The only thing I can think of that would be printable and yet still possibly "better" would be a fetchland with a drawback like this:
Talding Scarn
Land
T, Reveal a Blue or Red Card from your hand, sacrifice Talding Scarn: Search your library for an Island or Mountain card, reveal it, and put it onto the battlefield.
And that's really pushing the boundaries of "printable".
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The only thing I can think of that would be printable and yet still possibly "better" would be a fetchland with a drawback like this:
Talding Scarn
Land
T, Reveal a Blue or Red Card from your hand, sacrifice Talding Scarn: Search your library for an Island or Mountain card, reveal it, and put it onto the battlefield.
And that's really pushing the boundaries of "printable".
Good idea. Also, not to be nitpicky, but you wouldn't need to reveal the card after searching if it is going directly onto the battlefield
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Old enough to know better, much too young to care.
Honestly, I always saw the problem with fetchlands being that there's ten, meaning a deck can run as many as possible, which is really $. If way back they had made just one fetchland that got any land with a basic land type, it would be functionally the same, but much less $ oppressive now, since you could only run max 4 in any deck.
The only thing I can think of that would be printable and yet still possibly "better" would be a fetchland with a drawback like this:
Talding Scarn
Land
T, Reveal a Blue or Red Card from your hand, sacrifice Talding Scarn: Search your library for an Island or Mountain card, reveal it, and put it onto the battlefield.
And that's really pushing the boundaries of "printable".
I feel as if giving up 1 life for that effect is far more powerful than revealing information.
Already done. Terramorphic Expanse. Evolving Wilds.
Generally these were not used in constructed as they were too slow and really only have value in multi-color Limited decks.
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Already done. Terramorphic Expanse. Evolving Wilds.
Generally these were not used in constructed as they were too slow and really only have value in multi-color Limited decks.
He means something that can search up a basic untapped. Like
Painfulmorphic Expanse
Land
T, Pay 1 life, sacrifice ~: Search your library for a basic land card and put it into play. Then shuffle your library.
Already done. Terramorphic Expanse. Evolving Wilds.
Generally these were not used in constructed as they were too slow and really only have value in multi-color Limited decks.
He means something that can search up a basic untapped. Like
Painfulmorphic Expanse
Land
T, Pay 1 life, sacrifice ~: Search your library for a basic land card and put it into play. Then shuffle your library.
^ I think this is the closest thing we'd get or a complete reprint of the old ones, two colored, that only searched up basics instead of land types that could fetch duals like we do now.
The only thing I can think of that would be printable and yet still possibly "better" would be a fetchland with a drawback like this:
Talding Scarn
Land
T, Reveal a Blue or Red Card from your hand, sacrifice Talding Scarn: Search your library for an Island or Mountain card, reveal it, and put it onto the battlefield.
And that's really pushing the boundaries of "printable".
I feel as if giving up 1 life for that effect is far more powerful than revealing information.
Agreed. Those are quite a bit worse than the current fetches.
Flooded grove style lands for wedges would be nearly as good as fetches.
Or: wedge style m10lands that require you to have any two of the three basic lands.
or not realy a cycle but target opponent gains 3 life add one mana to your mana pool.
Red Blue Restrict Land t: Add R to your mana pool. You can't use this ability again until after your next turn is over. t: Add U to your mana pool. You can't use this ability again until after your next turn is over.
Basically, it's a dual land that you can't use it for the same color 2 turns in a row. Not sure how it would match up against a fetchland. Probably worse due to not being able to deck-thin or shuffle. Obviously would be part of a cycle.
Fetch it Land
Pay 1 life, t, Sacrifice this land: Reveal a colored card in your hand. You may search your library for a basic that can produce a color in the casting cost of that card. Put that card onto the battlefield. Shuffle your library.
Weird fetchy variant that only gets basics and requires you reveal a card from your hand with the appropriate casting cost.
Random Red Land
When Random Red enters the battlefield, pay 1 life or sacrifice Random Red. t: Add t to your mana pool. t, Pay 1 life: Add 1 to your mana pool. Look at the top card of your library, you may put that card into your graveyard. You may shuffle your library.
