Darksoul Egg2 Artifact 1, , Sacrifice Darksoul Egg: Choose one—
• Add RU or BB your mana pool.
• Draw a card. "Is the darkness in your heart like the depths of the sea—as consuming as a gaze into the fire?" —Watari, master glassblower
Here's a concept I came up with thinking of a way to re-vamp the artifact eggs from the Odyssey set.
I was a big fan of the Odyssey eggs back in the day. They were such an amazing design to me in every aspect. I legendarily strived to find a use of them, but found they were just a bit too slow to keep up with the game pace in a great majority of games. This concept here seeks to take the concept and modernize it, adding something new to the original design, and changing up the functionality a bit so that it's more diversified. It might seem like a lot, but I would like to argue that this is the least amount of functionality needed to make a design like this viable. If it were any less, it just wouldn't have the adaptability it needs for competitive play. The design needs to stay light, and is heavily justified that between the combined costs, you're really just getting your money back. The diversity of the card draw option provides a graceful alternative play, say if-and-when you pack the card for a single purpose, and it finds its use for that sometime early in the game.
So sidegrading the Eggs is pretty interesting. Modal versus both effects is a reasonable way to do it. However, this is usually going to be a non-choice; you want the ramp/fixing out of this card/cycle unless something has gone quite wrong.
The mana ability might be trying to do too much - making this cycle add enemy colors is enough of a "twist" that you don't need to also have a monocolor mana ability for the mutual allied color. Although, maybe these would be in a set with Ultimatum-ish mana costs?
Finally, Second Breakfast and variants love effects like this, although that's not a concern, considering the deck is not something taking over formats right now and was never truly degenerate, and also it has plenty of options already.
The mana ability might be trying to do too much - making this cycle add enemy colors is enough of a "twist" that you don't need to also have a monocolor mana ability for the mutual allied color.
Ahhh...I really don't think so. It might seem so, but this is really the least amount of functionality that's needed to make them viable.
Not trying to follow in those footsteps here. I'm seeking for something that's actually helpful in a competitive game. Something that can see play outside of the draft format. And the variant mana ramp is perfect for that, coupled with the potential card draw option, for if-and-when you hand comes to a dead end. The diverse options really provide players with a swimming chance, amongst an aggressive number of rough sea environments. Taking up a spot in your deck for a mana fix is a really heavy load. A design like this needs to be able to carry its own weight, or help to disperse the weight load abroad, by some tactical, or technical means. That's all that separates it from existing more as a life-saver, or as dead weight. The latter of which are sure to take the fun right out of the game, and show signs of poor development in how malfunctional or improficient they are, when by design they should be entirely the opposite.
I'd definitely split this into two separate activated abilities. Nobody wants to sit down and have to figure out whether this is a mana ability or not - just splitting it into two abilities one of which is definitely a mana ability and one that definitely isn't can prevent a lot of arguments.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
I'd definitely split this into two separate activated abilities. Nobody wants to sit down and have to figure out whether this is a mana ability or not - just splitting it into two abilities one of which is definitely a mana ability and one that definitely isn't can prevent a lot of arguments.
This is the current template for modal effects. Austere Command
I'd definitely split this into two separate activated abilities. Nobody wants to sit down and have to figure out whether this is a mana ability or not - just splitting it into two abilities one of which is definitely a mana ability and one that definitely isn't can prevent a lot of arguments.
This is the current template for modal effects. Austere Command
SecretInfiltrator knows that, but what he's trying to say is, you don't want to use modal for an effect like this due to occasional cases where activated abilities that aren't mana abilities can't be activated and similar. It creates unnecessary confusion when, for not much more text, you can have two activated abilities with the same cost, and have a more intuitive result.
Darksoul Egg1
Artifact 2, T, Sacrifice ~: Add UBR.
When ~ is put into a graveyard from the battlefield, draw a card.
But that's prolly a closer homage to Chromatic Star than the Eggs. Could likely have a place in a set with lots of tricolor costs, as void_nothing mentioned.
Letting a Storm/Eggs deck run 24 copies of Manamorphose )assuming this is a complete cycle) could get very problematic.
A realistic example turn in a Pauper deck:
Turn 1: Vault of Whispers, Disciple of the Vault.
Turn 2: Another artifact land, crack egg, crack egg, crack egg, drop a Lotus Petal you've drawn into, crack egg, crack egg, crack egg, drop another Lotus Petal, sac both Lotus Petals to Thoughtcast to get past terminals, crack egg, crack egg, get another Lotus Petal and Drafna's Restoration eventually, etc...
These aren't manamorphose, they either draw or produce mana, never both. They would be broken as heck if they drew and produced mana. These are good because they have such a low opportunity cost due to being able to centric when you no longer need ramp. That said they are possibly too strong for standard and too weak for a non specific combo deck in larger formats.
