It does and doesn't feel red. Like, you're getting a worst version of the effect in the way red threatens work, but in a way that seems really strong i.e. turn after turn, and in a way where you can set up the abuse for it. I imagine that you could put this on a PWer or creature, but costing 2-3 might be asking a lot.
It does and doesn't feel red. Like, you're getting a worst version of the effect in the way red threatens work, but in a way that seems really strong i.e. turn after turn, and in a way where you can set up the abuse for it. I imagine that you could put this on a PWer or creature, but costing 2-3 might be asking a lot.
Stealing the creature until your next turn is arguably stronger than stealing it until end of turn with haste. The fact that the blocking player dictates the flow of battle means that by stealing their best creature, you basically either force them not to attack or potentially lose their best creature AND their second-best creature. This is the same reason why instant-speed Threatens are few and far between. It just opens up too much potential for a two-for-one with significant board impact.
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It does and doesn't feel red. Like, you're getting a worst version of the effect in the way red threatens work, but in a way that seems really strong i.e. turn after turn, and in a way where you can set up the abuse for it. I imagine that you could put this on a PWer or creature, but costing 2-3 might be asking a lot.
Stealing the creature until your next turn is arguably stronger than stealing it until end of turn with haste. The fact that the blocking player dictates the flow of battle means that by stealing their best creature, you basically either force them not to attack or potentially lose their best creature AND their second-best creature. This is the same reason why instant-speed Threatens are few and far between. It just opens up too much potential for a two-for-one with significant board impact.
This puts into words what I couldn't about why that's probably way OP. The only reason I said it was worse was that it's pretty bad for a proactive deck in the way threatens usually land so UW tempo might not be interested, but defensively it's kind of insane and a UW control deck would love that. I've played with Vedalken Shackles enough to know how brutal it can be to continually steal blockers, and while they can't attack there are definitely ways around that either by using them in a sac outlet or getting a lightning grieves or something. Or, you don't care about them attacking because you need roadblocks and these two cards continually provide them, the creature especially.
Goblin Gang 1R
When ~ enters the battlefield, each player sacrifices a land.
1/1
Could be worded as "as an additional cost to cast ~, sacrifice and land" and then the ETB. Could also be bumped to 2/1 if 1/1 doesn't cut it.
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Choose up to three target creatures. Shakedown deals damage to target player equal to two times the total converted mana cost of the target creatures unless it's controller sacrifices them.
Choose up to three target creatures. Shakedown deals damage to target player equal to two times the total converted mana cost of the target creatures unless it's controller sacrifices them.
I'm not sure this is printable. It's going to be too easy to tag three creatures with total cmc 8+ at which point this is a triple Edict in red. I know punisher mechanics make this technically in-pie, but when you push the punishment too far, it's just the other effect too often.
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Choose up to three target creatures. Shakedown deals damage to target player equal to two times the total converted mana cost of the target creatures unless it's controller sacrifices them.
Yeah this is busted. I get that its sort of a punisher card, but consider the extremes. Let's assume you can at least get 4+ cmc (that's not too difficult). If your opponent doesn't sacrifice, they take 8, which is insane. If they sac all the creatures, you've achieved a 3 for 1.
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I imagine this is very unprintable at 2 mana, and probably unplayable if you need to sac a land in addition to casting it before the ETB.
Unprintable in the sense that its too good?
Probably definitely, if you did a card search for creatures that cost 2 or less that do anything close to that, you'll see why. I imagine it's because 2 is that real sweet spot where you can use 'symmetrical' stone rains and really abuse them, like I would want to make some kind of jund list with this/veteran explorer/cabal therapy, would be pretty dope. T1 Veteran Explorer, T2 Cabal Therapy->flashbacked Cabal Therapy-> This Guy seems like a disgusting game plan, and there's probably stuff you can do in all formats with him like that which make playing lands for your opponents a con and probably not being good for the game.
I imagine this is very unprintable at 2 mana, and probably unplayable if you need to sac a land in addition to casting it before the ETB.
Unprintable in the sense that its too good?
