I think the green one will cost 2G (or perhaps GG) so its comparable to Gaea's Herald. The Herald wasnt that much played in the first place (and was a creature) so maybe it'll be 1G.
I think not. If they put the cc too low, it would be pointless to be able to put it on play before anything else. For 1G, you can miss at most 2 or 3 turns before playing it. Not to mention that would be too damn easy to Transmute into them AND cast it. Nah, I'm sticking to the high casting cost (besides, at 6 cc, only one card could fetch that on your deck. For 5 cc too). The way r_e put it, I think that they're designed to give the player a good advantage at game beginning if it is on his opening hand, but it'd be a good albeit slow card to play during the course of the game.
Quote from Belgareth »
Erm..... Broken..... Play it first then first turn Mox plus land , timewalk
Assuming you have something else say a mox and anncesral recall ?
You have 1 hell of a nice play
Hum, you're right. I was thinking T2 when it came up. It'd be monstruous on Vintage. Damn, I'm mostly a t2/limited player, so I usually don't consider the other formats when thinking up a card (I stopped playing Magic during Weatherlight, and just came back on Ravnica - so I don't know most of the cards that came in this gap And, yes, I know all the cards you mentioned were A/B/U, but as I'm not a Vintage player, I usually don't think about them. ^^). I'll come up with another suggestion for blue leyline...
How about
Blue Leyline - 4UU
Enchantment
Leyline (If ~this~ is on your opening hand, you may play it before your first draw step without paying it's casting cost [with some other drawback]).
All creatures you control are unblockable.
Too creature based for my blue tastes, but it may work better than the previous idea. Not to mention the obvious synergy with ninjutsu, for example (making it one of the 'synergy between blocks' cards R&D keeps talking about ^^).
Hopefully these are aggresively costed. They will be very powerful then. I'm thinking 3 mana or 2 mana each with moderately powerful abilities. At 6 mana I doubt I'd play any of these because they would be rendered useless unless you have them in your opening hand and would bea terrible topdeck.
Private Mod Note
():
Rollback Post to RevisionRollBack
Khaldun
_____________
“Game over,” Lursen said. “Demon’s Horn.”
Demon’s Horn has a reputation in multiplayer games, Lursen said.“Usually if somebody in multiplayer plays a Demon’s Horn, we all just immediately attack that person, because he’s going to win,” Lursen said.
Hopefully these are aggresively costed. They will be very powerful then. I'm thinking 3 mana or 2 mana each with moderately powerful abilities. At 6 mana I doubt I'd play any of these because they would be rendered useless unless you have them in your opening hand and would bea terrible topdeck.
Again, I think that if its cost would be 3 cc or lower, it'd be meaningless the 'play it before you begin' ability. It has to have mid-to-high cost to balance the ability (and that being a good drawback on itself). I think 5-6 cc the ideal to me, and definetly no less than 4 (unless it's like GGG or something like that .And I agree with it having only with 3 cc IF it's three colored mana). The cards HAVE to have some kind of drawback for the damn good abilities it have.
Making you lose a mana as you play the leyline would be terribly mean. Sure, you've got your leyline out, but what now? You're down to 5 possible cards. How much of it is mana? How's your curve treating you now?
These are very interesting but I'm not sure anyone's hit on the drawback yet.
Leyline of Calm 3WW - Enchantment
Leyline
(If a card with Leyline is in your hand at the start of the game, you may remove a card that shares a color with it from the game and put it into play without paying it's mana cost. If you do, you cannot mulligan this game.)
Whenever a player plays a spell, you may pay 1. If you do, you gain one life. Pay no more than 1 in this way for each spell.
OR
Whenever a player gains life, you may pay X, where X is the amount of life gained. If you do, you gain that much life.
OR
At the beginning of your upkeep, choose a color. Your creatures have protection from that color.
Leyline of Truth 3UU - Enchantment
Leyline
(If a card with Leyline is in your hand at the start of the game, you may remove a card that shares a color with it from the game and put it into play without paying it's mana cost. If you do, you cannot mulligan this game.)
Whenever a player plays a spell, you may pay X, where X is its converted mana cost. Draw cards equal to X.
OR
At the beginning of your turn, instead you may draw three cards. If you do, skip your untap step. Any player may play this ability.
Leyline of Decay 3BB - Enchantment
Leyline
(If a card with Leyline is in your hand at the start of the game, you may remove a card that shares a color with it from the game and put it into play without paying it's mana cost. If you do, you cannot mulligan this game.)