These aren't manamorphose, they either draw or produce mana, never both. They would be broken as heck if they drew and produced mana. These are good because they have such a low opportunity cost due to being able to centric when you no longer need ramp. That said they are possibly too strong for standard and too weak for a non specific combo deck in larger formats.
Chochky's proposed version both ramps and draws, and actually breaks even on total cost when the casting cost is included, it would be broken. ReapThaWhirlwind's version is actually quite well balanced, it either ramps or draws, and the ramp function requires a turn delay, otherwise it just filters on the turn it's played.
The oddity is the choice of UR or BB, which is dependent on the color distribution theme, it would fit in a set like Alara Reborn, but would feel excessive elsewhere. I feel like a version of the shadowmoor filter lands would fit in more sets.
The oddity is the choice of UR or BB, which is dependent on the color distribution theme, it would fit in a set like Alara Reborn, but would feel excessive elsewhere. I feel like a version of the shadowmoor filter lands would fit in more sets.
I always thought filter land-type mana production needed to happen more often.
The oddity is the choice of UR or BB, which is dependent on the color distribution theme, it would fit in a set like Alara Reborn, but would feel excessive elsewhere. I feel like a version of the shadowmoor filter lands would fit in more sets.
I always thought filter land-type mana production needed to happen more often.
They do strive to do that—just check my above post. However, they always come out so underwhelming, they fall too far behind the curve to be of any use. The primary reason for this is that they're too worried about "balance", and so they strive to "fix" the collective mana costs involved in a way that puts the design a critical turn or more behind the game pace. What they majorly miss out on is the factor of deck placement. In the sense that there is an expense involved with simply having to include 1~4 copies of a particular card in a deck, when it only provides technical support, and provides no offensive or defensive power by itself. Simply taking up space in the deck serves as a factor of balance, especially for designs that aren't hard ramping mana. However, they always want there to be an excessive"cost"involved, and that cost always ends up putting them that crucial turn behind the game pace, so that the design isn't viable.
I'd definitely split this into two separate activated abilities. Nobody wants to sit down and have to figure out whether this is a mana ability or not - just splitting it into two abilities one of which is definitely a mana ability and one that definitely isn't can prevent a lot of arguments.
This is the current template for modal effects. Austere Command
SecretInfiltrator knows that, but what he's trying to say is, you don't want to use modal for an effect like this due to occasional cases where activated abilities that aren't mana abilities can't be activated and similar. It creates unnecessary confusion when, for not much more text, you can have two activated abilities with the same cost, and have a more intuitive result.
Agreed. Plus, having one side of the modal be a mana ability and the other not can cause ruling headaches -- can this be activated whenever you could add mana, or not? Personally, I'm not sure, and having that ambiguity is bad. So splitting the abilities seems more optimal.
Private Mod Note
():
Rollback Post to RevisionRollBack
EDH/Commander
(W/U)(W/U)Raff Capashen, Ship's Mage: The New da Vinci (historic control)
(W/B)(W/B)Teysa Karlov: Death Be Not Kind (aristocrats)
(R/G)(R/G)Hallar, the Firefletcher: Yavimaya Burning (kicker and counters)
(B/G)(G/U)Sidisi, Brood Tyrant: Queen of the Damned (dredge)
Maybe Build
(W/U)(U/B)Aminatou, the Fateshifter: And a Child Shall Lead Them (superfriends)
The design in the original post is a weirdly templated SpellbombRitual after a turn of being in play. This is almost exclusively something that only red does now and would be completely unsuitable for a cycle of artifacts.
Combustion Spellbomb | 1
Artifact (U) R, Sacrifice THIS: Add two mana in any combination of colors. 1, Sacrifice THIS: Draw a card.
This is basically the crux of the space being mined in the original post as far as I can tell.
If I were to guess, the egg cycle existed as a source of mana fixing back when mana fixing was very bad but also in a way that enabled threshold, so single-use with the cantrip at the end. Prophetic Prism is the peak of design in the mana fixing direction because fixing mana once is just not sufficient. I'm not understanding the appeal of eggs.
Darksoul Egg 2
Artifact
1, , Sacrifice Darksoul Egg: Choose one—
• Add RU or BB your mana pool.
• Draw a card.
"Is the darkness in your heart like the depths of the sea—as consuming as a gaze into the fire?"
—Watari, master glassblower
Darkwater Egg • Shadowblood Egg • Mossfire Egg • Skycloud Egg • Sungrass Egg
I was a big fan of the Odyssey eggs back in the day. They were such an amazing design to me in every aspect. I legendarily strived to find a use of them, but found they were just a bit too slow to keep up with the game pace in a great majority of games. This concept here seeks to take the concept and modernize it, adding something new to the original design, and changing up the functionality a bit so that it's more diversified. It might seem like a lot, but I would like to argue that this is the least amount of functionality needed to make a design like this viable. If it were any less, it just wouldn't have the adaptability it needs for competitive play. The design needs to stay light, and is heavily justified that between the combined costs, you're really just getting your money back. The diversity of the card draw option provides a graceful alternative play, say if-and-when you pack the card for a single purpose, and it finds its use for that sometime early in the game.