Probably definitely, if you did a card search for creatures that cost 2 or less that do anything close to that, you'll see why. I imagine it's because 2 is that real sweet spot where you can use 'symmetrical' stone rains and really abuse them, like I would want to make some kind of jund list with this/veteran explorer/cabal therapy, would be pretty dope. T1 Veteran Explorer, T2 Cabal Therapy->flashbacked Cabal Therapy-> This Guy seems like a disgusting game plan, and there's probably stuff you can do in all formats with him like that which make playing lands for your opponents a con and probably not being good for the game.
Yeah that's totally fair. How would it stack up in cube though?
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I disagree that the above guy is too strong. Boom//Bust and Tremble both give a symmetrical Stone Rain at two mana, and Akki Blizzard-Herder is this exact card except on a dies trigger instead of an ETB. There's also Crack the Earth, which is most commonly a symmetrical stone rain effect.
However, I don't see Wizards printing it. They've moved away from cheap LD as a matter of course. And, on top of that, a 1/1 symmetrical Stone Rain likely doesn't make the cut in cube. It'd have to be a 2/1 or something to even be worth considering, and that's definitely not printable.
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I disagree that the above guy is too strong. Boom//Bust and Tremble both give a symmetrical Stone Rain at two mana, and Akki Blizzard-Herder is this exact card except on a dies trigger instead of an ETB. There's also Crack the Earth, which is most commonly a symmetrical stone rain effect.
However, I don't see Wizards printing it. They've moved away from cheap LD as a matter of course. And, on top of that, a 1/1 symmetrical Stone Rain likely doesn't make the cut in cube. It'd have to be a 2/1 or something to even be worth considering, and that's definitely not printable.
All three of those cards are definitely worse, being a creature is so much better. I can't flickerwhisp/sac/attack/etc with any of those cards, which is huge. It's why Sakura Tribe Elder is 4x and Farseek is x2 at most in scapeshift decks, and I would be playing a version of viridian emissary if it were switched around. All of those examples are undoubtedly worse than the proposed card. Being a creature and not needing an additional step to trigger the trigger is being undervalued here.
I could see it making the cut, maybe not as a 1/1 but definitely as a 2/1. I would want to test it, but t1 aggressive 1 drop -> t2 this guy would **** up a lot of days.
I'd say very. It immediately self-replaces and enters the battlefield untapped. The drawback is non-negligible if you're running a deck with an extremely tight curve, but it should be fairly easy to plan when you can take a turn off from full mana production most of the time.
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Entering the battlefield untapped and drawing a card is huge. Tight curved decks like agro or tempo might not want them but any control or midrange decks will be happy to slot it in to draw a card at the cost of missing a beat somewhere.
Are you proposing it as a cycle or just a one off land? I would happily replace the Simic manland with this. This land, Sylvan Safekeeper (or similar) and Ramunap Excavator would make for a nice engine. Might give those land/graveyard based decks another hand.
How about a Golgari twist:
Body Farm
Land
When Body Farm is put into the graveyard from anywhere and you control a Swamp or Forest, draw a card.
T: Add B or G to your mana pool. Body Farm doesn't untap during your next untap step.
I would say it need to be a pretty steep drawback on a land that draws you a card. I would also say it needs to be tied to being on-colour as well, otherwise something like B/W control deck night be happy it just for the card draw and just look at it as:
Awesome Cave
Land
When Awesome Cave ETB draw a card T: Add 1 to your mana pool, Awesome Cave does not untap during your next untap step.
I would make it ETB tapped and have the draw check they are at least in one of its colours.
Choose three. You may choose the same mode more than once.
- Counter target non-creature spell. You gain 2 life
- Target player sacrifices a creature. You lose 2 life.
- Scry 2, draw a card, discard a card.
Jund Confluence 2.0 2BRG
Instant
Choose three. You may choose the same mode more than once.
- Put a +1/+1 counter on target creature.
- Jund Confluence deals 4 damage to target creature.
- Target player sacrifices a creature. You lose 2 life.
Repeat all the colors using same collect abilities.
I dunno, they feel underwhelming for 3-colour cube cards. They seem weaker than the mono-coloured confluences and that really puts me off adding them as a 3-colour cycle.
Green seems to really get the short end of the stick, a single +1/+1? It feels like it should be 2 +1/+1 counters. That way your getting 6 power for 3 mana, a much fairer deal than 3 power.
What is the white mode on the Esper spell? I see 2 blue effects; the counter and the scry/draw/discard. Is it the life gain on the counter
I think for a 3-colour spell each mode needs a power bump if it is going to convince people to add a 3 colour section. I think a decent baseline is each effect having about a 2 mana value.