Players can't gain life.
OR
Whenever a creature spell is played, you may pay 1. If you do, return target creature from your graveyard to your hand.
Leyline of Ruin 3RR - Enchantment
Leyline
(If a card with Leyline is in your hand at the start of the game, you may remove a card that shares a color with it from the game and put it into play without paying it's mana cost. If you do, you cannot mulligan this game.)
Creatures you play have haste.
OR
Damage can't be prevented.
OR
Whenever a player plays a spell, you may pay X. That much damage is dealt to target creature or player.
Leyline of Courage 3GG - Enchantment
Leyline
(If a card with Leyline is in your hand at the start of the game, you may remove a card that shares a color with it from the game and put it into play without paying it's mana cost. If you do, you cannot mulligan this game.)
Creature spells can't be countered.
OR
Whenever you play a creature spell, you may pay XX. That creature comes into play with X +1/+1 counters on it.
That's my take on it. Good discussion!
EDIT: The OR means different possible cards, not different abilities on the same card. Just clarifying.
Making you lose a mana as you play the leyline would be terribly mean. Sure, you've got your leyline out, but what now? You're down to 5 possible cards. How much of it is mana? How's your curve treating you now?
These are very interesting but I'm not sure anyone's hit on the drawback yet.
Leyline of Calm 3WW - Enchantment
Leyline
(If a card with Leyline is in your hand at the start of the game, you may remove a card that shares a color with it from the game and put it into play without paying it's mana cost. If you do, you cannot mulligan this game.)
Whenever a player plays a spell, you may pay 1. If you do, you gain one life. Pay no more than 1 in this way for each spell.
OR
Whenever a player gains life, you may pay X, where X is the amount of life gained. If you do, you gain that much life.
OR
At the beginning of your upkeep, choose a color. Your creatures have protection from that color.
Leyline of Truth 3UU - Enchantment
Leyline
(If a card with Leyline is in your hand at the start of the game, you may remove a card that shares a color with it from the game and put it into play without paying it's mana cost. If you do, you cannot mulligan this game.)
Whenever a player plays a spell, you may pay X, where X is its converted mana cost. Draw cards equal to X.
OR
At the beginning of your turn, instead you may draw three cards. If you do, skip your untap step. Any player may play this ability.
Leyline of Decay 3BB - Enchantment
Leyline
(If a card with Leyline is in your hand at the start of the game, you may remove a card that shares a color with it from the game and put it into play without paying it's mana cost. If you do, you cannot mulligan this game.)
Players can't gain life.
OR
Whenever a creature spell is played, you may pay 1. If you do, return target creature from your graveyard to your hand.
Leyline of Ruin 3RR - Enchantment
Leyline
(If a card with Leyline is in your hand at the start of the game, you may remove a card that shares a color with it from the game and put it into play without paying it's mana cost. If you do, you cannot mulligan this game.)
Creatures you play have haste.
OR
Damage can't be prevented.
OR
Whenever a player plays a spell, you may pay X. That much damage is dealt to target creature or player.
Leyline of Courage 3GG - Enchantment
Leyline
(If a card with Leyline is in your hand at the start of the game, you may remove a card that shares a color with it from the game and put it into play without paying it's mana cost. If you do, you cannot mulligan this game.)
Creature spells can't be countered.
OR
Whenever you play a creature spell, you may pay XX. That creature comes into play with X +1/+1 counters on it.
That's my take on it. Good discussion!
EDIT: The OR means different possible cards, not different abilities on the same card. Just clarifying.
There's a reason why Masques block sucked; and this is it.
If the green leyline costs 3, I'll be displeased. The creature costs 2 and the option of playing it at the start of the game isn't quite as good as a 1/1 elf who can be tutored for and can attack for 1.
Also, note how all of your cards sucked except the blue one.
Again, I think that if its cost would be 3 cc or lower, it'd be meaningless the 'play it before you begin' ability. It has to have mid-to-high cost to balance the ability (and that being a good drawback on itself). I think 5-6 cc the ideal to me, and definetly no less than 4 (unless it's like GGG or something like that .And I agree with it having only with 3 cc IF it's three colored mana). The cards HAVE to have some kind of drawback for the damn good abilities it have.
