Moss_Elemental
I like the land, though I think it should have been common. The P/T on the creature is a bit odd, and I think the ability is off color.
SelesnyaNewLife
The land is a bit restrictive, and probably should have been "snow permanent" or "snow land" instead of "nonland snow permanent". The creature however, is pretty much perfect.
Raikou Rider
Both the land and the creature are interesting, but I don't really get the flavor of either. They also don't seem to have much to do with each other.
L0ng5h0t
The land simply better than a plains. That being said, the idea of having a land that produces a dude on ETB instead of being a straight "manland" is very interesting. The creature is interesting as well, but I think it should be a 1/1 or a 0/2 instead of a 2/2.
Jimmy Grove
The land should be rare, but otherwise it's good. However, I really dislike the creature. It just sort of seems pasted together, and is way too cluttered ability wise.
herbert west
I love both your creature and your land. I think the creature should probably be a bit more aggressively cost, rare and/or mono colored, but otherwise it's good. The land is just awesome, though the penalty for snow creatures might be a little too much.
ClearwaterStilts
I like the idea of a land with vanishing, so to speak, but I don't think the whole produces "U, B, or S works. The creature is alright and has good synergy with your land, but is has one form of evasion too many.
Top 3:
1. herbert west 2. SelesnyaNewLife 3. Jimmy Grove
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Wantonwizard: Feeding off of MTG's bloated corpse since 1996.
Land: As a snow version of Shimmering Grotto, the concept works just fine. But it's pretty narrow.
Creature: The body and cost are fair. It seems a little weird to have protection granting on a blue card. Blue wants to protect with grants hexproof or shroud. Armored Guardian
Land: Fine design. It seems plausible.
Creature: An upgraded Coiling Oracle. It'd be a fun card to play, but the design seems unexciting.
Land: Everyone seems to be making decent lands. It's difficult to compare them. I would say that any land that can produce 2 or more mana can be quite powerful, but it's hard to say how powerful without testing.
Creature: I like the mini-Ashiok ability on this guy. Plus, I have always thought Telepathy as a bonus should be used more often.
Land: Perfect flavor between your land concept and the ability. This is really cool.
Creature: This guy is really neat. I like the two modes, but more importantly, I like how you can use one instantly, but you have to wait a turn to activate the other. This is done rarely, but it makes for some interesting game options.
Land: Another cool pairing of theme and mechanic. I think that Silence effects have always been at rare. Specific spell-type stopping can be at uncommon. Still, I like this land a lot.
Creature: Solid limited man. Also, the condition on the mana used to pay the cost will reward more vigilant players who think about how they tap their mana, and I like skill testers.
Land: I like the flavor of this, but getting a two-mana discount on creatures is pretty strong, even if they do come into play tapped. A prismatic land with the same drawback might be cool.
Creature: This guy tells a cool story. He survives the expedition, and comes back stronger. Plus, it's an all-around fine utility card. I'm wondering if putting the card in your hand would be too much.
Land: This is a new approach to the lands, so I commend you on thinking outside of the box. This can be really strong, or really bad, depending on how your game goes. I'd like to test with it.
Creature: Your creature goes well with the land, which is a synergy I haven't seen with the other cards. But the fairy has some weird things going on. She is quite narrow as she asks for both the opponent to be playing with snow creatures and for you to have counters on your permanents to be at her best. And when she is, she has double evasion, which is awkward. Still, I can see your creativity here
Tardanian Village
Snow Land (U) t: Add 1 to your mana pool. S,t: Add one mana of any colour to your mana pool.
Tardanian Emissary3U
Creature - Human Wizard (U) 3S: Target creature gains protection from snow until end of turn.
2/3 "It's rough and the wind blows hard enough to give you frostbite in seconds... but you get used to it."
your choices seem solid. the snow Shimmering Grotto is thoughtful if conservative
2/3s for four are nice to have around the the ability has a lot of potential to do good in limited for the set it's in. the activation cost is about right
Hyperborean Camp
Snow Land [U] T: Add W to your mana pool
When Hyperborean Camp enters the battlefield you may pay W or S. If you do, put a white 1/1 Human creature token into play. Nomad tribes wander the wastes in search of food, and isolation.
Spelltouched Healer1W
Creature - Human Nomad Cleric [R]
Sacrifice Spelltouched Healer: Regenerate target creature 2W,T, Sacrifice Spelltouched Healer: Return target creature card in your graveyard to the battlefield. The spelltouched are imbued with great ability, though often at the cost of their own lives.
2/2
bleh, why'd you gotta make a better than basic land?
would cut the regen ability from the healer and just have the sac for return.
Someone should be able to spot the mythos behind my submissions this month pretty easily.
Village:
Tundaria Coast
Land {R}
Tundaria Coast enters the battlefield tapped. T: Add W or U to your mana pool. T: Add WU to your mana pool. You can't spend this mana to cast spells. Across the wastes of Weyard's southernmost continent lies Tundaria Lighthouse. Within lie wonderful treasures buried since the last ice age...if you can walk hundreds of miles across the snow.
Creature:
Lemurian Outcast2UB
Creature - Human Rogue {R}
Your opponents play with their hands revealed.
Whenever Lemurian Outcast deals combat damage to a player, look at that player's hand and you may exile a nonland card from it. You may cast that card for as long as Lemurian Outcast is on the battlefield, and you may spend mana as though it were mana of any color to cast that spell. 3/3
the land reminds of a Thran Turbine that leaves it more to the player's imagination as to how it can be used. there's a good balance between the restriction and potential interactions left open
the creature could be interesting in multiplayer. the lack of evasion keeps the cost down and encourages the player to put more effort in getting use out of it
Arctic Settlement enters the battlefield tapped unless you control a nonland snow permanent.
T: Add U or W to your mana pool.
"The frigid landscape around my village has acted as a natural barrier to the evils of the outside world... until now." -Omens of a determined traveler
When Lone Wanderer enters the battlefield, reveal the top card of your library. If it's a land, put it onto the battlefield tapped. Otherwise, you may pay S. If you do, put that card into your hand. (S can be paid with one mana from a snow permanent.)
2/2
"unless you control a another snow permanent" instead of nonland would've been fine
the creature is rather uninspired. coiling snowracle?
Festering Ice Hamlet
Snow Land (R)
At the beginning of your upkeep, put a plague counter on Festering Ice Hamlet, then sacrifice it if four or more plague counters are on it. t: Add U, B or S to your mana pool.
Shifty Ice Maiden 1UB
Snow Creature - Fairy Wizard Scout (U)
Flying
Whenever Shifty Ice Maiden deals combat damage to a player, you may remove a counter from target permanent you control.
Shifty Ice Maiden can't be blocked by snow creatures.
1/3
the blue and black produced by the land are each going to be snow mana since they're produced by a snow permanent, so there's no need for the third option to produce a colorless snow mana
how does a plague destroy a land?
Shifty Ice Maiden obviously combos with your land. i wonder what option cards in the same set it might also interact with? it'd be better if it could remove a counter from any perm, not just one of your own. it's tends to be better in general to keep as many interactions open as possible
the "can't be blocked by snow creatures" could be dropped since it already has flying. one form of evasion or the other, otherwise so few creatures could block it (at least outside its home set) that it might as well just say it's unblockable. keep the word count down
Shivering Pioneer1GW
Creature - Nomad Shaman (U) 1S, Sacrifice Shivering Pioneer: Search your library for a snow land and reveal that card. Shuffle your library and put that card on top of it.
Persist.
1/3
"To find heat, we must risk exploring even where we think it impossible to be found."
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Rime Commune
Snow Land (R)
Rime Commune enters the battlefield tapped.
:symtap:: Add 2 to your mana pool. This mana can only be used to play creatures. If a nonsnow creature is cast using mana produced by Rime Commune, it enters the battlefield tapped.
"There's plenty to be found in the ice, and just as much to be lost."
i don't see the land search ability being used that often.
the comes into play tapped part of Rime Commune is a great subtle flavor, very nice
Tundra Village
Snow Land - Plains (U) (T: Add W to your mana pool.)
Tundra Village enters the battlefield tapped.
When Tundra Village enters the battlefield, you may pay 1WW. If you do, target opponent cannot cast spells until the beginning of your next turn.
Young Trapper1W
Snow Creature - Human Scout (U) S,T: Tap target creature. If white mana was spent to activate this ability, gain 1 life. He already brings food home to the village, but how he faces a far more difficult task.
1/2
uh oh. would avoid putting a silence ability on a permanent, it's a lil easy to get a lock going. would reduce the cost of the trigger and change the effect to something like "spells cost 1 more for target player to cast during their next turn" or remove the cost altogether and say "target player can't cast more than one spell during their next turn."
the wording "until the beginning of your next turn" is odd. wouldn't it just be "until your next turn?" i'd prefer not to use either because Chronatog, but that's a personal choice
Young Trapper is nice. i dislike how snow gets to have better things than nonsnow just for being snow tho. basic snow lands being vaguely better than basic lands kinda annoys me. maybe drop a power or toughness, 'cause give blindn mage some respect
Ink-Treader - An interesting land. The wording is probably not perfect, but it covers a pretty nice design space. The creature is a bear with a neat ability, and snow landwalk is actually likely to be quite useful in any snow set.