Esper Confluence 2WUB
Instant
Choose three. You may choose the same mode more than once.
- Gain 2 life then you may destroy target artifact or enchantment. (White)
- Each opponent sacrifices a creature. (Black)
- Counter target spell unless its controller pays 3 (Blue)
Jund Confluence 2BRG
Instant
Choose three. You may choose the same mode more than once.
- Put 2 +1/+1 counters on target creature. (Green)
- Jund Confluence deals 3 damage to target creature, if that creature dies its controller loses 2 life. (Red)
- Each opponent sacrifices a creature.
not sure how wizards would technically word this, but I think it is a cool idea
Soulsucking Zombie blaha blah who cares about the name
Legendary Zombie
2B
Flash
As an additional cost to cast Creature tap 2 land an opponent controls
When creature enters the Battle Field add 2 to your mana pool
2/1
Flashback: 4B
What I like: Legendary because why not.... Supports grave crawler and friends, and builds on black's disruption in a unique way of tapping your opponent out of a land and can buy yourself a little extra time.
What I don't like: Needs a whay to actually support zombie tribal in cube. Gravecrawler is great and all, but I wish more of the zombies benefited from each other in a similar way.
Tapping lands doesn't use the stack so I don't think this works like you think it does, you can flash it in after their untap step but I'm pretty sure they can just tap the lands for the mana. Only problem is you also have to use the mana at instant speed.
If they have no untapped lands is this guy also uncastable since you can't pay the aditional cost?
It is a nice idea and I can see it playing like a 1 shot double rishadan port but black doesn't seem like the color I would put it in. Drawing mana from opponents land feels more green than black, although I can see the logic in it being black.
On a side not, can flashback go on creatures? I think Unearth is what you would put on a creature.
Rishadan Customs Offical
Creature Elf
2G
Flash
When CardName enters the battlefield tap 2 target lands
When Cardname enters the Battle Field add 2 to your mana pool
2/1
When River Ravine Enters the battlefield, draw a card.
T: Add or to your mana pool. River Ravine doesn't untap during your next untap step.
I think I would like it like the Ravnica lands let it come into play tapped and then you get to draw a card and if you don't put a card on top of your library it doesn't untap next turn
Tapping lands doesn't use the stack so I don't think this works like you think it does, you can flash it in after their untap step but I'm pretty sure they can just tap the lands for the mana. Only problem is you also have to use the mana at instant speed.
If they have no untapped lands is this guy also uncastable since you can't pay the aditional cost?
It is a nice idea and I can see it playing like a 1 shot double rishadan port but black doesn't seem like the color I would put it in. Drawing mana from opponents land feels more green than black, although I can see the logic in it being black.
On a side not, can flashback go on creatures? I think Unearth is what you would put on a creature.
Rishadan Customs Offical
Creature Elf
2G
Flash
When CardName enters the battlefield tap 2 target lands
When Cardname enters the Battle Field add 2 to your mana pool
2/1
Your probably right, Unearth is probably the better key word for it.
The purpose of making it have as an additional cost to cast tap an opponents lands is so that your opponent can't respond so you could theoretically T3 play land pass: Opponent untaps, and then you cast this guy and basically use up there turn 3 by tapping 2 of there lands,
yes it would have the drawback that if your opponent is tapped out you can't cast him, but the only time I see that is a problem is during your own turn, and then you just simply pass, wait for the untap and cast him.
In terms of lands that don't untap during there next untap step, it would be difficult to remember which lands don't tap or untap.
Maybee something more similar to gemstone mine might be more doable
Tapping lands doesn't use the stack so I don't think this works like you think it does, you can flash it in after their untap step but I'm pretty sure they can just tap the lands for the mana. Only problem is you also have to use the mana at instant speed.
If they have no untapped lands is this guy also uncastable since you can't pay the aditional cost?
It is a nice idea and I can see it playing like a 1 shot double rishadan port but black doesn't seem like the color I would put it in. Drawing mana from opponents land feels more green than black, although I can see the logic in it being black.
On a side not, can flashback go on creatures? I think Unearth is what you would put on a creature.
