Hi! I've looked in the forum but I couldn't find any other more suitable place to write apart from here ( please mods excuse me if I'm in the wrong place).
Today I've had a simple idea on how to develop new dual lands that could be legacy playable but still be strictly worse than the originals, and I'd like to know your feedback. The concept would be something like this:
....................
Burning island
Type - Island
Add U or R to your mana pool
...................
Deathly forest
Type - Forest
Add G or B to your mana pool
....................
Tough the subtype change might be silly, it actually would make fetching and deck building more challenging, as well as could lead to some awkward situations ( you couldn't fetch the second land with a polluted delta, for example, in a shardless, or the first land with a wooded foothills in a RUG delver ), but still i think they could see tons of play since they wouldn't have any of the classic drawbacks ( life loss or etb tapped ). I'd love to know your opinion and feedback. I thought as well that of they would be "too" similar to the original dual lands they could have some drawback "à la grove of the burnwillows" with opponents gaining life.
What do you you think?
Cheers!
Public Mod Note
(ExpiredRascals):
Moved to Custom Card Creation
The biggest issue when considering cards that are this close in power to the original duals, you now run into the issue of "well cool, now I can play 4x Volcanic Island and 4x Burning Island" and make almost infallible manabases. This takes away one of the tradeoffs that are supposed to be a drawback for multi color decks - consistency. While some decks might go unaffected or make no changes, you'll increase the power level of other decks even more (U/B Reanimator comes to mind, they would probably play 4x Sea, 4x Delta, and some number of "Swampy Islands"). You also give decks the ability to dodge hate cards that help keep them in check. For instance, blue based decks that struggle to beat Choke can now play "Watery Forests", the Forests that also tap for U, but aren't islands and are thus unaffected by Choke. You've inadvertently made some of the duals better than the originals by taking away elements that made them vulnerable.
Also, chucking on "Grove of the Burnwillows" lifegain is super dangerous, do we really need decks running the Punishing Fire combo, like lands, to have have even more options and ways to recur it?
Private Mod Note
():
Rollback Post to RevisionRollBack
Legacy: TES
EDH: Grand Arbiter $tax, Freyalise Stompy, Mimeoplasm Death From the Grave
Today I've had a simple idea on how to develop new dual lands that could be legacy playable but still be strictly worse than the originals, and I'd like to know your feedback. The concept would be something like this:
....................
Burning island
Type - Island
Add U or R to your mana pool
...................
Deathly forest
Type - Forest
Add G or B to your mana pool
....................
Tough the subtype change might be silly, it actually would make fetching and deck building more challenging, as well as could lead to some awkward situations ( you couldn't fetch the second land with a polluted delta, for example, in a shardless, or the first land with a wooded foothills in a RUG delver ), but still i think they could see tons of play since they wouldn't have any of the classic drawbacks ( life loss or etb tapped ). I'd love to know your opinion and feedback. I thought as well that of they would be "too" similar to the original dual lands they could have some drawback "à la grove of the burnwillows" with opponents gaining life.
What do you you think?
Cheers!
Also, chucking on "Grove of the Burnwillows" lifegain is super dangerous, do we really need decks running the Punishing Fire combo, like lands, to have have even more options and ways to recur it?
EDH: Grand Arbiter $tax, Freyalise Stompy, Mimeoplasm Death From the Grave