Eventide Sojouner - The land is a simple and straightfoward take on filterlands. Double-strike-in-combat makes for a surprisingly powerful rabbit that could probably use either a bump in cost or rarity.
Monkey Playing MTG - A land with no ability to generate mana on its own is probably going to be too weak to play. The protection abiliy of the creature should probably be reworded into a static ability in order to preserve the "avoid two for one" ability. Perhaps "Creatures that have been targeted by an enchanted spell this turn cannot be targeted by spells or abilities opponents control."
Egak - That's a simple but effect switch-land. The inverted-firebreathing ability works well thematically and fits into the color pie perfectly.
Eskimo_Rage - The land is probably too busy, doing a lot but none of it quite well enough to be really playable. The creature is also rather on the clunky side.
drawdagreek - A simple man-land with no issues. The creature is unfortunately missing its power and toughness.
void_nothing - If there is anything that can produce snow token permanents, this land is potentially quite breakable. As it stands, it is swingy but quite managable. The creature's power resetting ability doesn't really feel red, but the balance is fine.
The Man at the River - Having "Ice" in the title of the land and not having it be snow is strange, and you should remember to include rarities, but at a high rarity the ability is solid: a more expensive and conditional Maze of Ith. Colored artifacts in a set that also has snow mana is probably a bit busy, but the creature is reasonable enough.
Mining Colony
Land (R) T: Add 1 to your mana pool. T, Tap an untapped creature you control: Add 2 to your mana pool.
Loxodon Envoy2GG
Creature - Elephant Scout (U)
Trample
Whenever Loxodon Envoy deals combat damage to a player, you may search you library for a basic land card and put that card onto the battlefield tapped, then shuffle your library.
3/3
(from a wooly mammoth style race of loxodon)
I like your land but I am concerned about the efficiency of its ramp ability.
The Envoy seems a bit strong for its CMC, given that it tramples and then you get land out of it, but postcombat land is also kind of a feel-bad effect because you might not get to use it. Not sure about him overall. I like the wooly mammoth flavor!
Land:
Thawing Lagoon
Land (C)
Thawing Lagoon comes into play tapped.
:symtap:: Add or to your mana pool.
:2mana:: Put Thawing Lagoon from your hand onto the battlefield. Play this ability only any time you could cast a sorcery. An early thaw harkens an early harvest.
Creature:
Hersian Dissolver :2mana::symg::symu:
Creature - Troll Wizard (U)
:1mana::symg:: Regenerate Hersian Dissolver.
If a creature dealt damage by Hersian Dissolver this turn would die, put it on top of it's owner's library instead.
3/3
A land that's got a fakey mana stone ability? Interesting. I can see this seeing some play; it's better than a Diamond.
The troll is very interesting. I'd like to see it in play to really get how it works, but it seems fairly costed and creates an interesting play dynamic - clogging up the opponent's draws when it's chumped. Clever.
Steamside Merchant1UR
Creature — Human Wizard (U)
Protection from snow R, T:Target creature gains protection from snow until end of turn.
2/2 “If the cold is too much for you, I can offer a brief respite... for a price.”
Icecap Sauna
Land (C)
Icecap Sauna enters the battlefield tapped. T: Add U to your mana pool.
Sacrifice Icecap Sauna: Add R to your mana pool.
Seems like you're setting up a red vs. snow relationship here. I'm not sure why Steamside Merchant is blue rather than white (the protection color).
The land should tap with its sacrifice ability. If it's intended to produce :symu::symr: in a turn, that should be clarified as well. As given, it's unclear what your intent was. Can it produce 2 mana in a turn? It's easy to misplay your version for less mana than it could output.
Hot Springs Oasis
Land (U) T: Add 1 to your mana pool. U,T: Add RG to your mana pool.
Ptarmigaunt Rider2U
Creature - Human Scout (U) U: Ptarmigaunt Rider gains flying until end of turn. G: Target creature with flying can't block Ptarmigaunt Rider this turn. Ptarmigaunts are trained to fly in short spurts, high enough to carry them over the chasms but low enough to avoid catching a dragon's eye.
3/1
I don't have a lot to say about these. They seem solid. I like that you can force unfavorable blocks with Ptarmigaunt Rider if you have the right kind of mana available.
Icewind Observatory
Snow Land (R)
:symtap:: Add U to your mana pool. SSS, :symtap:, Sacrifice Glacial Observatory: Reveal the top five cards of your library. Put any snow cards revealed this way into your hand and the rest on the bottom of your library in any order.
Icewind Astronomer1U
Creature - Human Wizard (U) S, :symtap:, Draw a card, then discard a card. If you discarded a snow card this way, you may untap Icewind Astronomer. When his telescope proved lacking, he decided to find his answers on foot
1/1
I feel like both of these are very strong. In a constructed deck, either of these will be able to produce massive card draw at a relatively low cost, provided that there is enough snow support in the environment for them to be usable at all.
Kauchatia North LandR
At the end of your turn, if you didn't play land this turn, put an age counter on ~. T: Add W or B to your mana pool for each age counter on ~.
Determined YounglingW Creature - Human Scout C
Whenever ~ becomes blocked, put an age counter on it.
Whenever ~ attacks and isn't blocked, gain 3 life for each age counter on it. "Let the morning sun melt the fears that bound me. Let the stars of night blind those who want to fight me." - Chant of Wanderers
1/2
I dislike Kauchatia North because it makes you count counters to determine how much mana it can produce, and it's a dead land for a minimum of two turns. What deck wants that?
Determined Youngling seems okay. It probably wants the wording, "deals combat damage to a player" rather than "isn't blocked." I don't really understand the flavor behind it, but your use of age counters is starting to make sense as a set theme.
Frozen Hovel
Snow Land (U) T: Add 1 to your mana pool. 1W: Frozen Hovel becomes a white 1/4 Human creature with defender until end of turn. It's still a land. Survival in the wastes of Ugmur is all about huddling together.
Frostbeard Shaman3G
Snow Creature - Human Shaman (U) SS, T: Regenerate target creature.
2/4 There is precious little heat in Ugmur to cauterize wounds, so the healers of the tribes have to improvise.
Given Forbidding Watchtower, I think you can buff up your land somewhat. Frostbeard Shaman is cute.
Land: Solid design similar to the standard Shimmering Grotto variant we see in most blocks. Possibly suffers from being slightly derivative, however still a design that is reused so often because it is a good one. I question the lack of flavor text here, since it seems like this would have been a good opportunity to establish your village a bit.
Creature: I like this design a lot, however it suffers from color pie distortion since it is a tad odd to see blue doing protection. Flavor text is well constructed though and makes the card pop a bit.
Land: This land is cool, and in a snow meta, could see quite a bit of play. I think it suffers from a lack of being able to be played early on, but the same could be said about Glacial Fortress. Kudos for making a neat design.
Creature: Honestly, this card really didn’t impress me this time around since it just seems like a strictly worse Coiling Oracle due to the requirement to pay S to get the card. It works flavorfully, but suffers from a lack of flavor text in what could have been this card’s strong area.
Land: This land is amazingly cool and seems like it might be a part of a cycle. The second effect seems like it could be a tad strong and I wonder if it wouldn’t feel out of place with the other color combinations, particularly of the green variety.
Creature: Well I doubt the theme for your mythos is Hyalopterous Lemure, but that said maybe I just don’t get the design. The Telepathy effect feels out of place and like it would be preferable as a form of evasion instead. As is, the design just doesn’t wow me since it seems like it wants to be a Specter but falls short in the execution.
Land: This land is really cool albeit strictly better than a Plains. I was always a fan of lands which clearly all would have different effects across the colors, and this seems like it would have a fascinating cycle behind it.
Creature: I think this is a really creative design and one I could definitely see Wizards printing since it reminds me so much of Adarkar Valkyrie. Perhaps lifelink would have been nice on it and up the cost a bit, but that’s just me liking big splashy cards.
Flavor text for both cards was stellar.
Land: Not sure why the effect costs 3, since Silence effects typically cost W, but like I said for L0ng5h0t’s land, I love lands which clearly all would have different effects across the colors. I also question if this card may be a tad strong with blink effects, especially on a land.
Creature: Short, simple, and to the point. Very well executed in a really elegant design. Nice job.
Land: Very strong land, but also very appealing. It has a nice elegance in that people want to have enough of these to accelerate quickly, but at the tradeoff of losing colored mana. I am concerned about the implications this would have in decks like Affinity, where they may be willing to take the hit that this isn’t an artifact in exchange for even quicker acceleration. (This is a minor concern)
Creature: I love this creature, although no period after persist. Flavor text is spectacular and you make the card useful without being too strong. Definitely a possible limited staple, although I would even be happy seeing the card actually ramp you.
Land: Seems really strong, and also as is in the rules Snow mana cannot be “added” explicitly like that to your mana pool – it is a conditionalizer for casting costs and effects.
