No. Because a cycle of ten dual lands that are hexproof only makes sense if the metagame contains a lot of Land removal and Auras that target lands. What makes more sense is to create any other card that makes your lands immune or Terra Eternal.
I guess that their policy to not do Invisible Stalker again is the same that prevents them from doing any indestructible land that both produces mana and has some ability. Cavern of Souls, if a land like that also includes hexproof or indestructible, it'd break the game the same way Jace did.
I left it. So many connections lost, server down, couldn't connect, and the overall slow responsiveness made me stop playing. I'll have to wait for a better version because at current state I can't play.
My idea of triple mana is busted in respect to visual clue. Having that many mana symbols side by side is just confusing, it's much much less redeable than 3, T: Add WUBR to your mana pool.
2, T: Add two mana in any combination of W, U, B and R to your mana pool.
The cleanest design that I can think of is Command Tower. That land is anything from one to five colors, it self adapts to the commander that you are using. The second best design would be Filter Lands, either Graven Cairns flavored or Crystal Quarry.
Because when I think about drawbacks. If the land is Painland for 2 colors, Checkland for the other two, it's both too complicated and it's essentially creating a strange cycle where for each land, you have four possible permutations: ally - ally, enemy - enemy, ally - enemy and enemy - ally. If the drawback is cascated, enters tapped + half of the mana has pain attached to it, it feels too odd. Fetch Lands pretty much can't be mana producers, because the point of them is twofold, fix mana and take lands straight from library to the battlefield at the same time.
I don't think a single drawback works, nor drawbacks where one is a subcase of the other. The last resort would be Azorius Chancery style. Produce two mana, which is also what filter lands do, except that filter require mana from another land, while karoo require a land to enter.
Dual Guild Land Land
~ enters the battlefield tapped.
When ~ enters the battlefield, return two lands you control to its owner's hand. T: Add WUB, UBR, WBR or URW to your mana pool.
(has a bug, it must be writen as "if this would enter...." Lotus Vale style, because there is a rules problem if you try to play this with no other lands to return.)
If a spell has four colors, it's min cost is 4, there is no way to go lower using hybrid mana cheats. Which also explains why Dual Guild Land doesn't produce three mana of two colors or three mana of one color.
Limit it to pairs of cards, no switch for any other card.
Flip cards are worse than DFC, because the former essentially halves the space available for a card, whereas the latter doubles it. The downside of DFC is that they need a special sheet and another card to represent it. My idea has a different downside though, it essentially makes a card fill two slots for a card in a set. And there is another problem, ETB and LTB events. What happens to equipments and auras?
Azure, the Ghost2WU Legendary Creature - Ghost
Flying
Prevent all damage that would be dealt to Azure, the Ghost.
Switch 4
2/2
Azure of the Nature2GB Legendary Creature - Beast
Hexproof, Deathtouch
Switch 4
2/2
Technically, it's an attempt to make a split card that can be a permanent. I took the halves and made them full cards.
What's Switch? I made up a keyword that has the following function: One card goes to your deck, the other card stays outside the game (sideboard, or exiled). At any time you could cast a sorcery and only once per turn, you may pay the switch cost to literally switch one for the other.
Another idea is inspired by Ninjutsu. Make a specific rule for cards that work in pairs. For a cost you can switch the two colored card in your hand or on the battlefield, for the other pice of the pair that has the other two colors. But, that's pretty much double faced cards where the faces are, different cards in fact. If double faced cards are costly to produce, cards that work in pairs would have the same cost, but at the same time you are pretty much halving the size of your entire set.
The solution for instants and sorceries of 4 colors seems to be split cards:
Forget1UB
Sorcery
Target player reveals his or her hand, you choose a nonland card from it. That player discards the chosen card.
Fuse
// Remember1WG
Sorcery
Return target card from your graveyard to your hand.
Fuse
Anti white creature 2UBRG Legendary Creature - Soldier T: Destroy target white permanent.
4/4
Dawn of Four SunsUBRG Legendary Enchantment
Whenever you cast a red spell, you may have ~ deal 2 damage to target creatrure or player.
Whenever you cast a green spell, you may put a 2/2 green saproling token on the battlefield under your control.
Whenever you cast a blue spell, you may tap target permanent.
Whenever you cast a black spell, target player discards a card.
This is too complicated. Better do it reverse, "Whenever you cast a nonwhite spell". Or "Whenever your opponent casts a white spell, do something"
Quad GuildmageWUBG
Creature - Human Wizard 1WU: Target creature gains flying and protection from the color of your choice until end of turn. 1BG: Target creature gains +1/+1 and trample until end of turn. 1WB: Target creature gains lifelink and +1/+1 until end of turn. 1BU: Target creature gains +1/+1 and intimidate until end of turn.
3/3
Too much overlapping effects.
Bless or CurseWUBR Enchantment - Aura
If enchanted creature is white or blue, it gains +2/+2, flying and hexproof.
If enchanted creature is black or red, it gains -2/-2 and attack each turn if able.