Rishadan Customs Offical
Creature Elf
2G
Flash
When CardName enters the battlefield tap 2 target lands
When Cardname enters the Battle Field add 2 to your mana pool
2/1
Your probably right, Unearth is probably the better key word for it.
The purpose of making it have as an additional cost to cast tap an opponents lands is so that your opponent can't respond so you could theoretically T3 play land pass: Opponent untaps, and then you cast this guy and basically use up there turn 3 by tapping 2 of there lands,
yes it would have the drawback that if your opponent is tapped out you can't cast him, but the only time I see that is a problem is during your own turn, and then you just simply pass, wait for the untap and cast him.
In terms of lands that don't untap during there next untap step, it would be difficult to remember which lands don't tap or untap.
Maybee something more similar to gemstone mine might be more doable
Tapping lands for mana is weird though, it doesn't use the stack so I don't know if tapping your opponents lands as an additional cost stops them from tapping them before you do.
I think the land tapping needs to be an ETB; tapping your opponents lands as an additional cost just feels really messy rules wise.
It would probably be a pretty strong card; for 3 mana you are locking up 2 mana worth of your opponents resources and netting 2 mana to spend on instants, that means the 2/1 body is costing you less than one mana. Seems like a tempo all star, dropping it turn 2/3 on your opponents upkeep could basically time walk an opponent and even dropping it turn 4 on your opponents upkeep with a 3 mana instant in hand (removal etc.) could net you even more tempo.
It could get nasty with blink (like crystal shard) since you will be generating 2 mana and tapping down 2 lands each time you can do it, if that happens to be 2 or 3 times a turn your opponent could be in a lot of trouble.
Even flashing it in at the end of your opponents turn would be really strong against decks trying to hold up mana for instants.
Tapping lands port style has seemed like a strong effect ever since I understood the power of port and it might make for an interesting option for red now wizards don't like land destruction. Infact as a red card this might be even better as you could drop it, stop them playing blockers, play an instant speed burn spell and have a 2/1 on board to attack next turn.
I initially designed it as red, but red lacks access to flash except on enchantments. If you put enough keywords on a creature it can be good, you could remove tap as an additional cost and add split second and target the lands?
From here.
"Split second is a static ability that does not allow any players to put any spell or activated ability on the stack as long as the spell with Split second is on the stack."... "Split second doesn't prevent players from playing mana abilities."
They can still just tap their lands for mana and cast an instant once the stack clears. Tapping lands for mana doesn't use the stack so there isn't much you can ever do about it.
It's still a solid card; a one shot double port on a stick is still good tempo. I think just because of the way Magic works they always get a chance to tap lands, but that hasn't really stopped port from being a pain.
You could try something like:
Elf of the Deep Winter
Creature - Elf
1UG
Flash
When CardName enters the battlefield tap 2 target lands, they do not untap during their controllers next untap step.
2/1
Tap the lands down next turn as well at the cost of not getting the refund on mana.
These cards aren't too far from Pestermite, and I wouldn't be thinking of pestermite if there wasn't an infinite combo involved. I don't think I'm too interested in adding extra mana like this, I think groglord's design is closer to something I would want and even then it would prob need to be monocolored to consider it.
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Stealing the creature until your next turn is arguably stronger than stealing it until end of turn with haste. The fact that the blocking player dictates the flow of battle means that by stealing their best creature, you basically either force them not to attack or potentially lose their best creature AND their second-best creature. This is the same reason why instant-speed Threatens are few and far between. It just opens up too much potential for a two-for-one with significant board impact.
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This puts into words what I couldn't about why that's probably way OP. The only reason I said it was worse was that it's pretty bad for a proactive deck in the way threatens usually land so UW tempo might not be interested, but defensively it's kind of insane and a UW control deck would love that. I've played with Vedalken Shackles enough to know how brutal it can be to continually steal blockers, and while they can't attack there are definitely ways around that either by using them in a sac outlet or getting a lightning grieves or something. Or, you don't care about them attacking because you need roadblocks and these two cards continually provide them, the creature especially.
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Goblin Gang 1R
When ~ enters the battlefield, each player sacrifices a land.
1/1
Could be worded as "as an additional cost to cast ~, sacrifice and land" and then the ETB. Could also be bumped to 2/1 if 1/1 doesn't cut it.