Creature: Should be a faerie, but also I just think this card while it has good synergy with your land, it is too “cute” for its own well-being – namely that it has (first of all too many) evasive effects, but the benefit is too weak for me to ever see playing it.
Admirableadmrial: Frigid Wasteland and Blighted Traveler - So, is the Traveler from a town of horrors, or did it turn into a horror in the course of its travels?
Legend: Winterdeep Keep and Hearth Seeker - I don't like the 'better than Mountain except for being Legendary' thing, but the Keep is otherwise fine. Snowfall is brilliant.
Asrama: Luminous Landsby and Boreal Traveler - Traveler would never get past the Rules Manager.
Antny223: Frozen Village and Icecap Explorer - Nice.
Polendino: Soulchill Hamlet and Biophobe - Hilarious twist on the story of the challenge.
Thelas: Sei, the Sages' Refuge and Nou, Sage of Shadows - Why can't Nou's first two abilities be "until end of turn?" Making all your creatures unblockable for four mana is overpowered even at mythic.
willows: Icebound Hamlet and Braunen Den-Guardian - The Hamlet is interesting. Den-Guardian promises to result in some amusingly counter-intuitive uses of pump spells.
Fresh Meat: Plaguebitten Township and Frostbarren Wanderer - So, the Township is a dual land with an activated ability that costs mana from a third color?
3.) Antny223
2.) Polendino
1.) willows
Also, it seems neither Moss_Elemental nor SelesnyaNewLife noticed how my creature's ability can only target creatures blocking or blocked by it.
Is the mana on the land supposed to empty, ever? If the mana only stuck around until the end of your opponent's next turn, I could see it. As it is, I think it's 1) too weak, and 2) memory issues.
I love the idea of your creature and I personally think this is at the correct rarity, but under WOTC's current design standards, this would probably be rare.
Eventide Sojouner
Your land breaks the "strictly better than a basic land" rule." The creature is fine but I have to take a lot of points off for your land. Sorry.
Monkey Playing MTG
I don't know how much play your land cycle would see--all the land does is filter. Since your land isn't snow, why not have it tap for colorless mana?
Your creature is an interesting attempt at removing the drawback of Auras but it doesn't work--it's a triggered ability and can be responded to. =/
Egak
We use number words with countable objects less than 100. I think the drawback is about right. Frostbreathing Wanderer seems like a high-pick in a snow-focused set.
Eskimo_Rage
On both your cards, there are a lot of templating errors. It's hard to read what they're doing. I don't think the land has any business being mythic rare. Your creature might be undercosted by 1.
drawdagreek
Land is pushed for constructed, but fine for Limited because of how hard it typically is to get snow lands. Missing P/T on the creature?
void_nothing
Refreezing Stream is cool though a bit powerful, depending on what giant snow permanents are in the set. Inerscorch Climber is hard to evaluate, and there's a great trick you can do with it for 4SS.
The Man at the River
The snow ability on the land is white, and no rarity on the creature. Memory issues, as well, since the ability has no duration.
T3:
1) Ink Treader
2) void_nothing
3) Egak
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
I like this. Basically Springleaf Drum land, which is reasonable if we follow the 2 mana artifact = land rule. This is pushing it though. Your creature is a nice Centaur Rootcaster variant, that's almost definitely Uncommon for Limited.
Rampant Growth land, that makes 2 colours? This is broken. Re: Krosan Verge for lands that ramp. Your creature is a nice effect that is traditionally black but when you do it to your opponents it fits Simic very well. It's clouded by your utterly broken land, though.
I love your land. Very nice design that emulates some of the older Saclands. Your creature is a bit of a mishmash; I get that protection from non-colours is blue and red can probably branch into prot-snow, but granting protection tends to be white. Waving it past because it's got some flavour.
Interesting take on filterlands, but it doesn't look great templated. Uncommon is definitely right for it, though. I can't help but think that your creature should cost 2(G/U); it's nice but not that interesting.
Your land is REALLY good. In Constructed, it's broken because it's easy to just jam Snow Basics. Should ETBT and cost a LOT more for the draw ability for constructed's sake, because being a strictly better Island is a bit of a no-no. Similarly, your creature is nuts in constructed and eh in Limited, an unfortunate downside of Snow as a mechanic.
Your land is hard to evaluate, but then you realise it's "played", making it an insane combo with Terrain Generator. Probably too good, maybe it should hurt you equal to age counters when tapped? Your creature... oh, I get it, your theme is age counters. That's cute. I like this guy. Two thumbs up.
Entering the battlefield untapped and only losing a Toughness does not stop your land being better than Forbidding Watchtower. Frostbeard Shaman pushes Regeneration into WUBRG, when it is basically exclusively black / green.
1. MagicProfessor28
2. Rudyard
3. AmShegar
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Official DCI Rules Advisor
Level 1 Judge
[box][box][size=3][b]CARDNAME[/b][/size] [float=right][mana]MANACOST[/mana][/float][/box]
[box][b]TYPE — SUBTYPE [float=right][color="RARITYCOLOUR"]{RARITY}[/color][/b][/float][/box][box]RULES TEXT
[i]FLAVOUR TEXT[/i][/box][float=right][box=50][b][SIZE="3"]P/T[/SIZE][/b][/box][/float][/box]
admirableadmiral - Frigid Wasteland's tapdown ability is probably undercosted, as it's effectively repeatable (if temporary) removal on a land. Blighted Traveler is a nasty sui-black card - not half bad.
Legend - Winterdeep Keep is a better Mountain, which is typically not great design, but at least the ability is only a snow hoser, and a niche one at that. Hearth Seeker is strange because it depends on both you and opponents playing snow.
Asrama - Luminous Landsby is pretty cool fixing. Boreal Traveler seems too easy to get to be a 5/5, but hey, that's not gonna break anything. Overall I like the interaction between these two.
Antny223 - Frozen Village is a hell of a lot better than the Kamigawa slowlands... which isn't saying much. Still, I'd use it for snow mana fixing. The fact that Icecap Explorer - fine on its own - doesn't untap it just feels bad.
Polendino - Taking a different flavor tack than most of the others here. The -1/-1 counter ability on this land is just too, too good at killing 1-toughness duders. Biophobe is very amusing, though.
Thelas - Sei is a pretty cool Library of Alexandria reference, and of course much more balanced than that card; but Nou is Free Unblockability All the Time and that's not kosher even for that cost, especially with the Fungal Shambler-plus saboteur ability.
willows - The free creature from Icebound Hamlet seems like it might be a little bit bonkers - slap some more restrictions on that. Braunen Den-Guard is a fine Limited rare.
FreshMeat - Plaguebitten Township shares the same problem with its removal ability that Polendino's land has. Frostbarren Wanderer interacts too narrowly with your selfsame land for my tastes.
aftermarketradio: Rampant Growth land, that makes 2 colours? This is broken. Re: Krosan Verge for lands that ramp. Your creature is a nice effect that is traditionally black but when you do it to your opponents it fits Simic very well. It's clouded by your utterly broken land, though.[/SPOILER]
I'm not seeing how my land is like Rampant Growth. Did you mean Explore?
Not sure what the flavor of the non-snow is - and I might have preferred snow - but I love the design.
Non-snow is actually a mechanical stipulation, so you can't loop two Hamlets to crank out a bear every turn you don't need a land drop. Thanks for your kind words!
Rudyard: Mining Colony is broken as hell. Tapping a creature is not nearly enough of a drawback to balance this card. The fact that this has the option to tap for mana regularly also scares me. This definitely needs some balancing work. Loxodon Envoy is also probably too powerful in draft as a repeatable ramp spell. I'd honestly probably make it a rare. AMR: Lagoon seems interesting, but I'm thinking having it tap for two colors is probably too good. I'd make it only tap for one color in all honesty. I like dissolver a lot; it's not broken, but it's very powerful under the right circumstances. MagicProfessor28: Steamside Merchant seems like a powerful card in a snow set. Also, UR doesn't get protection. Icecap Sauna is powerful but not in the broken way. It reminds me of Simian Spirit Guide in a good way. Overall, I'd say it's balanced and that I like the card. It's most certainly an uncommon, though. GM: Oasis is backwards; if Burning-Tree Emissary is anything to go by, red and/or green should be the activator colors. As it is, the card is clunky and not even that good in the deck it would be good in. Filterlands would honestly be better. Rider seems like a Latch Seeker that has flying and requires you to spend mana to use it, but overall I think it's balanced enough. Good call on making it uncommon. wantonwizard: Strictly better than basic lands is not a good place to be. If this came into play tapped, it would be good. As it is, I think the second ability is fair if too heavily costed. Scrying Sheets says that 2S would probably be fine. Astronomer needs a larger cost for the activated ability; it allows you to draw-discard your way through mass amounts of cards otherwise. Something like 2S would be appropiate here. AmShegar: Kauchatia North is probably broken, but not playing lands is a drawback. Having said that, this card could easily warp standard. It would allow decks to play extraordinarily low amounts of lands and just curve out with this. Youngling is a terrible design. First of all, white gets 1/2 with no abilities for 1. Second of all, the card is terrible design. On its own, you maybe gain 3 life from it if your opponent makes a bad block. -3/10 would not make the 23rd card in a draft 99% of the time Ixias: Frozen Hovel reminds me of Forbidding Watchtower a lot, but compares poorly. Admittedly, coming into play untapped and tapping for S is good, but tapping for colorless is not and being a 1/4 defender as opposed to to a 1/5 isn't great. Overall, this card lacks creativity as well. The same could be said for frostbeard shaman. The design is bland and the card is okay in draft.