The other way of doing a four colored card is making it half hate, half boon. But how would you choose the hate effect, the boon effect and which pair is hate and which pair is boon?
Hm, after all this crazy attempts I get the impression that four colors isn't about some unique identity, but easier to see as combining two opposing things in one. So, for ex: curse + boon, split cards or double faced cards.
I was reading Maro's Tumblr and somebody asked for the possibility of having split cards with hybrid mana. The idea is doable, but split cards don't work for permanents.
Nuclear Explosion 2.02WWRR
Sorcery
Destroy all creatures. ~ deals an amount of damage equal to the number of creatures destroyed this way to each player and planeswalker.
Fated Retribution costs more, it's an instant and scry 2. Nuclear explosion is a Day of Judgment combined with Chain Reaction. For variable damage and that can kill both yourself and your planeswalkers, 6 mana seems about right. Maybe 7, more than that is too much.
Lightstorm 2.02RW
Sorcery
Destroy all artifacts and enchantments. ~ deals an amount of damage equal to the number of permanents destroyed this way to target creature.
Doesn't make sense to combine mass removal, damage to a creature and life gain, all in one. Much less to target a planeswalker.
End of War 3.04WB Sorcery
Choose one or both -
Destroy all tapped creatures
Destroy all untapped creatures
End of War doesn't make much sense with entwine. Austere Command for instance, can be a Judgment spell for 4WW, or remove some creatures and something else. Just found out that there exists a mass removal of tapped creatures Guan Yu's 1,000-Li March
Clear the Vision 4.04 Instant
Exile all artifacts and enchantments.
White and green can both exile artifacts and enchantments. Red, in its own, can only exile artifacts. So, no red in this.
I don't think there is design space for quad lands at all. If a deck has 4 colors, there is so much overlapping of dual lands, tri lands and rainbow that there is just no need for specialized 4 color land.
Destroy target [permanent of a certain type]:
- Red can target lands and artifacts, but not creatures, not planeswalkers, not enchantments
- White can target creatures, artifacts and enchantments, but not planeswalkers or lands
- Black can target lands, creatures and planeswalkers, but not enchantments or artifacts
- Green can target artifacts, enchantments and lands, creatures with flying or any creature with fight keyword. Planeswalker only if it's anything but a land.
- Blue can't destroy anything, just return to hand
The color pie violations that exist are justified by flavour reasons, such as destroying the creature and putting a token in its place. The other argument for violating the pie is about breaking it once every X years. But that once in every X years has to be so rare and so weak that it never makes a color self sufficient.
I just gave up with that. Quad land always overlap two dual lands in one, so it's impossible to make a quad land with a drawback that is higher than tri lands and lower than rainbow lands at the same time. It's the same issue to design 4 colored cards, they end up so close to five colored that there is almost no difference from doing 4 colors or 5.
I guess that their policy to not do Invisible Stalker again is the same that prevents them from doing any indestructible land that both produces mana and has some ability. Cavern of Souls, if a land like that also includes hexproof or indestructible, it'd break the game the same way Jace did.
2, T: Add two mana in any combination of W, U, B and R to your mana pool.
Breaking in two cases is just confusing.
Because when I think about drawbacks. If the land is Painland for 2 colors, Checkland for the other two, it's both too complicated and it's essentially creating a strange cycle where for each land, you have four possible permutations: ally - ally, enemy - enemy, ally - enemy and enemy - ally. If the drawback is cascated, enters tapped + half of the mana has pain attached to it, it feels too odd. Fetch Lands pretty much can't be mana producers, because the point of them is twofold, fix mana and take lands straight from library to the battlefield at the same time.
I don't think a single drawback works, nor drawbacks where one is a subcase of the other. The last resort would be Azorius Chancery style. Produce two mana, which is also what filter lands do, except that filter require mana from another land, while karoo require a land to enter.
Dual Guild Land
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, return two lands you control to its owner's hand.
T: Add WUB, UBR, WBR or URW to your mana pool.
(has a bug, it must be writen as "if this would enter...." Lotus Vale style, because there is a rules problem if you try to play this with no other lands to return.)
If a spell has four colors, it's min cost is 4, there is no way to go lower using hybrid mana cheats. Which also explains why Dual Guild Land doesn't produce three mana of two colors or three mana of one color.
Land
T: Add 1 to your mana pool.
2, T: Tap or untap target land.
Most cards just say tap or untap target something.
Doomed Land
Land
Enters the battlefield tapped.
T: Add 1 to your mana pool.
5, T, Sacrifice Doomed Land: Destroy target land. Draw a card.
Five mana and ETBT, because Volcanic Submersion or Implode.
Unstable Wastes
Land
T: Add 1 to your mana pool.
5, T, Sacrifice Unstable Wastes: Put target land on top of its owner's library.
This doesn't destroy, but still, colorless access to bounce land. Removed ETBT.
Land
T: Add 1 to your mana pool.
2, T: Tap target land.
2, T: Untap target land.
