Farscape (Rare)
Land 3: Reveal this card from your hand and put it onto the battlefield with a dream counter on it. t: Add C. If Farscape has a dream counter on it, instead add one mana of any type.
Definitely rare, given that it ramps you, at instant speed, no less. See: Drownyard Temple
I’ve seen it. But I’ve also seen Manalith. Thus the question.
Manalith doesn't have flash and requires 3 mana to come out. Two significant upgrades for a weaker mana ability. Which would you rather see in an opening hand with two other lands? Remember "being a land" is a massive upside when attached to just about any mechanic in the game compared to something that just has said mechanic.
I vote uncommon. I'd reserve uncommon more for workhorse staples that can fit into many different archetypes, and rare for cards that are either very splashy or require a whole deck to be built around them. But that's just my philosophy.
I vote uncommon. I'd reserve uncommon more for workhorse staples that can fit into many different archetypes, and rare for cards that are either very splashy or require a whole deck to be built around them. But that's just my philosophy.
Thanks ienhorn. That was my thinking, too.
But now that it’s been pointed out, I can see reasons why it should be rare:
It can’t be countered (barring Stifles).
It has flash.
It’s modal.
It’s just kind of funky.
I could see it downgraded to Uncommon as a reprint in a Masters or Commander set.
It could be nerfed to uncommon by limiting the activation to sorcery speed and/or having it enter the battlefield tapped, but I think in the long run the rare version is balanced and would be more fun to play with.
Rare as written, but low end. Never going to be an exciting pull.
Uncommon if you add ETB tapped, tapped offsets the functional flash.
Uncommon in a Landfall set, to provide an instant landfall option to all colors in draft.
I would make it Common in a Commander precon, just cram one into each deck that year, it's decent ramp but hardly broken in Commander.
Farscape (Rare or Uncommon)
Land 3: Put this card from your hand onto the battlefield. t: Add C.
I would put this as uncommon, I generally expect a more unique or existing ability from a rare. This really isn't that exciting . Feels too much like another colorless land with a small upside to a basic land. (But I really like the effect)
It's not particularly exciting, so rare feels bad. It's also not terribly impactful, being a colorless land. It's also not complex, though it is fairly lenticular. The decks that want this card most are draw-go control decks and landfall decks, so it is certainly attractive due to its pure gameplay value.
It really wants to be uncommon and I'm not sure I see a big enough argument for it being rare. This falls into the category of cards like efficient card draw or spot removal. It's an efficient tool, nothing more. Even taking into account that you may not want to see it too often in draft, uncommon is still a good place for it. Uncommon is the ideal spot for powerful, low-impact utility cards. Of course, that depends on the set having a high-profile theme that wants to use it. I've always though personally that Drownyard Temple should have been uncommon anyway.
If you really have concerns, you could always have it enter tapped, or have the ability put it into play tapped. You could also limit it to sorcery speed.
I can see two questions coming up for new players though: "Does this count as my land per turn?" and "Does this count as casting a spell?" Still, uncommon doesn't really need to worry too much about stuff like that.
There is nothing unique and exciting about 95 % of all rare lands. They just have the ability to tap for either COLOR or COLOR mana. Just like every other dual land. Boring and unexciting. But powerful!
The effect is rare. The card should be rare according to Magic: the Gathering.
Most rare lands are rare specifically to sell boosters, because mana fixing is important for competitive constructive. This card doesn't have the same kind of demand and therefore would not sell packs at rare the same way duals would.
Rarity is not really something that can be determined from a card in a vacuum. It is heavily dependent on the limited environment for which it is printed. This is obvious when you see rarity shifts happen all the time depending on the set the card is released in.
Activating from hand should be fine - see cycling, channel, forecast etc.
I'm ok with uncommon as is, but spicing it up to like City of Brass or activated creature land or something could make it a fun rare.
Hm, it should reveal as part of the cost. Faerie Macabre, Cycling, and Channel reveal the card (by discarding it) as part of the cost, Forecast cards reveal as part of the cost. It's not a land play, so the ability might be countered or responded to, your opponent needs to have the information that it is in your hand and going to enter the battlefield when the ability resolves.