Bukodan Cove
Snow Land — Plains {R} (:symtap:: Add to your mana pool.)
:snow:, :symtap:: Add :symg::symu: to your mana pool.
Bukodan Sentry :3mana::symw:
Creature — Rabbit Monk {U}
Vigilance
Whenever Bukodan Sentry blocks or becomes blocked, it gains double strike until end of turn.
2/4
Bukodan Cove is weird. Three mana lands make sense in a multicolor-themed set, but Snow is already a theme. Also, filter lands are not very exciting, I would have rather see something more creative.
Bukodan Sentry would be terrifying in limited. four toughness means it can tank quite a few threats, and vigilence means you can can attack into an army of 3/3s and still stay around to deter them from attacking. I think it needs to be 2/2, maybe 2/3.
Mining Colony
Land (R) T: Add 1 to your mana pool. T, Tap an untapped creature you control: Add 2 to your mana pool.
Loxodon Envoy2GG
Creature - Elephant Scout (U)
Trample
Whenever Loxodon Envoy deals combat damage to a player, you may search you library for a basic land card and put that card onto the battlefield tapped, then shuffle your library.
3/3
(from a wooly mammoth style race of loxodon)
Mining Colony - I'm surprised it's not a snow land. Cool top-down design, but I'm not sure how exited people will get about 2 colorless mana. It's very solid, just a bit bland.
Loxodon Envoy - Mammoth people make perfect sense in an icy plane. The envoy is a great limited uncommon, and the power level is about right in my eyes. Once again, very solid, I'd be happy to open this dude in any booster.
Land:
Thawing Lagoon
Land (C)
Thawing Lagoon comes into play tapped.
:symtap:: Add or to your mana pool.
:2mana:: Put Thawing Lagoon from your hand onto the battlefield. Play this ability only any time you could cast a sorcery. An early thaw harkens an early harvest.
Creature:
Hersian Dissolver :2mana::symg::symu:
Creature - Troll Wizard (U)
:1mana::symg:: Regenerate Hersian Dissolver.
If a creature dealt damage by Hersian Dissolver this turn would die, put it on top of it's owner's library instead.
3/3
Thawing Lagoon doesn't work. You need to have it say "If Thawing Lagoon is in your hand, you may pay 2 and put it on the battlefield. Use this ability only any time you an cast a sorcery". I'm not sure if paying 2 is worth it if all you get is to put one extra land. As acceleration goes, it's pretty weak.
Hersian Dissolver can get annoying, but I really want it to cost more and be bigger, so it would really punish people for chump-blocking.
Steamside Merchant1UR
Creature — Human Wizard (U)
Protection from snow R, T:Target creature gains protection from snow until end of turn.
2/2 “If the cold is too much for you, I can offer a brief respite... for a price.”
Icecap Sauna
Land (C)
Icecap Sauna enters the battlefield tapped. T: Add U to your mana pool.
Sacrifice Icecap Sauna: Add R to your mana pool.
Steamside merchant seems off-color to me. I can understand the flavor being red protecting from snow, but it doesn't serve red's philosophy, and and I can't see what blue is doing there at all.
Iecap Sauna is ok flavorly, but woefully weak. Sacrifiing my land for one off-color mana? why would I ever want to do that?
Hot Springs Oasis
Land (U) T: Add 1 to your mana pool. U,T: Add RG to your mana pool.
Ptarmigaunt Rider2U
Creature - Human Scout (U) U: Ptarmigaunt Rider gains flying until end of turn. G: Target creature with flying can't block Ptarmigaunt Rider this turn. Ptarmigaunts are trained to fly in short spurts, high enough to carry them over the chasms but low enough to avoid catching a dragon's eye.
3/1
Hot Springs Oasis has a similar design to that of Eventide Sojourner's land. His use of snow made more sense to me flavorly. Like his design, yours is solid, but somewhat boring.
Ptarmigaunt Rider is also very solid, and it's probably a lot of fun for limited, but there's no reason it shouldn't be common.
Icewind Observatory
Snow Land (R)
:symtap:: Add U to your mana pool. SSS, :symtap:, Sacrifice Glacial Observatory: Reveal the top five cards of your library. Put any snow cards revealed this way into your hand and the rest on the bottom of your library in any order.
Icewind Astronomer1U
Creature - Human Wizard (U) S, :symtap:, Draw a card, then discard a card. If you discarded a snow card this way, you may untap Icewind Astronomer. When his telescope proved lacking, he decided to find his answers on foot
1/1
Icewind Observatory is strictly better than a basic island, and that's a no-no. Either has enter the battlefield tapped or make it legendary. Mechanic-wise, I like it though.
Icewind Astronomer is also very nice, but can be too good at times. I think it should cost bit more, and maybe make it a 1/2, for limted sake.
Kauchatia North LandR
At the end of your turn, if you didn't play land this turn, put an age counter on ~. T: Add W or B to your mana pool for each age counter on ~.
Determined YounglingW Creature - Human Scout C
Whenever ~ becomes blocked, put an age counter on it.
Whenever ~ attacks and isn't blocked, gain 3 life for each age counter on it. "Let the morning sun melt the fears that bound me. Let the stars of night blind those who want to fight me." - Chant of Wanderers
1/2
Kauchatia North is interesting design, but I feel like it obsoletes Calciform Pools and its ilk, and even though they were never powerful, it makes me worried. Playing this at the first turn means you no longer need to worry bout missing a land drop.
Determined Youngling is not a common. Too much repeatable lifegain will bog down limited play, and so this has to be at least an uncommon. On the other hand, it's p/t is so low, it'll die the first time it's blocked, meaning you'll never get as much of him than you think. a better card would be bigger, cost more, and be uncommon.
Frozen Hovel
Snow Land (U) T: Add 1 to your mana pool. 1W: Frozen Hovel becomes a white 1/4 Human creature with defender until end of turn. It's still a land. Survival in the wastes of Ugmur is all about huddling together.
Frostbeard Shaman3G
Snow Creature - Human Shaman (U) SS, T: Regenerate target creature.
2/4 There is precious little heat in Ugmur to cauterize wounds, so the healers of the tribes have to improvise.
Frozen hovel is the snow version of [CARD]Forbidding Watchtower[/CARD, except with defender and colorless mana. Then again, it also enters the battlefield untapped, so that's balances it out. I just wished the creature part wouldn't feel like such repeat.
Frostbeard Shaman is solid and simple. No complaints.
Ink-Treader
Once finished reading your land, my head cocked to the side. This isn't hard to understand, but it sure is interesting. Also, unless I'm missing something, this card feels bloated. First off, giving a colorless that never disappears until used is a serious problem. Assigning mana it's own characteristic that always hands around? Seriously? What a headache that would be. Upwelling and Omnath, Locus of Mana help track them while they're in play, but this mana has some sort of independent clause, since the land doesn't say anything specifically otherwise. Also, "activate this ability only any time you could activate an instant"? Really? Isn't this incredibly redundant? I don't understand the necessity of that clause. But your flavor text is awesome, sets a great tone, and that helps at least justify what I think you were going for on it. I just don't think the land gets there. Ice Merchant is definitely a fun spin on Pygmy Hippo. Too bad it isn't snow mana, but that might have been too much? Though he is an ice merchant, so I think the flavor was flubbed here. But I can't just project what I want out of your card, so this point is irrelevant.
Eventide Sojourner
Yep. Totally nailed it here, I can already see a cycle brewing or even just a great bant snow land. I honestly loved your card the moment I saw it posted. I think you really made a simple, elegant card that filters snow. This is great, flavorful and to the point. And a snow bunny, eh? I think this is also pretty fun. He isn't unblockable, and isn't particularly threatening to let pass (which screams for combat tricks). Another elegant design, you really carried it this round.
Monkey Playing MTG
I like filtering, as just mentioned, but here's an example I'm not sold on. First off, you can endlessly filter through this without ever making mana, it feels like some Confucian proverb. But sadly, it is an inert land that allows your mana to be totally flexible, so in groups, it is useless. But I really like where you're headed here, I just think there has been a great effort by NWO to make lands at the very least produce some mana. Your second card has a fun spin, though. An enchanted guy gets hexproof until end of turn? Pretty snazzy, except that if your opponent would want to interfere with you at instant speed, (i.e. - when the hexproof would last and allow them to) they could just respond to your playing the enchantment. Or maybe not. That's interesting. Giving hexproof as a result of being cast surely could still be responded to, and I don't think his protection would happen in time. If I'm reading it wrong, then I'm sorry, but I think it's too little too late.