The mana ability might be trying to do too much - making this cycle add enemy colors is enough of a "twist" that you don't need to also have a monocolor mana ability for the mutual allied color. Although, maybe these would be in a set with Ultimatum-ish mana costs?
Finally, Second Breakfast and variants love effects like this, although that's not a concern, considering the deck is not something taking over formats right now and was never truly degenerate, and also it has plenty of options already.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Ahhh...I really don't think so. It might seem so, but this is really the least amount of functionality that's needed to make them viable.
And I've been through this a million times before with a number of various designs with alike effects—scouring their potential in search of something extraordinary—only to find them falling short time and time again.
Not trying to follow in those footsteps here. I'm seeking for something that's actually helpful in a competitive game. Something that can see play outside of the draft format. And the variant mana ramp is perfect for that, coupled with the potential card draw option, for if-and-when you hand comes to a dead end. The diverse options really provide players with a swimming chance, amongst an aggressive number of rough sea environments. Taking up a spot in your deck for a mana fix is a really heavy load. A design like this needs to be able to carry its own weight, or help to disperse the weight load abroad, by some tactical, or technical means. That's all that separates it from existing more as a life-saver, or as dead weight. The latter of which are sure to take the fun right out of the game, and show signs of poor development in how malfunctional or improficient they are, when by design they should be entirely the opposite.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
This is the current template for modal effects. Austere Command
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Darksoul Egg 1
Artifact
2, T, Sacrifice ~: Add UBR.
When ~ is put into a graveyard from the battlefield, draw a card.
But that's prolly a closer homage to Chromatic Star than the Eggs. Could likely have a place in a set with lots of tricolor costs, as void_nothing mentioned.
Letting a Storm/Eggs deck run 24 copies of Manamorphose )assuming this is a complete cycle) could get very problematic.
A realistic example turn in a Pauper deck:
Turn 1: Vault of Whispers, Disciple of the Vault.
Turn 2: Another artifact land, crack egg, crack egg, crack egg, drop a Lotus Petal you've drawn into, crack egg, crack egg, crack egg, drop another Lotus Petal, sac both Lotus Petals to Thoughtcast to get past terminals, crack egg, crack egg, get another Lotus Petal and Drafna's Restoration eventually, etc...
Corrupt Control B | Burn R | UG Turbofog UG | White Weenie W | GW Tethmos WG | BG Cycling Combo BG
Enchantress GBW | Colorless Tron C | Red Deck Wins R | UG Madness UG | Mono-G Tron G | UR Puzzlehorns UR
Rhystic Tron WU| WU Prowess WU | BR Reanimator BR | Mono-R Control R | Stompy G | Temur Tron URG
Mardu Infinite Priest WBR | 85-Card Dredge BRG | Elves GU | Boros Bully RW | Jeskai Familiars RWU
Chochky's proposed version both ramps and draws, and actually breaks even on total cost when the casting cost is included, it would be broken. ReapThaWhirlwind's version is actually quite well balanced, it either ramps or draws, and the ramp function requires a turn delay, otherwise it just filters on the turn it's played.
The oddity is the choice of UR or BB, which is dependent on the color distribution theme, it would fit in a set like Alara Reborn, but would feel excessive elsewhere. I feel like a version of the shadowmoor filter lands would fit in more sets.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
They do strive to do that—just check my above post. However, they always come out so underwhelming, they fall too far behind the curve to be of any use. The primary reason for this is that they're too worried about "balance", and so they strive to "fix" the collective mana costs involved in a way that puts the design a critical turn or more behind the game pace. What they majorly miss out on is the factor of deck placement. In the sense that there is an expense involved with simply having to include 1~4 copies of a particular card in a deck, when it only provides technical support, and provides no offensive or defensive power by itself. Simply taking up space in the deck serves as a factor of balance, especially for designs that aren't hard ramping mana. However, they always want there to be an excessive "cost" involved, and that cost always ends up putting them that crucial turn behind the game pace, so that the design isn't viable.
Agreed. Plus, having one side of the modal be a mana ability and the other not can cause ruling headaches -- can this be activated whenever you could add mana, or not? Personally, I'm not sure, and having that ambiguity is bad. So splitting the abilities seems more optimal.
Combustion Spellbomb | 1
Artifact (U)
R, Sacrifice THIS: Add two mana in any combination of colors.
1, Sacrifice THIS: Draw a card.
This is basically the crux of the space being mined in the original post as far as I can tell.
If I were to guess, the egg cycle existed as a source of mana fixing back when mana fixing was very bad but also in a way that enabled threshold, so single-use with the cantrip at the end. Prophetic Prism is the peak of design in the mana fixing direction because fixing mana once is just not sufficient. I'm not understanding the appeal of eggs.
Older Magic as a Board Game: Panglacial Wurm , Mill