Activating from hand should be fine - see cycling, channel, forecast etc.
I'm ok with uncommon as is, but spicing it up to like City of Brass or activated creature land or something could make it a fun rare.
If spicing it up for rare is an option, I'd add "Add one mana of any color. Return ~ to it's owners hand."
Maybe "~ enters the battlefield tapped if you played it." with some "(This doesn't count as playing a land.)" reminder text for the ability? I feel like that would drop it solidly to uncommon.
Hm, it should reveal as part of the cost. Faerie Macabre, Cycling, and Channel reveal the card (by discarding it) as part of the cost, Forecast cards reveal as part of the cost. It's not a land play, so the ability might be countered or responded to, your opponent needs to have the information that it is in your hand and going to enter the battlefield when the ability resolves.
Activating from hand should be fine - see cycling, channel, forecast etc.
I'm ok with uncommon as is, but spicing it up to like City of Brass or activated creature land or something could make it a fun rare.
Better to put the reveal in the reminder text than force players to go to a FAQ or the comp rules for it:
702.48. Ninjutsu
702.48a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield from your hand tapped and attacking.”
Better to put the reveal in the reminder text than force players to go to a FAQ or the comp rules for it:
702.48. Ninjutsu
702.48a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield from your hand tapped and attacking.”
Land
3: Reveal this card from your hand and put it onto the battlefield with a dream counter on it.
t: Add C. If Farscape has a dream counter on it, instead add one mana of any type.
I’ve seen it. But I’ve also seen Manalith. Thus the question.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Manalith doesn't have flash and requires 3 mana to come out. Two significant upgrades for a weaker mana ability. Which would you rather see in an opening hand with two other lands? Remember "being a land" is a massive upside when attached to just about any mechanic in the game compared to something that just has said mechanic.
Also Precedent: Terrain Generator. Feels a bit like Ghost Town, too.
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
Thanks ienhorn. That was my thinking, too.
But now that it’s been pointed out, I can see reasons why it should be rare:
It can’t be countered (barring Stifles).
It has flash.
It’s modal.
It’s just kind of funky.
I could see it downgraded to Uncommon as a reprint in a Masters or Commander set.
It could be nerfed to uncommon by limiting the activation to sorcery speed and/or having it enter the battlefield tapped, but I think in the long run the rare version is balanced and would be more fun to play with.
Uncommon if you add ETB tapped, tapped offsets the functional flash.
Uncommon in a Landfall set, to provide an instant landfall option to all colors in draft.
I would make it Common in a Commander precon, just cram one into each deck that year, it's decent ramp but hardly broken in Commander.
I would put this as uncommon, I generally expect a more unique or existing ability from a rare. This really isn't that exciting . Feels too much like another colorless land with a small upside to a basic land. (But I really like the effect)
It really wants to be uncommon and I'm not sure I see a big enough argument for it being rare. This falls into the category of cards like efficient card draw or spot removal. It's an efficient tool, nothing more. Even taking into account that you may not want to see it too often in draft, uncommon is still a good place for it. Uncommon is the ideal spot for powerful, low-impact utility cards. Of course, that depends on the set having a high-profile theme that wants to use it. I've always though personally that Drownyard Temple should have been uncommon anyway.
If you really have concerns, you could always have it enter tapped, or have the ability put it into play tapped. You could also limit it to sorcery speed.
I can see two questions coming up for new players though: "Does this count as my land per turn?" and "Does this count as casting a spell?" Still, uncommon doesn't really need to worry too much about stuff like that.
otherwise, how are u activating the ability from a hidden zone?
I'm ok with uncommon as is, but spicing it up to like City of Brass or activated creature land or something could make it a fun rare.
Ninjutsu
Better to put the reveal in the reminder text than force players to go to a FAQ or the comp rules for it:
702.48. Ninjutsu
702.48a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield from your hand tapped and attacking.”
BAH! Anyways, restrictions (and thread comments) breed creativity.