Egak
Here we go! Slowlands! That is awesome and very well put together. Very glacial, the opposite of fast lands that check for limited other lands. However, now you can play midrange and control decks, or at least decks that have a late game strategy. This feels flat at first, because it's going to ETB tapped when you don't want it to, but late game, it becomes more beneficial? This is getting better the more I think about it. Frostbreather is so fun, too. Very great design here. Flavor is amazing and it's a subtle effect that doesn't ensure he's unblockable, but he'll often be let pass (i.e. - like the bunny mentioned in Eventide Sojourner's card, this will encourage some great combat tricks!) Great cards here.
Eskimo_Rage
I like your cards, but I don't like their names. First off, Apprentice, Bear Baiter just feels clunky in terms of Magic lingo to me. It feels like it's name is Apprentice and should be legendary. Though Kamigawa and Eldrazi messed with naming of cards, I just don't think they are anything besides lightly planned. That being said, I love the creature and as much as I love Provoke, I think it's misplaced here. Though he is a bear baiter, a part blue provoke guy is already pushing some strange button for me. Then again, the Illusions don't fly, so the tokens are necessarily back breaking to produce. I think this one's growing on me. It shouldn't bother me, but the mana before the tapping on the land looks odd. I love how it can give you a momentary replacement, but it seems particularly difficult to retrieve stuff you expensively hid from yourself.
drewdagreek
Bear with protection from Snow, eh? I could see that finding it's way into the expansion following Coldsnap, it'd fit right into that bizarre block. Simple, interesting execution here, and a very solid body. I don't want to be too nitpicky, but a 3/3 Bear defies the very essence of Bear. But now I'm eating my words, I looked it up and there are 3/3 bears, counting one of my favorites, Spectral Bears. Also, it's too bad Bear Warrior doesn't have a p/t, because that's a very important part to miss. Also, a lord that greats a buff and an evasive ability like this is a little too powerful to me. I mean, there isn't necessarily any established evasion, but these guys are not only made stronger, but can rush right in. But for 3, and considering bears aren't a strong tribe, besides really making your posted land pretty mean, it's not overly powerful. Though I guess Changelings will be his best friend.
void_nothing
Refreezing Stream is great except for the exiling part. I think that's too painful to do to oneself. Putting them back on the bottom in a random order seems fine, really. There isn't too much of a Snow threat that someone could break this, at least not yet. Also, tagging on the upkeep effect is a bit much. I think you scaled back the power level, which I respect, I like cards that don't scream broken as opposed to just posting a card with a modest effect, but I think you pulled it back too hard. And whoa! I love your second card, both effects. First off, a guy who only picks fights he knows he can win is great and unblockable by guys who can beat him is so fun. On top of that, you can buff up your own guys with snow or when you're low on snow permanents, then you can defend yourself and soften attacks. This is very well put together. Oh wait, I don't feel like deleting this, but upon rereading, I see it's only a creature you control. And you can choose nonsnow. I suddenly like this card less, and I hope that isn't because I thought it was something else first. But now it's got a lot less pizazz because it functions on convenience to you. I like the ability, but I think it could've been grown more too, like your land.
The Man at the River
Your land is missing text that helps keep this card from being a problem. Should it untap that creature, as usually tagged on like Mystifying Maze, Reconnaissance, and Maze of Ith? Does it just hang around tapped and deal no damage? Your card feels incomplete to me, has no rarity and the real problem to me about it is that it doesn't ETB tapped but also produces colored mana immediately. So I would hope it's a rare. Snow Crawler is also quite modest, but I think suffers from accomplishing too little. He can allow lands to make snow mana, but you could just play snow lands, right? Or, if you wanted to make your opponent's lands snow, I guess that'd come in handy, but not in a way that the card itself interacts with, so it'd be hard to play outside of a deck that has a theme it was dedicated to. And does it become snow indefinitely? I think a counter would help clear this up, unless you mean even if the creature leaves play? Also, what's his rarity?
TOP 3
3. drewdagreek
2. Egak
1. Eventide Sojourner
Private Mod Note
():
Rollback Post to RevisionRollBack
BInfect BWDeath & Taxes UBRAffinity
RBurn UBRSac Land Tendrils UBRGOops, All Spells
WUGPhelddagrif GGGOmnath, Locus of Mana BBBXiahou Dun, the One-Eyed RRRAshling, the Pilgrim BBWTeysa, Scion of Orzhov UUUTalrand, Sky Summoner UUBVela the Night-Clad GGBVhati il-Dal RUWRuhan of the Fomori
Ink-Treader
Once finished reading your land, my head cocked to the side. This isn't hard to understand, but it sure is interesting. Also, unless I'm missing something, this card feels bloated. First off, giving a colorless that never disappears until used is a serious problem. Assigning mana it's own characteristic that always hands around? Seriously? What a headache that would be. Upwelling and Omnath, Locus of Mana help track them while they're in play, but this mana has some sort of independent clause, since the land doesn't say anything specifically otherwise. Also, "activate this ability only any time you could activate an instant"? Really? Isn't this incredibly redundant? I don't understand the necessity of that clause. But your flavor text is awesome, sets a great tone, and that helps at least justify what I think you were going for on it. I just don't think the land gets there. Ice Merchant is definitely a fun spin on Pygmy Hippo. Too bad it isn't snow mana, but that might have been too much? Though he is an ice merchant, so I think the flavor was flubbed here. But I can't just project what I want out of your card, so this point is irrelevant.
It IS redundant but extremely necessary. Look at cards like Rhystic Cave and Charmed Pendant. They have that wording specifically because of the rules mess that would result if they could be used like mana abilities (specifically to prevent you from trying to cast a spell using mana that might not exist). And my land has that as a possibility.
The land is pretty good, nice and simple. I don't feel the "questing" flavor of the creature, finding lands doesn't jive with the brief to me.
The land is interesting, shouldn't it say "enters the battlefield tapped" though? Either way, I like the effect. I'm not sure about the character, though. Like Rudyard's I don't feel the flavor coming through and it has the potential to do nothing or be the most annoying thing ever.
The land is very simple and not very strong but it works since it's a common. I don't really see the UR in your creature. I like the flavor of red giving protection from snow, but granting protection is pretty far outside of red's color pie
The land is kinda weird, using 1 color to make 2 other colors, I'm not sure I care for it. I like your creature, it's a solid uncommon and I like the synergy of blue and green abilities. I picture Ptarmigaunts as winged Tauntauns
I like your land a lot, it's a good build around that's powerful but not broken in the right deck. The creature feels like it's pushing on being too efficient, the draw/discard is already a strong effect and then an ability to untap on top of that is just gravy.
I don't like the land, since age counters are already a thing that do a different thing, not to mention the effect is very powerful, guaranteeing at least a pseudo-land drop every turn after it's played. The creature, well it's a 1 CMC common and that's reflected in his abilities, but 99% of the time it's just a 1/2 for 1 which isn't even limited playable.
The land is pretty good, maybe a little strong for an uncommon, I think the activation cost could be 2W, or it could be a 1/3. I also don't really see why it's a snow land outside of flavor purposes. The creature is ok, again maybe a little pushed. I like the flavor of being a healer, maybe it should be "Regenerate another target creature"
Icebound Hamlet
Snow Land (R) T: Add to your mana pool.
When Icebound Hamlet enters the battlefield, you may return a non-snow land you control to its owner's hand. If you do, put a 2/2 white Bear creature token onto the battlefield.
Will someone (other than its designer) explain this to me? I seriously do not get this at all.
Also, for people saying or even thinking "such-and-such a card is niche or narrow because snow". Stop it. Please. Just stop it. IT'S SNOW. Of course it's narrow. Think about what you're doing. The challenge begs for snow cards and nearly all of these submissions are snow dependent, so "niche/narrow because snow" is not a legitimate criteria for judging. Try to think outside of your favorite format box. It's possible to design cards for for a given format in which they are not narrow at all (limited in particular).
I like the land, though I think it should have been common. The P/T on the creature is a bit odd, and I think the ability is off color.
SelesnyaNewLife
The land is a bit restrictive, and probably should have been "snow permanent" or "snow land" instead of "nonland snow permanent". The creature however, is pretty much perfect.
Raikou Rider
Both the land and the creature are interesting, but I don't really get the flavor of either. They also don't seem to have much to do with each other.
L0ng5h0t
The land simply better than a plains. That being said, the idea of having a land that produces a dude on ETB instead of being a straight "manland" is very interesting. The creature is interesting as well, but I think it should be a 1/1 or a 0/2 instead of a 2/2.
Jimmy Grove
The land should be rare, but otherwise it's good. However, I really dislike the creature. It just sort of seems pasted together, and is way too cluttered ability wise.
herbert west
I love both your creature and your land. I think the creature should probably be a bit more aggressively cost, rare and/or mono colored, but otherwise it's good. The land is just awesome, though the penalty for snow creatures might be a little too much.
ClearwaterStilts
I like the idea of a land with vanishing, so to speak, but I don't think the whole produces "U, B, or S works. The creature is alright and has good synergy with your land, but is has one form of evasion too many.