If the green leyline costs more than 3 (converted mana cost, regardless of color requirements) it will be useless. At 6 it'll be countered with no problem. Not only has the green player then wasted a turn, but a card slot in the deck. This card is only going to have any purpose at all if it can be put into play before most counterspells come online, whether automatically at the beginning of the game, or hardcast in the first few turns.
Quote from Outbox »
Also, note how all of your cards sucked except the blue one.
I'm already noticing a trend in your posts. Get over yourself.
There's a reason why Masques block sucked; and this is it.
If the green leyline costs 3, I'll be displeased. The creature costs 2 and the option of playing it at the start of the game isn't quite as good as a 1/1 elf who can be tutored for and can attack for 1.
Also, note how all of your cards sucked except the blue one.
I'd not say that they sucked, but the suggestions are either too complicated, or too underpowered. I'd not play these, to tell the truth.
Not only that, but bluesoul totally forgot that the green and red effects are already set (:symg: makes all creatures uncounterable; may pay extra mana on spells to ping an opponent).
I still think that it'll have a high enough cc (maybe CCC or 3CC/4CC) to be the drawback for putting it into play first thing. Or you'll put it on the game right away, or you'll have to wait until mid-late game to put it into play, and even then its usefullness will not be that great. Of course, both the abilities tips we had were good for early game, but maybe Black an Blue ones (as they're both colors that get better at mid-late game) aren't. Or, maybe, their abilities help having a mid-late game for them. I don't know, really...
One thing is for certain: Aside from the red (that i suppose being a :mana1:/ping hate), most probably there won't be a cost (at least in mana) for the enchantment activation. As outbox stated, paying extra mana for the abilities kill the fast-pacedness suggested by the 'put into play before game' mechanic.
Quote from Sophomoros »
If the green leyline costs more than 3 (converted mana cost, regardless of color requirements) it will be useless. At 6 it'll be countered with no problem. Not only has the green player then wasted a turn, but a card slot in the deck. This card is only going to have any purpose at all if it can be put into play before most counterspells come online, whether automatically at the beginning of the game, or hardcast in the first few turns.
Hum... you got a point. I was trying to pull a drawback on the card that wouldn't make the need to 'playing first thing' to have a condition to putting it in play. But is either a higher casting cost, or a true drawback on the mechanic. Probably it'll be this way. :sad:
But, if it will be this way, so what drawback would it be? Discarding a land I think it's not worth, even more if you draw only one, most certainly you'd keep it to hardcast it later. Maybe paying in life, or discarding a same-coloured card, although something tells me it won't be this. 'No more mulligans' is hardly a drawback, as you can mulligan until you get the leyline. :/ I think it'll be either life-paying or discarding. Unless they came up with something we didn't even though of. ^^
Ok, I settle with the 3 CMC option. Either CCC (my pick) or 1CC, i think 2C would be way too easy to cast. And it has a drawback on putting the card into play before actual play begins.
Not only that, but bluesoul totally forgot that the green and red effects are already set (:symg: makes all creatures uncounterable; may pay extra mana on spells to ping an opponent).
Not really, they're still rumors and I'd like to keep an open mind on things. Pinging seems a pretty weak reason to deck those. Just leaving other possibilities open.
Well yeah, but the thought is that they'll throw so many new keywords and mechanics out there that some of them will sound cool, and recruit new players. I don't mind the new keywords, but I can understand why there's lots of argument against it.
I wonder if you draw multiple ones can you put them all into play?
My gut says no, but it would be cool.
Hey, anything that power's up serra's sanctum is cool by me.
They should be legendary just to avoid this. Then, if I draw the green and red one, fine. But if I draw two green ones, I'm screwed. Legendary lowers their CMC and keeps the red one from being "better" than the green one simply because multiples are useful.
Any time you could mulligan and Serum Powder is in your hand, you may...
It'll probably be something like:
Any time you could mulligan and ~this~ is in your hand, you may play ~this~ without paying it's mana cost. If you do, remove a -color- card in your hand from the game.
That would make it uncounterable...
Reasonable?
There's no need for card disadvantage. Despite what the blue player thinks, the fact they can't counter my creatures isn't that good, and it's not worth spending 4 sideboard slots on.
