1 less to cast for each time it has been cast from the command zone this game.
Note that it still produces mana to help you pay the rest of the cost anyway. While not, you know, the strongest - its a good addition.
Commander's Hideout
{T}: Add 1 to your mana pool.
As long as your commander is on the battlefield it has shroud.
I know it would be hexproof under new world order, but this makes it a little less powerful this way and I don't really like hexproof. I figured in a monocolored deck they could afford a cool colorless land. Anyway there's my stab at it what are everyone elses ideas?
My two ideas:
Command Spire
Land
T: Add 1 to your mana pool.
If your commander would enter the battlefield with any number of counters on it, instead it enters the battlefield with that many plus one counters on it.
Basically, its meant to buff up the planeswalker commanders upon entry, but also has other interactions with other Commander-centered cards such as Opal Palace.
Commander's Barracks
Land
T: Add 1 to your mana pool. Add 1 more to your mana pool for each time your commander has been cast from the command zone this game.
Starts off at one, but if your commander gets removed a lot, then you can summon him for cheaper and also ramp harder.
Avant Block: Avant -- Stormfront
Commander's Hideout
Land (R)
T: Add 1 to your mana pool.
T: If your commander is on the battlefield, return it to your hand.
That way you can dodge the increased casting cost for casting it from your command zone again and virtually "save" your commander. Mind you, this is still really close to broken.
Commander's Hideout
[T]: Add 1 to your mana pool.
2, [T]: Exile target legendary permanent or planswalker, return it to the battlefield at the beginning of your next upkeep.
This may still be pretty annoying, but I think a little less so then just strait up shroud. Added planswalker to mine because of BaronVonGrixis's Command Spire (also a cool card)
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Commanders-R-Us
[T]: add 1 to your mana pool.
[T], Sacrifice Commanders-R-Us add X mana of any color in your commanders color identity to your many pool, where X is your commanders converted mana cost. You may play your commander this turn as though it had never been cast from the command zone this game.
I think this meets your request in a cool way without making it an over and over again thing. You could change it to exile instead of sac to avoid Crucible shenanigans.
I think this is more of a multicolored land though, as far as the original idea of the post I thought of this yesterday:
Commander's Tomb
As long as there is only one color in your commanders color identity Commander's Tomb has "[T]: add two mana of that color to your mana pool."
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
CommanderLander
Land
T: Add 1 to your mana pool.
Your commander costs 1 less to cast for each time it has been cast from the command zone this game.
Note that it still produces mana to help you pay the rest of the cost anyway. While not, you know, the strongest - its a good addition.
Avant Block: Avant -- Stormfront