Top 3:
Land: As a snow version of Shimmering Grotto, the concept works just fine. But it's pretty narrow.
Creature: The body and cost are fair. It seems a little weird to have protection granting on a blue card. Blue wants to protect with grants hexproof or shroud. Armored Guardian
Land: Fine design. It seems plausible.
Creature: An upgraded Coiling Oracle. It'd be a fun card to play, but the design seems unexciting.
Land: Everyone seems to be making decent lands. It's difficult to compare them. I would say that any land that can produce 2 or more mana can be quite powerful, but it's hard to say how powerful without testing.
Creature: I like the mini-Ashiok ability on this guy. Plus, I have always thought Telepathy as a bonus should be used more often.
Land: Perfect flavor between your land concept and the ability. This is really cool.
Creature: This guy is really neat. I like the two modes, but more importantly, I like how you can use one instantly, but you have to wait a turn to activate the other. This is done rarely, but it makes for some interesting game options.
Land: Another cool pairing of theme and mechanic. I think that Silence effects have always been at rare. Specific spell-type stopping can be at uncommon. Still, I like this land a lot.
Creature: Solid limited man. Also, the condition on the mana used to pay the cost will reward more vigilant players who think about how they tap their mana, and I like skill testers.
Land: I like the flavor of this, but getting a two-mana discount on creatures is pretty strong, even if they do come into play tapped. A prismatic land with the same drawback might be cool.
Creature: This guy tells a cool story. He survives the expedition, and comes back stronger. Plus, it's an all-around fine utility card. I'm wondering if putting the card in your hand would be too much.
Land: This is a new approach to the lands, so I commend you on thinking outside of the box. This can be really strong, or really bad, depending on how your game goes. I'd like to test with it.
Creature: Your creature goes well with the land, which is a synergy I haven't seen with the other cards. But the fairy has some weird things going on. She is quite narrow as she asks for both the opponent to be playing with snow creatures and for you to have counters on your permanents to be at her best. And when she is, she has double evasion, which is awkward. Still, I can see your creativity here
1. L0ng5h0t
2. Jimmy Groove
3. Raikou Rider
Memento Mori, if the nineth lion ate the sun.
your choices seem solid. the snow Shimmering Grotto is thoughtful if conservative
2/3s for four are nice to have around the the ability has a lot of potential to do good in limited for the set it's in. the activation cost is about right
bleh, why'd you gotta make a better than basic land?
would cut the regen ability from the healer and just have the sac for return.
the land reminds of a Thran Turbine that leaves it more to the player's imagination as to how it can be used. there's a good balance between the restriction and potential interactions left open
the creature could be interesting in multiplayer. the lack of evasion keeps the cost down and encourages the player to put more effort in getting use out of it
"unless you control a another snow permanent" instead of nonland would've been fine
the creature is rather uninspired. coiling snowracle?
the blue and black produced by the land are each going to be snow mana since they're produced by a snow permanent, so there's no need for the third option to produce a colorless snow mana
how does a plague destroy a land?
Shifty Ice Maiden obviously combos with your land. i wonder what option cards in the same set it might also interact with? it'd be better if it could remove a counter from any perm, not just one of your own. it's tends to be better in general to keep as many interactions open as possible
the "can't be blocked by snow creatures" could be dropped since it already has flying. one form of evasion or the other, otherwise so few creatures could block it (at least outside its home set) that it might as well just say it's unblockable. keep the word count down
i don't see the land search ability being used that often.
the comes into play tapped part of Rime Commune is a great subtle flavor, very nice
uh oh. would avoid putting a silence ability on a permanent, it's a lil easy to get a lock going. would reduce the cost of the trigger and change the effect to something like "spells cost 1 more for target player to cast during their next turn" or remove the cost altogether and say "target player can't cast more than one spell during their next turn."
the wording "until the beginning of your next turn" is odd. wouldn't it just be "until your next turn?" i'd prefer not to use either because Chronatog, but that's a personal choice
Young Trapper is nice. i dislike how snow gets to have better things than nonsnow just for being snow tho. basic snow lands being vaguely better than basic lands kinda annoys me. maybe drop a power or toughness, 'cause give blindn mage some respect
1 Moss_Elemental
2 Jimmy Groove
3 Raikou Rider
Ink-Treader - An interesting land. The wording is probably not perfect, but it covers a pretty nice design space. The creature is a bear with a neat ability, and snow landwalk is actually likely to be quite useful in any snow set.
Eventide Sojouner - The land is a simple and straightfoward take on filterlands. Double-strike-in-combat makes for a surprisingly powerful rabbit that could probably use either a bump in cost or rarity.
Monkey Playing MTG - A land with no ability to generate mana on its own is probably going to be too weak to play. The protection abiliy of the creature should probably be reworded into a static ability in order to preserve the "avoid two for one" ability. Perhaps "Creatures that have been targeted by an enchanted spell this turn cannot be targeted by spells or abilities opponents control."
Egak - That's a simple but effect switch-land. The inverted-firebreathing ability works well thematically and fits into the color pie perfectly.
Eskimo_Rage - The land is probably too busy, doing a lot but none of it quite well enough to be really playable. The creature is also rather on the clunky side.
drawdagreek - A simple man-land with no issues. The creature is unfortunately missing its power and toughness.
void_nothing - If there is anything that can produce snow token permanents, this land is potentially quite breakable. As it stands, it is swingy but quite managable. The creature's power resetting ability doesn't really feel red, but the balance is fine.
The Man at the River - Having "Ice" in the title of the land and not having it be snow is strange, and you should remember to include rarities, but at a high rarity the ability is solid: a more expensive and conditional Maze of Ith. Colored artifacts in a set that also has snow mana is probably a bit busy, but the creature is reasonable enough.
Top 3:
1. Egak
2. Ink-Treader
3. Eventide Sojourner
The Envoy seems a bit strong for its CMC, given that it tramples and then you get land out of it, but postcombat land is also kind of a feel-bad effect because you might not get to use it. Not sure about him overall. I like the wooly mammoth flavor!
A land that's got a fakey mana stone ability? Interesting. I can see this seeing some play; it's better than a Diamond.
The troll is very interesting. I'd like to see it in play to really get how it works, but it seems fairly costed and creates an interesting play dynamic - clogging up the opponent's draws when it's chumped. Clever.
Seems like you're setting up a red vs. snow relationship here. I'm not sure why Steamside Merchant is blue rather than white (the protection color).
The land should tap with its sacrifice ability. If it's intended to produce :symu::symr: in a turn, that should be clarified as well. As given, it's unclear what your intent was. Can it produce 2 mana in a turn? It's easy to misplay your version for less mana than it could output.
I don't have a lot to say about these. They seem solid. I like that you can force unfavorable blocks with Ptarmigaunt Rider if you have the right kind of mana available.
I feel like both of these are very strong. In a constructed deck, either of these will be able to produce massive card draw at a relatively low cost, provided that there is enough snow support in the environment for them to be usable at all.
I dislike Kauchatia North because it makes you count counters to determine how much mana it can produce, and it's a dead land for a minimum of two turns. What deck wants that?
Determined Youngling seems okay. It probably wants the wording, "deals combat damage to a player" rather than "isn't blocked." I don't really understand the flavor behind it, but your use of age counters is starting to make sense as a set theme.
Given Forbidding Watchtower, I think you can buff up your land somewhat. Frostbeard Shaman is cute.
2. aftermarketradio
3. Rudyard
Land: Solid design similar to the standard Shimmering Grotto variant we see in most blocks. Possibly suffers from being slightly derivative, however still a design that is reused so often because it is a good one. I question the lack of flavor text here, since it seems like this would have been a good opportunity to establish your village a bit.
Creature: I like this design a lot, however it suffers from color pie distortion since it is a tad odd to see blue doing protection. Flavor text is well constructed though and makes the card pop a bit.
Land: This land is cool, and in a snow meta, could see quite a bit of play. I think it suffers from a lack of being able to be played early on, but the same could be said about Glacial Fortress. Kudos for making a neat design.
Creature: Honestly, this card really didn’t impress me this time around since it just seems like a strictly worse Coiling Oracle due to the requirement to pay S to get the card. It works flavorfully, but suffers from a lack of flavor text in what could have been this card’s strong area.
Land: This land is amazingly cool and seems like it might be a part of a cycle. The second effect seems like it could be a tad strong and I wonder if it wouldn’t feel out of place with the other color combinations, particularly of the green variety.
Creature: Well I doubt the theme for your mythos is Hyalopterous Lemure, but that said maybe I just don’t get the design. The Telepathy effect feels out of place and like it would be preferable as a form of evasion instead. As is, the design just doesn’t wow me since it seems like it wants to be a Specter but falls short in the execution.
Land: This land is really cool albeit strictly better than a Plains. I was always a fan of lands which clearly all would have different effects across the colors, and this seems like it would have a fascinating cycle behind it.
Creature: I think this is a really creative design and one I could definitely see Wizards printing since it reminds me so much of Adarkar Valkyrie. Perhaps lifelink would have been nice on it and up the cost a bit, but that’s just me liking big splashy cards.