It rewards you for getting it in your opening hand, and gives you an ability that, though nice, is not that game changing. Sure, Red likes doing 1 to your opponent whenever it plays a spell (but doesn't like paying 2 extra to do this), but green could care less... most of the creatures it has Blue won't counter, and those they would counter they still can bounce. It's neat, but not broken at 0.
sorry if this has already been brought up, but these remind me of "unlucky man's paradice" when is that card supossed to see print, isn't it in gp? making like a 6 card cycle
sorry if this has already been brought up, but these remind me of "unlucky man's paradice" when is that card supossed to see print, isn't it in gp? making like a 6 card cycle
I'm not familiar, what card are you talking about?
The green enchantment's effect isn't all that relevant, even for free. You need a spell that's good on its own and then tack on uncounterability, not the other way around... see the mongeese and yes, wreak havoc.
And presumably there will be some sort of 'you need another card of the same color' or such drawback, unless they want to see if someone will toss the whole cycle in a deck.
If you have not yet played your first land for the game, you may put Leyline into play without payings it's mana cost
This templating is short, concise, allows for mulligans and since you put it into play it allows it to not be countered. The 'drawback' is you need to do it before your first land of the game, which effectively means it is in your opening hand.
I realize this may have some crazy effect on vintage with all the moxen floating around, but who knows...
I gotta say I like this alot, its almost Vanguardish
That is exactly what it is, Vanguard in "regular magic," for lack of a better term. This is exciting. I wonder if they're legendary. Probably. They would suck, though, if they were Evermind enchantments.
I'm surprised nobody has said this yet, but if the red one says "when you play a .... pay whatever and deal some damage", that works amazingly with bloodthirst.
i play critter with bloodlust, it goes on stack
i pay X to deal Y damage to you (however much it is),
this damage goes on stack above critter
damage is then resolved
critter comes into play with counters
I'm not familiar, what card are you talking about?
back in the day we voted for a card called unluckymans paradise that was worded something along the lines of:
Unluckyman's paradise
land
If ~ is in your hand at the beginning of the game you may put into play with a luck counter
if ~ has a luck counter it can tap for anycolor
t: add one colorless...ill see if i can hunt up a link
if you are ever being chased by a police dog, try not to run through a tunnel, then over a little see-saw, then jump through a ring of fire. theyre trained for that
Green Leyline - 1G
Enchantment (R)
Creature spells can't be countered.
If Green Leyline is in your opening hand and you are not playing first, you may put Green Leyline into play without paying its mana cost.
While the "not playing first" thing is a neat way of doing things, it's not worth restricting the use of the card. Then we'd all want to go second...
If you have not yet played your first land for the game, you may put Leyline into play without payings it's mana cost
This templating is short, concise, allows for mulligans and since you put it into play it allows it to not be countered. The 'drawback' is you need to do it before your first land of the game, which effectively means it is in your opening hand.
I realize this may have some crazy effect on vintage with all the moxen floating around, but who knows...
That's what I was thinking as a way to template this, except I was thinking: Leyline
Enchantment
Creatures spells you play can't be countered.
If you control no lands, you may put Leyline into play without payings it's mana cost
Well these enchantments are definitely hype worthy, but I don't like them.
If they can balance them correctly then they will be great, but to do so is extremely difficult. Ultimately, I think they will be either ridiculously powerful or just a waste of cardboard. Probably the later.
Well these enchantments are definitely hype worthy, but I don't like them.
If they can balance them correctly then they will be great, but to do so is extremely difficult. Ultimately, I think they will be either ridiculously powerful or just a waste of cardboard. Probably the later.
I think not. If they put the cc too low, it would be pointless to be able to put it on play before anything else. For 1G, you can miss at most 2 or 3 turns before playing it. Not to mention that would be too damn easy to Transmute into them AND cast it. Nah, I'm sticking to the high casting cost (besides, at 6 cc, only one card could fetch that on your deck. For 5 cc too). The way r_e put it, I think that they're designed to give the player a good advantage at game beginning if it is on his opening hand, but it'd be a good albeit slow card to play during the course of the game.
Hum, you're right. I was thinking T2 when it came up. It'd be monstruous on Vintage. Damn, I'm mostly a t2/limited player, so I usually don't consider the other formats when thinking up a card (I stopped playing Magic during Weatherlight, and just came back on Ravnica - so I don't know most of the cards that came in this gap And, yes, I know all the cards you mentioned were A/B/U, but as I'm not a Vintage player, I usually don't think about them. ^^). I'll come up with another suggestion for blue leyline...
How about
Blue Leyline - 4UU
Enchantment
Leyline (If ~this~ is on your opening hand, you may play it before your first draw step without paying it's casting cost [with some other drawback]).
