Unammed 1
Land
Unammed 1 enters the battlefield tapped. T : Add W or U.
, T, Sacrifice Unammed 1: Add two mana in any combination of colors.
Unammed 2
Land
Unammed 2 enters the battlefield tapped.
When Unammed 2 enters the battlefield, you may pay 1 life. If you do, add one mana of any color. T : Add W or U.
Unammed 3
Land
Unammed 3 enters the battlefield tapped. T : Add C. 1, T : Add WW, WU or UU.
Unammed 4
Land
If Unammed 4 would enter the battlefield, sacrifice an untapped plains or an untapped island instead. If you do, put Unammed 4 onto the battlefield. If you don't, put it into its owner's graveyard. T : Add WW, WU or UU.
Unammed 5
Land T : Add C. T : Add WU. Activate this only if you control a white and a blue legendary permanent.
Unammed 6
Land T : Add C. T : Add W or U. Activate this only if you control a white or blue permanent.
Unammed 7
Land - Plains Island (T : Add W or U)
As long as you control another plains and an another island, Unammed 7, produces C instead of any other type of mana.
Unammed 8
Land - Plains Island (T : Add W or U.)
When Unammed 8 enters the battlefield, tap all other plains and islands you control.
I think #7 is the best design of this bunch, and would like a cycle of those to show up in booster packs in the common slot so I could get them in drafts.
Sorched Temple v2. Replace 1 mana with "sacrifice a land". Better drawback?
Unammed 5. I thought about changing AND to OR.
Unammed 9
Land T: Add C. T: Add W or U. You can only spend this mana on white and/or blue instants or sorceries.
The drawback in n 6 is kinda backwards. You need blue or white mana to have a blue or white permanent in first place.
Unammed 10
Land T: Add C. T: Add W or U. Activate this only if you have a blue or white card in your graveyard.
Unammed 8 v2
Land - Paradise
When ~ enters the battlefield, if you control three or more paradises, choose two and sacrifice the rest. T: Add W or U.
Triland 1
Land - Maze
When ~ enters the battlefield, if you control two or more mazes, choose one and sacrifice the rest. T: Add W, U or R.
Making it legendary isn't a drawback, because you can still have another of the cycle since it has a different name. The drawback is a "legendary subtype", you can only have one or two of that land subtype in play.
Land
1, Pay 2 life, T : Add CCC.
Unammed 1
Land
Unammed 1 enters the battlefield tapped.
T : Add W or U.
, T, Sacrifice Unammed 1: Add two mana in any combination of colors.
Unammed 2
Land
Unammed 2 enters the battlefield tapped.
When Unammed 2 enters the battlefield, you may pay 1 life. If you do, add one mana of any color.
T : Add W or U.
Unammed 3
Land
Unammed 3 enters the battlefield tapped.
T : Add C.
1, T : Add WW, WU or UU.
Unammed 4
Land
If Unammed 4 would enter the battlefield, sacrifice an untapped plains or an untapped island instead. If you do, put Unammed 4 onto the battlefield. If you don't, put it into its owner's graveyard.
T : Add WW, WU or UU.
Unammed 5
Land
T : Add C.
T : Add WU. Activate this only if you control a white and a blue legendary permanent.
Unammed 6
Land
T : Add C.
T : Add W or U. Activate this only if you control a white or blue permanent.
Unammed 7
Land - Plains Island
(T : Add W or U)
As long as you control another plains and an another island, Unammed 7, produces C instead of any other type of mana.
Unammed 8
Land - Plains Island
(T : Add W or U.)
When Unammed 8 enters the battlefield, tap all other plains and islands you control.
1, probably fine.
2, way too strong. It shouldn't add any color.
3, strictly better filterlands are probably too good.
4, the bounce lands are generally better.
5, might be too weak, the fact that it needs a white and blue legendary hurts it.
6, weak but not too weak.
7, this one sits at an interesting spot. Its downright garbage in most situations, but is an original dual for a light splash.
8, an irrelevant downside stapled onto an original dual. This downside only punishes the most inexperienced/incompetent players
Unammed 5. I thought about changing AND to OR.
Unammed 9
Land
T: Add C.
T: Add W or U. You can only spend this mana on white and/or blue instants or sorceries.
The drawback in n 6 is kinda backwards. You need blue or white mana to have a blue or white permanent in first place.
Unammed 10
Land
T: Add C.
T: Add W or U. Activate this only if you have a blue or white card in your graveyard.
Unammed 8 v2
Land - Paradise
When ~ enters the battlefield, if you control three or more paradises, choose two and sacrifice the rest.
T: Add W or U.
Triland 1
Land - Maze
When ~ enters the battlefield, if you control two or more mazes, choose one and sacrifice the rest.
T: Add W, U or R.
Making it legendary isn't a drawback, because you can still have another of the cycle since it has a different name. The drawback is a "legendary subtype", you can only have one or two of that land subtype in play.
Land
At the beginning of your upkeep, Unammed 11 deals 1 damage to you unless you control a white or blue permanent.
T: Add W or U.
Had a better idea to replace n 6.
Unammed 12
Land
At the beginning of you upkeep, sacrifice Unammed 12 unless you return a plains or island to your hand.
T: Add WU.
Seems too good for 1st and 2nd turns.
Unammed 13
Land
T: Add C. If you played a plains or island this turn, add W or U instead.
The mechanic is obviously copied from River of Tears.