Ghost Town
Land
Enters the battlefield tapped.
5, T, Sacrifice ~: Destroy target land. Draw a card.
Implode costs 5 mana and is red.
Flip cards are worse than DFC, because the former essentially halves the space available for a card, whereas the latter doubles it. The downside of DFC is that they need a special sheet and another card to represent it. My idea has a different downside though, it essentially makes a card fill two slots for a card in a set. And there is another problem, ETB and LTB events. What happens to equipments and auras?
Legendary Creature - Ghost
Flying
Prevent all damage that would be dealt to Azure, the Ghost.
Switch 4
2/2
Azure of the Nature 2GB
Legendary Creature - Beast
Hexproof, Deathtouch
Switch 4
2/2
Technically, it's an attempt to make a split card that can be a permanent. I took the halves and made them full cards.
What's Switch? I made up a keyword that has the following function: One card goes to your deck, the other card stays outside the game (sideboard, or exiled). At any time you could cast a sorcery and only once per turn, you may pay the switch cost to literally switch one for the other.
Forget 1UB
Sorcery
Target player reveals his or her hand, you choose a nonland card from it. That player discards the chosen card.
Fuse
//
Remember 1WG
Sorcery
Return target card from your graveyard to your hand.
Fuse
Anti white creature 2 UBRG
Legendary Creature - Soldier
T: Destroy target white permanent.
4/4
Dawn of Four Suns UBRG
Legendary Enchantment
Whenever you cast a red spell, you may have ~ deal 2 damage to target creatrure or player.
Whenever you cast a green spell, you may put a 2/2 green saproling token on the battlefield under your control.
Whenever you cast a blue spell, you may tap target permanent.
Whenever you cast a black spell, target player discards a card.
This is too complicated. Better do it reverse, "Whenever you cast a nonwhite spell". Or "Whenever your opponent casts a white spell, do something"
Quad Guildmage WUBG
Creature - Human Wizard
1WU: Target creature gains flying and protection from the color of your choice until end of turn.
1BG: Target creature gains +1/+1 and trample until end of turn.
1WB: Target creature gains lifelink and +1/+1 until end of turn.
1BU: Target creature gains +1/+1 and intimidate until end of turn.
3/3
Too much overlapping effects.
Bless or Curse WUBR
Enchantment - Aura
If enchanted creature is white or blue, it gains +2/+2, flying and hexproof.
If enchanted creature is black or red, it gains -2/-2 and attack each turn if able.
The other way of doing a four colored card is making it half hate, half boon. But how would you choose the hate effect, the boon effect and which pair is hate and which pair is boon?
Hm, after all this crazy attempts I get the impression that four colors isn't about some unique identity, but easier to see as combining two opposing things in one. So, for ex: curse + boon, split cards or double faced cards.
I was reading Maro's Tumblr and somebody asked for the possibility of having split cards with hybrid mana. The idea is doable, but split cards don't work for permanents.
Sorcery
Destroy all creatures. ~ deals an amount of damage equal to the number of creatures destroyed this way to each player and planeswalker.
Fated Retribution costs more, it's an instant and scry 2. Nuclear explosion is a Day of Judgment combined with Chain Reaction. For variable damage and that can kill both yourself and your planeswalkers, 6 mana seems about right. Maybe 7, more than that is too much.
Lightstorm 2.0 2RW
Sorcery
Destroy all artifacts and enchantments. ~ deals an amount of damage equal to the number of permanents destroyed this way to target creature.
Doesn't make sense to combine mass removal, damage to a creature and life gain, all in one. Much less to target a planeswalker.
End of War 3.0 4WB
Sorcery
Choose one or both -
Destroy all tapped creatures
Destroy all untapped creatures
End of War doesn't make much sense with entwine. Austere Command for instance, can be a Judgment spell for 4WW, or remove some creatures and something else. Just found out that there exists a mass removal of tapped creatures Guan Yu's 1,000-Li March
Clear the Vision 4.0 4
Instant
Exile all artifacts and enchantments.
White and green can both exile artifacts and enchantments. Red, in its own, can only exile artifacts. So, no red in this.
There is a subset of mass creature removal that hasn't been printed yet: destroy all multicolored or all monocolored creatures.
Destroy all multicolored creatures feels white. Whereas destroy all monocolored creatures feels black.
This could be an hybrid costed spell with choose one or a split card.
Destroy target [permanent of a certain type]:
- Red can target lands and artifacts, but not creatures, not planeswalkers, not enchantments
- White can target creatures, artifacts and enchantments, but not planeswalkers or lands
- Black can target lands, creatures and planeswalkers, but not enchantments or artifacts
- Green can target artifacts, enchantments and lands, creatures with flying or any creature with fight keyword. Planeswalker only if it's anything but a land.
- Blue can't destroy anything, just return to hand
The color pie violations that exist are justified by flavour reasons, such as destroying the creature and putting a token in its place. The other argument for violating the pie is about breaking it once every X years. But that once in every X years has to be so rare and so weak that it never makes a color self sufficient.