Scholar's Refuge
Land - [U] T: Add 1 to your mana pool. 1UWT: Put target attacking creature on top of its owner's library. Use this ability only if you control 2 or more basic lands.
General's Tent
Land - [U] T: Add 1 to your mana pool. 1WRT: Target creature gains double strike until end of turn. Use this ability only if you control 2 or more basic lands.
Inquisitor's Chamber
Land - [U] T: Add 1 to your mana pool. 1UBT: Look at the top three cards of target player's library, then put one back and the rest into that player's graveyard. Use this ability only if you control 2 or more basic lands.
Experimenter's Laboratory
Land - [U] T: Add 1 to your mana pool. 1UGT: Look at the top five cards of your library. You may reveal a creature card from among them, then put that card on top of your library and the rest on the bottom in any order. Use this ability only if you control 2 or more basic lands.
Naturalist's Garden
Land - [U] T: Add 1 to your mana pool. 1WGT: Prevent all damage target non-creature permanent would deal this turn. Use this ability only if you control 2 or more basic lands.
Witch's Hut
Land - [U] T: Add 1 to your mana pool. 1GBT: Regenerate each creature you control. Use this ability only if you control 2 or more basic lands.
Manman's Alley
Land - [U] T: Add 1 to your mana pool. 1RBT: Until end of turn, creatures you control gain "When this creature dies, it deals 1 damage to target creature or player an opponent controls." Use this ability only if you control 2 or more basic lands.
Gladiator's Stage
Land - [U] T: Add 1 to your mana pool. 1RGT: Tap an untapped target creature you control, then target opponent chooses a creature he or she controls. Those creatures fight each other. Use this ability only if you control 2 or more basic lands.
Wizard's Library
Land - [U] T: Add 1 to your mana pool. 1URT: Draw two cards, then discard two cards. Use this ability only if you control 2 or more basic lands.
Holyman's Temple
Land - [U] T: Add 1 to your mana pool. 1WBT: Return target creature card with converted mana cost 1 or less from your graveyard to the battlefield. Use this ability only if you control 2 or more basic lands.
Ignoring the balance issues, I really don't like these designs. They feel like traps. They require you to be multi-color, but also be running colorless lands and a bunch of basics. Just doesn't feel good. They are inherently inconsistent. I think you would be better off switching to a cycle of single color lands. For example...
Beasts Bestiary
Land [U] t : Add 1 to your mana pool. 2G , t : Target creature gets +3/+3 and gains trample until end of turn. Activate this ability only if you control two or more basic lands.
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Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
Your cards are fine if the set is designed like rav. Where 2 color decks was the focus..look at the original guild lands. At uncommon they are fine. Minus the power level of some. The UB and UR ones are overpowering.
Ignoring the balance issues, I really don't like these designs. They feel like traps. They require you to be multi-color, but also be running colorless lands and a bunch of basics. Just doesn't feel good. They are inherently inconsistent. I think you would be better off switching to a cycle of single color lands. For example...
Beasts Bestiary
Land [U] t : Add 1 to your mana pool. 2G , t : Target creature gets +3/+3 and gains trample until end of turn. Activate this ability only if you control two or more basic lands.
Hybrid might be even better i.e. 2(G/W) < 2G < 1GW
Ignoring the balance issues, I really don't like these designs. They feel like traps. They require you to be multi-color, but also be running colorless lands and a bunch of basics. Just doesn't feel good. They are inherently inconsistent. I think you would be better off switching to a cycle of single color lands. For example...
Huh, I never really thought about the trap mindset, but that was what I was going for (two color decks that run basics and these lands). Which is part of the reason I thought I could get away with what I thought were very powerful effects that could be repeated for 4 mana (including the land) each turn.
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Land - [U]
T: Add 1 to your mana pool.
1UWT: Put target attacking creature on top of its owner's library. Use this ability only if you control 2 or more basic lands.
General's Tent
Land - [U]
T: Add 1 to your mana pool.
1WRT: Target creature gains double strike until end of turn. Use this ability only if you control 2 or more basic lands.
Inquisitor's Chamber
Land - [U]
T: Add 1 to your mana pool.
1UBT: Look at the top three cards of target player's library, then put one back and the rest into that player's graveyard. Use this ability only if you control 2 or more basic lands.
Experimenter's Laboratory
Land - [U]
T: Add 1 to your mana pool.
1UGT: Look at the top five cards of your library. You may reveal a creature card from among them, then put that card on top of your library and the rest on the bottom in any order. Use this ability only if you control 2 or more basic lands.
Naturalist's Garden
Land - [U]
T: Add 1 to your mana pool.
1WGT: Prevent all damage target non-creature permanent would deal this turn. Use this ability only if you control 2 or more basic lands.
Witch's Hut
Land - [U]
T: Add 1 to your mana pool.
1GBT: Regenerate each creature you control. Use this ability only if you control 2 or more basic lands.
Manman's Alley
Land - [U]
T: Add 1 to your mana pool.
1RBT: Until end of turn, creatures you control gain "When this creature dies, it deals 1 damage to target creature or player an opponent controls." Use this ability only if you control 2 or more basic lands.
Gladiator's Stage
Land - [U]
T: Add 1 to your mana pool.
1RGT: Tap an untapped target creature you control, then target opponent chooses a creature he or she controls. Those creatures fight each other. Use this ability only if you control 2 or more basic lands.
Wizard's Library
Land - [U]
T: Add 1 to your mana pool.
1URT: Draw two cards, then discard two cards. Use this ability only if you control 2 or more basic lands.
Holyman's Temple
Land - [U]
T: Add 1 to your mana pool.
1WBT: Return target creature card with converted mana cost 1 or less from your graveyard to the battlefield. Use this ability only if you control 2 or more basic lands.
Beasts Bestiary
Land [U]
t : Add 1 to your mana pool.
2G , t : Target creature gets +3/+3 and gains trample until end of turn. Activate this ability only if you control two or more basic lands.
- Manite
Hybrid might be even better i.e. 2(G/W) < 2G < 1GW
Huh, I never really thought about the trap mindset, but that was what I was going for (two color decks that run basics and these lands). Which is part of the reason I thought I could get away with what I thought were very powerful effects that could be repeated for 4 mana (including the land) each turn.