This would be part of a cycle. It deck-thins, it comes in un-tapped, it can shuffle, and it can do those things more than a fetchland and in a more controlled way. But it's a mono-color land, not a dual-land, and it only produces colorless on the turns it is shuffling and/or deck-thinning.
WaveHill Land
When WaveHill enters the battlefield, search your library for a Mountain or Island, exile that card, then shuffle your library. If you do not exile a Mountain or Island from your library, sacrifice WaveHill.
WaveHill enters the battlefield tapped if lands you control can already produce red and blue mana. t: Add R or U to your mana pool.
Um... not sure I worded this well, but I think I got the intentions across. No life payments, but perhaps a bit more restrictive? Part of a cycle of course.
The only thing I can think of that would be printable and yet still possibly "better" would be a fetchland with a drawback like this:
Talding Scarn
Land
T, Reveal a Blue or Red Card from your hand, sacrifice Talding Scarn: Search your library for an Island or Mountain card, reveal it, and put it onto the battlefield.
And that's really pushing the boundaries of "printable".
I feel as if giving up 1 life for that effect is far more powerful than revealing information.
Agreed. Those are quite a bit worse than the current fetches.
T, pay 1 life, {sac}: Search your library for a (basic?) RMountain, UIsland or WPlains card and put it onto the battlefield. Then shuffle your library.
In essence they are better fetchlands. In practice it doesn't seem like it matters that much as they just provide a little more variety than the fetchlands. But it only really matters when you play 4 or 5 colors. Standard fetches can get any dual-land in your colors as long as you play 3 or less colors.
Fetchland no. 11-15 wont make players play even more fetches - as that would reduce the amount of search-able lands beyond the point where it makes sense to run that many fetches.
These would most likely be more desirable than standard fetches but in the end it wouldn't really matter.
One may argue that by this point it might as well be:
T, pay 1 life, {sac}: Search your library for a land card with a basic land type and put it onto the battlefield. Then shuffle your library.
Dream Shores Land T: Look at the top and bottom cards of your library. If one of them is an island or a plains, you may sacrifice ~ to put that card onto the battlefield.
Dream Shores Land T: Look at the top and bottom cards of your library. If one of them is an island or a plains, you may sacrifice ~ to put that card onto the battlefield.
What makes fetchlands good is their interaction with the shock lands. In a sense, fetches are more like quint-lands than they are dual-lands.
There are so many fetches that they are almost like basics in that you can fill your deck with so many of them. You almost don't even need to use the best 'color' fetches because they will always work as long as you have a legal shockland hiding somewhere in your deck. Sure, you'll get the most benefit out of fetches that match on both colors, but you're practically better off using the 'wrong' fetches than you are using most other dual-lands in existence.
In a format where both fetchs and shocks exist in parallel, do you REALLY need better mana fixing? If we're really that greedy, let's just petition for Christmasland.
Christmasland.
Mythic Rare
basic land - Christmasland T: Add one mana of any color to your mana pool. Overpowered? It's only efficient mana fixing. Do you think mana fixing is supposed to be inefficient in this format? Besides, it is a Mythic.
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REALISTICALLY, could they print a better land?
Talding Scarn
Land
T, Reveal a Blue or Red Card from your hand, sacrifice Talding Scarn: Search your library for an Island or Mountain card, reveal it, and put it onto the battlefield.
And that's really pushing the boundaries of "printable".
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I feel as if giving up 1 life for that effect is far more powerful than revealing information.
Generally these were not used in constructed as they were too slow and really only have value in multi-color Limited decks.
YES.
I've been wanting these too.
They aren't better than normal fetches,
but EDH would love to have them.
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He means something that can search up a basic untapped. Like
Painfulmorphic Expanse
Land
T, Pay 1 life, sacrifice ~: Search your library for a basic land card and put it into play. Then shuffle your library.
^ I think this is the closest thing we'd get or a complete reprint of the old ones, two colored, that only searched up basics instead of land types that could fetch duals like we do now.