Regular 450 unpowered cube (with some custom cards) - 450 Unpowered
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Sorcery
Choose up to three target creatures. Shakedown deals damage to target player equal to two times the total converted mana cost of the target creatures unless it's controller sacrifices them.
I'm not sure this is printable. It's going to be too easy to tag three creatures with total cmc 8+ at which point this is a triple Edict in red. I know punisher mechanics make this technically in-pie, but when you push the punishment too far, it's just the other effect too often.
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Unprintable in the sense that its too good?
Yeah this is busted. I get that its sort of a punisher card, but consider the extremes. Let's assume you can at least get 4+ cmc (that's not too difficult). If your opponent doesn't sacrifice, they take 8, which is insane. If they sac all the creatures, you've achieved a 3 for 1.
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Probably definitely, if you did a card search for creatures that cost 2 or less that do anything close to that, you'll see why. I imagine it's because 2 is that real sweet spot where you can use 'symmetrical' stone rains and really abuse them, like I would want to make some kind of jund list with this/veteran explorer/cabal therapy, would be pretty dope. T1 Veteran Explorer, T2 Cabal Therapy->flashbacked Cabal Therapy-> This Guy seems like a disgusting game plan, and there's probably stuff you can do in all formats with him like that which make playing lands for your opponents a con and probably not being good for the game.
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Yeah that's totally fair. How would it stack up in cube though?
Regular 450 unpowered cube (with some custom cards) - 450 Unpowered
However, I don't see Wizards printing it. They've moved away from cheap LD as a matter of course. And, on top of that, a 1/1 symmetrical Stone Rain likely doesn't make the cut in cube. It'd have to be a 2/1 or something to even be worth considering, and that's definitely not printable.
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All three of those cards are definitely worse, being a creature is so much better. I can't flickerwhisp/sac/attack/etc with any of those cards, which is huge. It's why Sakura Tribe Elder is 4x and Farseek is x2 at most in scapeshift decks, and I would be playing a version of viridian emissary if it were switched around. All of those examples are undoubtedly worse than the proposed card. Being a creature and not needing an additional step to trigger the trigger is being undervalued here.
I could see it making the cut, maybe not as a 1/1 but definitely as a 2/1. I would want to test it, but t1 aggressive 1 drop -> t2 this guy would **** up a lot of days.
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Are you proposing it as a cycle or just a one off land? I would happily replace the Simic manland with this. This land, Sylvan Safekeeper (or similar) and Ramunap Excavator would make for a nice engine. Might give those land/graveyard based decks another hand.
How about a Golgari twist:
Body Farm
Land
When Body Farm is put into the graveyard from anywhere and you control a Swamp or Forest, draw a card.
T: Add B or G to your mana pool. Body Farm doesn't untap during your next untap step.
I would make it ETB tapped and have the draw check they are at least in one of its colours.
Esper Confluence 2WUB
Instant
Choose three. You may choose the same mode more than once.
- Counter target non-creature spell. You gain 2 life
- Target player sacrifices a creature. You lose 2 life.
- Scry 2, draw a card, discard a card.
Jund Confluence 2BRG
Instant
Choose three. You may choose the same mode more than once.
- Put a +1/+1 counter on target creature.
- Jund Confluence deals 4 damage to target creature.
- Target player sacrifices a creature. You lose 2 life.
Repeat all the colors using same collect abilities.
I dunno, they feel underwhelming for 3-colour cube cards. They seem weaker than the mono-coloured confluences and that really puts me off adding them as a 3-colour cycle.
Green seems to really get the short end of the stick, a single +1/+1? It feels like it should be 2 +1/+1 counters. That way your getting 6 power for 3 mana, a much fairer deal than 3 power.
What is the white mode on the Esper spell? I see 2 blue effects; the counter and the scry/draw/discard. Is it the life gain on the counter
I think for a 3-colour spell each mode needs a power bump if it is going to convince people to add a 3 colour section. I think a decent baseline is each effect having about a 2 mana value.
Esper Confluence 2WUB
Instant
Choose three. You may choose the same mode more than once.
- Gain 2 life then you may destroy target artifact or enchantment. (White)
- Each opponent sacrifices a creature. (Black)
- Counter target spell unless its controller pays 3 (Blue)
Jund Confluence 2BRG
Instant
Choose three. You may choose the same mode more than once.