Flavor text for both cards was stellar.
Land: Not sure why the effect costs 3, since Silence effects typically cost W, but like I said for L0ng5h0t’s land, I love lands which clearly all would have different effects across the colors. I also question if this card may be a tad strong with blink effects, especially on a land.
Creature: Short, simple, and to the point. Very well executed in a really elegant design. Nice job.
Land: Very strong land, but also very appealing. It has a nice elegance in that people want to have enough of these to accelerate quickly, but at the tradeoff of losing colored mana. I am concerned about the implications this would have in decks like Affinity, where they may be willing to take the hit that this isn’t an artifact in exchange for even quicker acceleration. (This is a minor concern)
Creature: I love this creature, although no period after persist. Flavor text is spectacular and you make the card useful without being too strong. Definitely a possible limited staple, although I would even be happy seeing the card actually ramp you.
Land: Seems really strong, and also as is in the rules Snow mana cannot be “added” explicitly like that to your mana pool – it is a conditionalizer for casting costs and effects.
Creature: Should be a faerie, but also I just think this card while it has good synergy with your land, it is too “cute” for its own well-being – namely that it has (first of all too many) evasive effects, but the benefit is too weak for me to ever see playing it.
1. Herbert West
2. Jimmy Groove
3. Moss_Elemental
Admirableadmrial: Frigid Wasteland and Blighted Traveler - So, is the Traveler from a town of horrors, or did it turn into a horror in the course of its travels?
Legend: Winterdeep Keep and Hearth Seeker - I don't like the 'better than Mountain except for being Legendary' thing, but the Keep is otherwise fine. Snowfall is brilliant.
Asrama: Luminous Landsby and Boreal Traveler - Traveler would never get past the Rules Manager.
Antny223: Frozen Village and Icecap Explorer - Nice.
Polendino: Soulchill Hamlet and Biophobe - Hilarious twist on the story of the challenge.
Thelas: Sei, the Sages' Refuge and Nou, Sage of Shadows - Why can't Nou's first two abilities be "until end of turn?" Making all your creatures unblockable for four mana is overpowered even at mythic.
willows: Icebound Hamlet and Braunen Den-Guardian - The Hamlet is interesting. Den-Guardian promises to result in some amusingly counter-intuitive uses of pump spells.
Fresh Meat: Plaguebitten Township and Frostbarren Wanderer - So, the Township is a dual land with an activated ability that costs mana from a third color?
2.) Polendino
1.) willows
Also, it seems neither Moss_Elemental nor SelesnyaNewLife noticed how my creature's ability can only target creatures blocking or blocked by it.
Is the mana on the land supposed to empty, ever? If the mana only stuck around until the end of your opponent's next turn, I could see it. As it is, I think it's 1) too weak, and 2) memory issues.
I love the idea of your creature and I personally think this is at the correct rarity, but under WOTC's current design standards, this would probably be rare.
Eventide Sojouner
Your land breaks the "strictly better than a basic land" rule." The creature is fine but I have to take a lot of points off for your land. Sorry.
Monkey Playing MTG
I don't know how much play your land cycle would see--all the land does is filter. Since your land isn't snow, why not have it tap for colorless mana?
Your creature is an interesting attempt at removing the drawback of Auras but it doesn't work--it's a triggered ability and can be responded to. =/
Egak
We use number words with countable objects less than 100. I think the drawback is about right. Frostbreathing Wanderer seems like a high-pick in a snow-focused set.
Eskimo_Rage
On both your cards, there are a lot of templating errors. It's hard to read what they're doing. I don't think the land has any business being mythic rare. Your creature might be undercosted by 1.
drawdagreek
Land is pushed for constructed, but fine for Limited because of how hard it typically is to get snow lands. Missing P/T on the creature?
void_nothing
Refreezing Stream is cool though a bit powerful, depending on what giant snow permanents are in the set. Inerscorch Climber is hard to evaluate, and there's a great trick you can do with it for 4SS.
The Man at the River
The snow ability on the land is white, and no rarity on the creature. Memory issues, as well, since the ability has no duration.
T3:
1) Ink Treader
2) void_nothing
3) Egak
Emille, Seven-Sting Dancer Shalin Nariya
2. Rudyard
3. AmShegar
Level 1 Judge
admirableadmiral - Frigid Wasteland's tapdown ability is probably undercosted, as it's effectively repeatable (if temporary) removal on a land. Blighted Traveler is a nasty sui-black card - not half bad.
Legend - Winterdeep Keep is a better Mountain, which is typically not great design, but at least the ability is only a snow hoser, and a niche one at that. Hearth Seeker is strange because it depends on both you and opponents playing snow.
Asrama - Luminous Landsby is pretty cool fixing. Boreal Traveler seems too easy to get to be a 5/5, but hey, that's not gonna break anything. Overall I like the interaction between these two.
Antny223 - Frozen Village is a hell of a lot better than the Kamigawa slowlands... which isn't saying much. Still, I'd use it for snow mana fixing. The fact that Icecap Explorer - fine on its own - doesn't untap it just feels bad.
Polendino - Taking a different flavor tack than most of the others here. The -1/-1 counter ability on this land is just too, too good at killing 1-toughness duders. Biophobe is very amusing, though.
Thelas - Sei is a pretty cool Library of Alexandria reference, and of course much more balanced than that card; but Nou is Free Unblockability All the Time and that's not kosher even for that cost, especially with the Fungal Shambler-plus saboteur ability.
willows - The free creature from Icebound Hamlet seems like it might be a little bit bonkers - slap some more restrictions on that. Braunen Den-Guard is a fine Limited rare.
FreshMeat - Plaguebitten Township shares the same problem with its removal ability that Polendino's land has. Frostbarren Wanderer interacts too narrowly with your selfsame land for my tastes.
3. Polendino
2. admirableadmiral
1. Asrama
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
2 MagicProfessor28
3 wantonwizard
I'm not seeing how my land is like Rampant Growth. Did you mean Explore?
Memento Mori, if the nineth lion ate the sun.
Rudyard: Mining Colony is broken as hell. Tapping a creature is not nearly enough of a drawback to balance this card. The fact that this has the option to tap for mana regularly also scares me. This definitely needs some balancing work. Loxodon Envoy is also probably too powerful in draft as a repeatable ramp spell. I'd honestly probably make it a rare.
AMR: Lagoon seems interesting, but I'm thinking having it tap for two colors is probably too good. I'd make it only tap for one color in all honesty. I like dissolver a lot; it's not broken, but it's very powerful under the right circumstances.
MagicProfessor28: Steamside Merchant seems like a powerful card in a snow set. Also, UR doesn't get protection. Icecap Sauna is powerful but not in the broken way. It reminds me of Simian Spirit Guide in a good way. Overall, I'd say it's balanced and that I like the card. It's most certainly an uncommon, though.
GM: Oasis is backwards; if Burning-Tree Emissary is anything to go by, red and/or green should be the activator colors. As it is, the card is clunky and not even that good in the deck it would be good in. Filterlands would honestly be better. Rider seems like a Latch Seeker that has flying and requires you to spend mana to use it, but overall I think it's balanced enough. Good call on making it uncommon.
wantonwizard: Strictly better than basic lands is not a good place to be. If this came into play tapped, it would be good. As it is, I think the second ability is fair if too heavily costed. Scrying Sheets says that 2S would probably be fine. Astronomer needs a larger cost for the activated ability; it allows you to draw-discard your way through mass amounts of cards otherwise. Something like 2S would be appropiate here.
AmShegar: Kauchatia North is probably broken, but not playing lands is a drawback. Having said that, this card could easily warp standard. It would allow decks to play extraordinarily low amounts of lands and just curve out with this. Youngling is a terrible design. First of all, white gets 1/2 with no abilities for 1. Second of all, the card is terrible design. On its own, you maybe gain 3 life from it if your opponent makes a bad block. -3/10 would not make the 23rd card in a draft 99% of the time
Ixias: Frozen Hovel reminds me of Forbidding Watchtower a lot, but compares poorly. Admittedly, coming into play untapped and tapping for S is good, but tapping for colorless is not and being a 1/4 defender as opposed to to a 1/5 isn't great. Overall, this card lacks creativity as well. The same could be said for frostbeard shaman. The design is bland and the card is okay in draft.
2nd: MagicProfessor28
3rd: GM
Bukodan Cove is weird. Three mana lands make sense in a multicolor-themed set, but Snow is already a theme. Also, filter lands are not very exciting, I would have rather see something more creative.
Bukodan Sentry would be terrifying in limited. four toughness means it can tank quite a few threats, and vigilence means you can can attack into an army of 3/3s and still stay around to deter them from attacking. I think it needs to be 2/2, maybe 2/3.
Mining Colony - I'm surprised it's not a snow land. Cool top-down design, but I'm not sure how exited people will get about 2 colorless mana. It's very solid, just a bit bland.
Loxodon Envoy - Mammoth people make perfect sense in an icy plane. The envoy is a great limited uncommon, and the power level is about right in my eyes. Once again, very solid, I'd be happy to open this dude in any booster.