Agreed. Those are quite a bit worse than the current fetches.
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[discard a blue or green card from your hand]: put this land onto the battlefield tapped. tapes for U or G
EDH:
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Legacy:
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Modern
Venser, the Sojourner Control
Early game is obviously the most potent and hardest to balance.
-or-
Tap, pay 1 life, sac [this]: search your library for a land with a basic land type and put it into play.
-or-
Tap, sac [this]: search your library for a land and put it into play.
All are strict upgrades.
Or: wedge style m10lands that require you to have any two of the three basic lands.
or not realy a cycle but target opponent gains 3 life add one mana to your mana pool.
Land
t: Add R to your mana pool. You can't use this ability again until after your next turn is over.
t: Add U to your mana pool. You can't use this ability again until after your next turn is over.
Basically, it's a dual land that you can't use it for the same color 2 turns in a row. Not sure how it would match up against a fetchland. Probably worse due to not being able to deck-thin or shuffle. Obviously would be part of a cycle.
Fetch it
Land
Pay 1 life, t, Sacrifice this land: Reveal a colored card in your hand. You may search your library for a basic that can produce a color in the casting cost of that card. Put that card onto the battlefield. Shuffle your library.
Weird fetchy variant that only gets basics and requires you reveal a card from your hand with the appropriate casting cost.
Random Red
Land
When Random Red enters the battlefield, pay 1 life or sacrifice Random Red.
t: Add t to your mana pool.
t, Pay 1 life: Add 1 to your mana pool. Look at the top card of your library, you may put that card into your graveyard. You may shuffle your library.
This would be part of a cycle. It deck-thins, it comes in un-tapped, it can shuffle, and it can do those things more than a fetchland and in a more controlled way. But it's a mono-color land, not a dual-land, and it only produces colorless on the turns it is shuffling and/or deck-thinning.
WaveHill
Land
When WaveHill enters the battlefield, search your library for a Mountain or Island, exile that card, then shuffle your library. If you do not exile a Mountain or Island from your library, sacrifice WaveHill.
WaveHill enters the battlefield tapped if lands you control can already produce red and blue mana.
t: Add R or U to your mana pool.
Um... not sure I worded this well, but I think I got the intentions across. No life payments, but perhaps a bit more restrictive? Part of a cycle of course.
I'd Take that!
T, pay 1 life, {sac}: Search your library for a (basic?) RMountain, UIsland or WPlains card and put it onto the battlefield. Then shuffle your library.
In essence they are better fetchlands. In practice it doesn't seem like it matters that much as they just provide a little more variety than the fetchlands. But it only really matters when you play 4 or 5 colors. Standard fetches can get any dual-land in your colors as long as you play 3 or less colors.
Fetchland no. 11-15 wont make players play even more fetches - as that would reduce the amount of search-able lands beyond the point where it makes sense to run that many fetches.
These would most likely be more desirable than standard fetches but in the end it wouldn't really matter.
One may argue that by this point it might as well be:
T, pay 1 life, {sac}: Search your library for a land card with a basic land type and put it onto the battlefield. Then shuffle your library.
Dream Shores
Land
T: Look at the top and bottom cards of your library. If one of them is an island or a plains, you may sacrifice ~ to put that card onto the battlefield.
It would need T: add 1 to your mana pool
There are so many fetches that they are almost like basics in that you can fill your deck with so many of them. You almost don't even need to use the best 'color' fetches because they will always work as long as you have a legal shockland hiding somewhere in your deck. Sure, you'll get the most benefit out of fetches that match on both colors, but you're practically better off using the 'wrong' fetches than you are using most other dual-lands in existence.
In a format where both fetchs and shocks exist in parallel, do you REALLY need better mana fixing? If we're really that greedy, let's just petition for Christmasland.
Christmasland.
Mythic Rare
basic land - Christmasland
T: Add one mana of any color to your mana pool.
Overpowered? It's only efficient mana fixing. Do you think mana fixing is supposed to be inefficient in this format? Besides, it is a Mythic.