All creatures you control are unblockable.
Too creature based for my blue tastes, but it may work better than the previous idea. Not to mention the obvious synergy with ninjutsu, for example (making it one of the 'synergy between blocks' cards R&D keeps talking about ^^).
EDIT Minor corrections and adding more ideas. ^^
_____________
“Game over,” Lursen said. “Demon’s Horn.”
Demon’s Horn has a reputation in multiplayer games, Lursen said.“Usually if somebody in multiplayer plays a Demon’s Horn, we all just immediately attack that person, because he’s going to win,” Lursen said.
Again, I think that if its cost would be 3 cc or lower, it'd be meaningless the 'play it before you begin' ability. It has to have mid-to-high cost to balance the ability (and that being a good drawback on itself). I think 5-6 cc the ideal to me, and definetly no less than 4 (unless it's like GGG or something like that .And I agree with it having only with 3 cc IF it's three colored mana). The cards HAVE to have some kind of drawback for the damn good abilities it have.
These are very interesting but I'm not sure anyone's hit on the drawback yet.
Leyline of Calm
3WW - Enchantment
Leyline
(If a card with Leyline is in your hand at the start of the game, you may remove a card that shares a color with it from the game and put it into play without paying it's mana cost. If you do, you cannot mulligan this game.)
Whenever a player plays a spell, you may pay 1. If you do, you gain one life. Pay no more than 1 in this way for each spell.
OR
Whenever a player gains life, you may pay X, where X is the amount of life gained. If you do, you gain that much life.
OR
At the beginning of your upkeep, choose a color. Your creatures have protection from that color.
Leyline of Truth
3UU - Enchantment
Leyline
(If a card with Leyline is in your hand at the start of the game, you may remove a card that shares a color with it from the game and put it into play without paying it's mana cost. If you do, you cannot mulligan this game.)
Whenever a player plays a spell, you may pay X, where X is its converted mana cost. Draw cards equal to X.
OR
At the beginning of your turn, instead you may draw three cards. If you do, skip your untap step. Any player may play this ability.
Leyline of Decay
3BB - Enchantment
Leyline
(If a card with Leyline is in your hand at the start of the game, you may remove a card that shares a color with it from the game and put it into play without paying it's mana cost. If you do, you cannot mulligan this game.)
Players can't gain life.
OR
Whenever a creature spell is played, you may pay 1. If you do, return target creature from your graveyard to your hand.
Leyline of Ruin
3RR - Enchantment
Leyline
(If a card with Leyline is in your hand at the start of the game, you may remove a card that shares a color with it from the game and put it into play without paying it's mana cost. If you do, you cannot mulligan this game.)
Creatures you play have haste.
OR
Damage can't be prevented.
OR
Whenever a player plays a spell, you may pay X. That much damage is dealt to target creature or player.
Leyline of Courage
3GG - Enchantment
Leyline
(If a card with Leyline is in your hand at the start of the game, you may remove a card that shares a color with it from the game and put it into play without paying it's mana cost. If you do, you cannot mulligan this game.)
Creature spells can't be countered.
OR
Whenever you play a creature spell, you may pay XX. That creature comes into play with X +1/+1 counters on it.
That's my take on it. Good discussion!
EDIT: The OR means different possible cards, not different abilities on the same card. Just clarifying.
Battle Royale Mafia
(Come see who won!)
There's a reason why Masques block sucked; and this is it.
If the green leyline costs 3, I'll be displeased. The creature costs 2 and the option of playing it at the start of the game isn't quite as good as a 1/1 elf who can be tutored for and can attack for 1.
Also, note how all of your cards sucked except the blue one.
If the green leyline costs more than 3 (converted mana cost, regardless of color requirements) it will be useless. At 6 it'll be countered with no problem. Not only has the green player then wasted a turn, but a card slot in the deck. This card is only going to have any purpose at all if it can be put into play before most counterspells come online, whether automatically at the beginning of the game, or hardcast in the first few turns.
I'm already noticing a trend in your posts. Get over yourself.
I'd not say that they sucked, but the suggestions are either too complicated, or too underpowered. I'd not play these, to tell the truth.
Not only that, but bluesoul totally forgot that the green and red effects are already set (:symg: makes all creatures uncounterable; may pay extra mana on spells to ping an opponent).