Thawing Lagoon doesn't work. You need to have it say "If Thawing Lagoon is in your hand, you may pay 2 and put it on the battlefield. Use this ability only any time you an cast a sorcery". I'm not sure if paying 2 is worth it if all you get is to put one extra land. As acceleration goes, it's pretty weak.
Hersian Dissolver can get annoying, but I really want it to cost more and be bigger, so it would really punish people for chump-blocking.
Steamside merchant seems off-color to me. I can understand the flavor being red protecting from snow, but it doesn't serve red's philosophy, and and I can't see what blue is doing there at all.
Iecap Sauna is ok flavorly, but woefully weak. Sacrifiing my land for one off-color mana? why would I ever want to do that?
Hot Springs Oasis has a similar design to that of Eventide Sojourner's land. His use of snow made more sense to me flavorly. Like his design, yours is solid, but somewhat boring.
Ptarmigaunt Rider is also very solid, and it's probably a lot of fun for limited, but there's no reason it shouldn't be common.
Icewind Observatory is strictly better than a basic island, and that's a no-no. Either has enter the battlefield tapped or make it legendary. Mechanic-wise, I like it though.
Icewind Astronomer is also very nice, but can be too good at times. I think it should cost bit more, and maybe make it a 1/2, for limted sake.
Kauchatia North is interesting design, but I feel like it obsoletes Calciform Pools and its ilk, and even though they were never powerful, it makes me worried. Playing this at the first turn means you no longer need to worry bout missing a land drop.
Determined Youngling is not a common. Too much repeatable lifegain will bog down limited play, and so this has to be at least an uncommon. On the other hand, it's p/t is so low, it'll die the first time it's blocked, meaning you'll never get as much of him than you think. a better card would be bigger, cost more, and be uncommon.
Frozen hovel is the snow version of [CARD]Forbidding Watchtower[/CARD, except with defender and colorless mana. Then again, it also enters the battlefield untapped, so that's balances it out. I just wished the creature part wouldn't feel like such repeat.
Frostbeard Shaman is solid and simple. No complaints.
1. Rudyard
2. Ixias
3. Gerrard's Mom
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Ink-Treader
Once finished reading your land, my head cocked to the side. This isn't hard to understand, but it sure is interesting. Also, unless I'm missing something, this card feels bloated. First off, giving a colorless that never disappears until used is a serious problem. Assigning mana it's own characteristic that always hands around? Seriously? What a headache that would be. Upwelling and Omnath, Locus of Mana help track them while they're in play, but this mana has some sort of independent clause, since the land doesn't say anything specifically otherwise. Also, "activate this ability only any time you could activate an instant"? Really? Isn't this incredibly redundant? I don't understand the necessity of that clause. But your flavor text is awesome, sets a great tone, and that helps at least justify what I think you were going for on it. I just don't think the land gets there. Ice Merchant is definitely a fun spin on Pygmy Hippo. Too bad it isn't snow mana, but that might have been too much? Though he is an ice merchant, so I think the flavor was flubbed here. But I can't just project what I want out of your card, so this point is irrelevant.
Eventide Sojourner
Yep. Totally nailed it here, I can already see a cycle brewing or even just a great bant snow land. I honestly loved your card the moment I saw it posted. I think you really made a simple, elegant card that filters snow. This is great, flavorful and to the point. And a snow bunny, eh? I think this is also pretty fun. He isn't unblockable, and isn't particularly threatening to let pass (which screams for combat tricks). Another elegant design, you really carried it this round.
Monkey Playing MTG
I like filtering, as just mentioned, but here's an example I'm not sold on. First off, you can endlessly filter through this without ever making mana, it feels like some Confucian proverb. But sadly, it is an inert land that allows your mana to be totally flexible, so in groups, it is useless. But I really like where you're headed here, I just think there has been a great effort by NWO to make lands at the very least produce some mana. Your second card has a fun spin, though. An enchanted guy gets hexproof until end of turn? Pretty snazzy, except that if your opponent would want to interfere with you at instant speed, (i.e. - when the hexproof would last and allow them to) they could just respond to your playing the enchantment. Or maybe not. That's interesting. Giving hexproof as a result of being cast surely could still be responded to, and I don't think his protection would happen in time. If I'm reading it wrong, then I'm sorry, but I think it's too little too late.
Egak
Here we go! Slowlands! That is awesome and very well put together. Very glacial, the opposite of fast lands that check for limited other lands. However, now you can play midrange and control decks, or at least decks that have a late game strategy. This feels flat at first, because it's going to ETB tapped when you don't want it to, but late game, it becomes more beneficial? This is getting better the more I think about it. Frostbreather is so fun, too. Very great design here. Flavor is amazing and it's a subtle effect that doesn't ensure he's unblockable, but he'll often be let pass (i.e. - like the bunny mentioned in Eventide Sojourner's card, this will encourage some great combat tricks!) Great cards here.
Eskimo_Rage
I like your cards, but I don't like their names. First off, Apprentice, Bear Baiter just feels clunky in terms of Magic lingo to me. It feels like it's name is Apprentice and should be legendary. Though Kamigawa and Eldrazi messed with naming of cards, I just don't think they are anything besides lightly planned. That being said, I love the creature and as much as I love Provoke, I think it's misplaced here. Though he is a bear baiter, a part blue provoke guy is already pushing some strange button for me. Then again, the Illusions don't fly, so the tokens are necessarily back breaking to produce. I think this one's growing on me. It shouldn't bother me, but the mana before the tapping on the land looks odd. I love how it can give you a momentary replacement, but it seems particularly difficult to retrieve stuff you expensively hid from yourself.
drewdagreek
Bear with protection from Snow, eh? I could see that finding it's way into the expansion following Coldsnap, it'd fit right into that bizarre block. Simple, interesting execution here, and a very solid body. I don't want to be too nitpicky, but a 3/3 Bear defies the very essence of Bear. But now I'm eating my words, I looked it up and there are 3/3 bears, counting one of my favorites, Spectral Bears. Also, it's too bad Bear Warrior doesn't have a p/t, because that's a very important part to miss. Also, a lord that greats a buff and an evasive ability like this is a little too powerful to me. I mean, there isn't necessarily any established evasion, but these guys are not only made stronger, but can rush right in. But for 3, and considering bears aren't a strong tribe, besides really making your posted land pretty mean, it's not overly powerful. Though I guess Changelings will be his best friend.
void_nothing
Refreezing Stream is great except for the exiling part. I think that's too painful to do to oneself. Putting them back on the bottom in a random order seems fine, really. There isn't too much of a Snow threat that someone could break this, at least not yet. Also, tagging on the upkeep effect is a bit much. I think you scaled back the power level, which I respect, I like cards that don't scream broken as opposed to just posting a card with a modest effect, but I think you pulled it back too hard. And whoa! I love your second card, both effects. First off, a guy who only picks fights he knows he can win is great and unblockable by guys who can beat him is so fun. On top of that, you can buff up your own guys with snow or when you're low on snow permanents, then you can defend yourself and soften attacks. This is very well put together. Oh wait, I don't feel like deleting this, but upon rereading, I see it's only a creature you control. And you can choose nonsnow. I suddenly like this card less, and I hope that isn't because I thought it was something else first. But now it's got a lot less pizazz because it functions on convenience to you. I like the ability, but I think it could've been grown more too, like your land.
The Man at the River
Your land is missing text that helps keep this card from being a problem. Should it untap that creature, as usually tagged on like Mystifying Maze, Reconnaissance, and Maze of Ith? Does it just hang around tapped and deal no damage? Your card feels incomplete to me, has no rarity and the real problem to me about it is that it doesn't ETB tapped but also produces colored mana immediately. So I would hope it's a rare. Snow Crawler is also quite modest, but I think suffers from accomplishing too little. He can allow lands to make snow mana, but you could just play snow lands, right? Or, if you wanted to make your opponent's lands snow, I guess that'd come in handy, but not in a way that the card itself interacts with, so it'd be hard to play outside of a deck that has a theme it was dedicated to. And does it become snow indefinitely? I think a counter would help clear this up, unless you mean even if the creature leaves play? Also, what's his rarity?
TOP 3
3. drewdagreek
2. Egak
1. Eventide Sojourner
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori
It IS redundant but extremely necessary. Look at cards like Rhystic Cave and Charmed Pendant. They have that wording specifically because of the rules mess that would result if they could be used like mana abilities (specifically to prevent you from trying to cast a spell using mana that might not exist). And my land has that as a possibility.
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
2. Ixias
3. aftermarketradio
Will someone (other than its designer) explain this to me? I seriously do not get this at all.
Also, for people saying or even thinking "such-and-such a card is niche or narrow because snow". Stop it. Please. Just stop it. IT'S SNOW. Of course it's narrow. Think about what you're doing. The challenge begs for snow cards and nearly all of these submissions are snow dependent, so "niche/narrow because snow" is not a legitimate criteria for judging. Try to think outside of your favorite format box. It's possible to design cards for for a given format in which they are not narrow at all (limited in particular).