- Put 2 +1/+1 counters on target creature. (Green)
- Jund Confluence deals 3 damage to target creature, if that creature dies its controller loses 2 life. (Red)
- Each opponent sacrifices a creature.
Yea I could see it in a commander product, but I don't know if it would cause problems in legacy. I could give it a shot in cube for sure.
Soulsucking Zombie blaha blah who cares about the name
Legendary Zombie
2B
Flash
As an additional cost to cast Creature tap 2 land an opponent controls
When creature enters the Battle Field add 2 to your mana pool
2/1
Flashback: 4B
What I like: Legendary because why not.... Supports grave crawler and friends, and builds on black's disruption in a unique way of tapping your opponent out of a land and can buy yourself a little extra time.
What I don't like: Needs a whay to actually support zombie tribal in cube. Gravecrawler is great and all, but I wish more of the zombies benefited from each other in a similar way.
http://www.cubetutor.com/cubeblog/63569
If they have no untapped lands is this guy also uncastable since you can't pay the aditional cost?
It is a nice idea and I can see it playing like a 1 shot double rishadan port but black doesn't seem like the color I would put it in. Drawing mana from opponents land feels more green than black, although I can see the logic in it being black.
On a side not, can flashback go on creatures? I think Unearth is what you would put on a creature.
Rishadan Customs Offical
Creature Elf
2G
Flash
When CardName enters the battlefield tap 2 target lands
When Cardname enters the Battle Field add 2 to your mana pool
2/1
I think I would like it like the Ravnica lands let it come into play tapped and then you get to draw a card and if you don't put a card on top of your library it doesn't untap next turn
Your probably right, Unearth is probably the better key word for it.
The purpose of making it have as an additional cost to cast tap an opponents lands is so that your opponent can't respond so you could theoretically T3 play land pass: Opponent untaps, and then you cast this guy and basically use up there turn 3 by tapping 2 of there lands,
yes it would have the drawback that if your opponent is tapped out you can't cast him, but the only time I see that is a problem is during your own turn, and then you just simply pass, wait for the untap and cast him.
In terms of lands that don't untap during there next untap step, it would be difficult to remember which lands don't tap or untap.
Maybee something more similar to gemstone mine might be more doable
http://www.cubetutor.com/cubeblog/63569
Tapping lands for mana is weird though, it doesn't use the stack so I don't know if tapping your opponents lands as an additional cost stops them from tapping them before you do.
I think the land tapping needs to be an ETB; tapping your opponents lands as an additional cost just feels really messy rules wise.
It would probably be a pretty strong card; for 3 mana you are locking up 2 mana worth of your opponents resources and netting 2 mana to spend on instants, that means the 2/1 body is costing you less than one mana. Seems like a tempo all star, dropping it turn 2/3 on your opponents upkeep could basically time walk an opponent and even dropping it turn 4 on your opponents upkeep with a 3 mana instant in hand (removal etc.) could net you even more tempo.
It could get nasty with blink (like crystal shard) since you will be generating 2 mana and tapping down 2 lands each time you can do it, if that happens to be 2 or 3 times a turn your opponent could be in a lot of trouble.
Even flashing it in at the end of your opponents turn would be really strong against decks trying to hold up mana for instants.
Tapping lands port style has seemed like a strong effect ever since I understood the power of port and it might make for an interesting option for red now wizards don't like land destruction. Infact as a red card this might be even better as you could drop it, stop them playing blockers, play an instant speed burn spell and have a 2/1 on board to attack next turn.
http://www.cubetutor.com/cubeblog/63569
"Split second is a static ability that does not allow any players to put any spell or activated ability on the stack as long as the spell with Split second is on the stack."... "Split second doesn't prevent players from playing mana abilities."
They can still just tap their lands for mana and cast an instant once the stack clears. Tapping lands for mana doesn't use the stack so there isn't much you can ever do about it.
It's still a solid card; a one shot double port on a stick is still good tempo. I think just because of the way Magic works they always get a chance to tap lands, but that hasn't really stopped port from being a pain.
You could try something like:
Elf of the Deep Winter
Creature - Elf
1UG
Flash
When CardName enters the battlefield tap 2 target lands, they do not untap during their controllers next untap step.
2/1
Tap the lands down next turn as well at the cost of not getting the refund on mana.
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