I still think that it'll have a high enough cc (maybe CCC or 3CC/4CC) to be the drawback for putting it into play first thing. Or you'll put it on the game right away, or you'll have to wait until mid-late game to put it into play, and even then its usefullness will not be that great. Of course, both the abilities tips we had were good for early game, but maybe Black an Blue ones (as they're both colors that get better at mid-late game) aren't. Or, maybe, their abilities help having a mid-late game for them. I don't know, really...
One thing is for certain: Aside from the red (that i suppose being a :mana1:/ping hate), most probably there won't be a cost (at least in mana) for the enchantment activation. As outbox stated, paying extra mana for the abilities kill the fast-pacedness suggested by the 'put into play before game' mechanic.
Hum... you got a point. I was trying to pull a drawback on the card that wouldn't make the need to 'playing first thing' to have a condition to putting it in play. But is either a higher casting cost, or a true drawback on the mechanic. Probably it'll be this way. :sad:
But, if it will be this way, so what drawback would it be? Discarding a land I think it's not worth, even more if you draw only one, most certainly you'd keep it to hardcast it later. Maybe paying in life, or discarding a same-coloured card, although something tells me it won't be this. 'No more mulligans' is hardly a drawback, as you can mulligan until you get the leyline. :/ I think it'll be either life-paying or discarding. Unless they came up with something we didn't even though of. ^^
Ok, I settle with the 3 CMC option. Either CCC (my pick) or 1CC, i think 2C would be way too easy to cast. And it has a drawback on putting the card into play before actual play begins.
My gut says no, but it would be cool.
Hey, anything that power's up serra's sanctum is cool by me.
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
Not really, they're still rumors and I'd like to keep an open mind on things. Pinging seems a pretty weak reason to deck those. Just leaving other possibilities open.
Battle Royale Mafia
(Come see who won!)
Battle Royale Mafia
(Come see who won!)
They should be legendary just to avoid this. Then, if I draw the green and red one, fine. But if I draw two green ones, I'm screwed. Legendary lowers their CMC and keeps the red one from being "better" than the green one simply because multiples are useful.
There's no need for card disadvantage. Despite what the blue player thinks, the fact they can't counter my creatures isn't that good, and it's not worth spending 4 sideboard slots on.
It rewards you for getting it in your opening hand, and gives you an ability that, though nice, is not that game changing. Sure, Red likes doing 1 to your opponent whenever it plays a spell (but doesn't like paying 2 extra to do this), but green could care less... most of the creatures it has Blue won't counter, and those they would counter they still can bounce. It's neat, but not broken at 0.
http://www.youtube.com/watch?v=NpgjnU7C3Aw
http://www.youtube.com/watch?v=Xe7kkZixasc
I'm not familiar, what card are you talking about?
You know, I've heard that one before...
And presumably there will be some sort of 'you need another card of the same color' or such drawback, unless they want to see if someone will toss the whole cycle in a deck.
Something like:
Leyline (some cost)
Enchantment
(some ability)
If you have not yet played your first land for the game, you may put Leyline into play without payings it's mana cost
This templating is short, concise, allows for mulligans and since you put it into play it allows it to not be countered. The 'drawback' is you need to do it before your first land of the game, which effectively means it is in your opening hand.
I realize this may have some crazy effect on vintage with all the moxen floating around, but who knows...
That is exactly what it is, Vanguard in "regular magic," for lack of a better term. This is exciting. I wonder if they're legendary. Probably. They would suck, though, if they were Evermind enchantments.
Artist Strikes Fish
i play critter with bloodlust, it goes on stack
i pay X to deal Y damage to you (however much it is),
this damage goes on stack above critter
damage is then resolved
critter comes into play with counters
Unluckyman's paradise
land
If ~ is in your hand at the beginning of the game you may put into play with a luck counter
if ~ has a luck counter it can tap for anycolor
t: add one colorless...ill see if i can hunt up a link
edit: http://www.wizards.com/default.asp?x=mtgcom/daily/bd177
^Unluckyman's Paradise^
While the "not playing first" thing is a neat way of doing things, it's not worth restricting the use of the card. Then we'd all want to go second...
Leyline
Enchantment
Creatures spells you play can't be countered.
If you control no lands, you may put Leyline into play without payings it's mana cost
If they can balance them correctly then they will be great, but to do so is extremely difficult. Ultimately, I think they will be either ridiculously powerful or just a waste of cardboard. Probably the later.