Ruin's Keeper - 1G Creature - Elf Druid
When Ruin's Keeper enters the battlefield, search your library for a nonbasic land and put it onto the battlefield tapped.
2/1
Ruin's Keeper - 1G Creature - Elf Druid
When Ruin's Keeper enters the battlefield, search your library for a nonbasic land and put it onto the battlefield tapped.
2/1
Nonbasic? Wow, too good. Needs to put it into your hand to make it "fair".
Ruin's Keeper - 1G Creature - Elf Druid
When Ruin's Keeper enters the battlefield, search your library for a basic land and put it into your hand. Then shuffle your library.
2/1
I am a little unsure on the proper wording here, but hopefully someone can point out a less clumsy way of putting it.
Mana Hater - X
Artifact Creature - (scarecrow or golem)
Mana Hater comes into play with X +1/+1 counters
When Mana Hater comes into play, it deals 1 damage to each red creature for each red mana spent to play it, the same is true for each other colour and for colourless (if RGGU1 is spent to play Mana Hater, then when it comes into play it deals 1 damage to each red creature, 2 damage to each green creature, 1 damage to each blue creature, and one damage to each colourless creature).
0/0
Just got to say, you've definitely earned distinction as an MTGS hero
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I am a little unsure on the proper wording here, but hopefully someone can point out a less clumsy way of putting it.
Mana Hater - X
Artifact Creature - (scarecrow or golem)
Mana Hater comes into play with X +1/+1 counters
When Mana Hater comes into play, it deals 1 damage to each red creature for each red mana spent to play it, the same is true for each other colour and for colourless (if RGGU1 is spent to play Mana Hater, then when it comes into play it deals 1 damage to each red creature, 2 damage to each green creature, 1 damage to each blue creature, and one damage to each colourless creature).
0/0
I'm not sure on this. I like the concept, but it's the card that'll deal damage to your creatures (because you creature will most likely be on color than your opponent) and might deal damage to your opponent creatures. I'm not sure if it's worth it.
When Mana Hater enters the battlefield, for each colored mana spent to cast it, Mana Hater deals 1 damage to each creature of that color.
It's still kind of weird, and it doesn't account for colorless (because seriously, that'd just be back-breakingly annoying to word), and if you were to add a reminder example to it, it'd just be looong.
I like the Force Spike and Pegasus lands a lot. Cool cycle.
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Brimstone Ravager 1(B/R)(B/R)(B/R)
Creature-Devil
When ~this enters the battlefield, destroy target land. If a land is destroyed that way, ~this deals 2 damage to that land's controller.
2/2
Ancient Tomb 2.0 Land
~ comes into play tapped.
:symtap:: Add to your mana pool.
:symq:, pay 3 life: Add to your mana pool.
If you want to make it fair, add "doesn't untap during your untap phase". Altough then it's quite severe. Now it's just bonkers. Someone make more balanced land with untap symbol.
You could make a balanced land that untaps to Doubling Cube, similar to a colorless Cabal Coffers. The design of the card writes itself, the balancing it would be the only issue. Clearly could be printed as super, super awful, or overpowered.
Doubling Land
~ ETBFT
T: Add 1 to your mana pool.
U, 3: Double the amount of each type of mana in your mana pool.
You could make a balanced land that untaps to Doubling Cube, similar to a colorless Cabal Coffers. The design of the card writes itself, the balancing it would be the only issue. Clearly could be printed as super, super awful, or overpowered.
Doubling Land
~ ETBFT
T: Add 1 to your mana pool.
U, 3: Double the amount of each type of mana in your mana pool.
First off, I'm assuming that by "U" you mean Q rather than the usual U.
This card is still really far from being balanced. If my math isn't off, once you have 5 mana available, this card goes infinite (5 mana; Tap for 1: 6 mana; Spend 3 and untap: 3 mana; Double: 6 mana; Tap for 1: 7 mana; Spend 3 and untap: 4 mana; Double: 8 mana; Tap for 1: 9 mana; Spend 3 and untap: 6 mana; Double: 12 mana; and so on.)
I don't think you can really call a land that functionally has ",T:Add to your mana pool as much mana as you like of any colors lands you control could produce and untap this land." a balanced card.
Speaking of nifty lands:
Paradise Valley
Legendary Land T: add 1 to your mana pool. ,T, Sacrifice Paradise Valley: Search your library for a Plains, a Forest, a Mountain, and Island, and Swamp and put them into your hand.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
The actual tapping and untapping don't matter; they're just there to be cute:
Land
{T}, empty your mana pool: Add {1} to your mana pool.
{Q}, empty your mana pool: Add {1} to your mana pool.
Basically it decreases all of your costs by {1} but doesn't work in multiples. It may be overpowered but it's not degenerate. I'm also not 100% sure the rules would allow it.
The actual tapping and untapping don't matter; they're just there to be cute:
Land
{T}, empty your mana pool: Add {1} to your mana pool.
{Q}, empty your mana pool: Add {1} to your mana pool.
Basically it decreases all of your costs by {1} but doesn't work in multiples. It may be overpowered but it's not degenerate. I'm also not 100% sure the rules would allow it.
Land
Mana from ~ may be used only to cast spells.
{T}, empty your mana pool: Add {1} to your mana pool.
{Q}, empty your mana pool: Add {1} to your mana pool.
the land obviously wants to read "spells you play cost 1 less to cast." or else it taps for 1 and says "whenever you cast a spell, untap ~." the untap symbol doesn't actually bring anything to the table here and is just making it more complicated.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Second turn "Pay 3 life: Add 2 to your mana pool." seems a bit... broken? There should be more cards with Q abilities though.
It's actually much better than that. You can generate more than 10 mana off it turn 1 because you can untap it right away and repeatedly, as long as you have enough life. It's an interesting combo enabler that would be much too powerful in its current form, but has interesting applications.
It's actually much better than that. You can generate more than 10 mana off it turn 1 because you can untap it right away and repeatedly, as long as you have enough life.
Weird, I know that the untap symbol doesn't work while the permanent is summoning sick, so I assumed that the land couldn't use that ability on turn one... even if lands are never summoning sick.
Weird, I know that the untap symbol doesn't work while the permanent is summoning sick, so I assumed that the land couldn't use that ability on turn one... even if lands are never summoning sick.
All permanents have summoning sickness but only creatures are the ones affected by it.
Firelands
Land
Whenever you deal damage to an opponent, you may tap ~.
:symq:: Add to your mana pool. "I think I just broke Legacy burn" - Monkey, Lead Card Designer for Urza's Brokenness, released December 23, 2012
This would be fun for cube, but probably too good for printing.
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Firelands
Land
Whenever you deal damage to an opponent, you may tap ~.
:symq:: Add to your mana pool. "I think I just broke Legacy burn" - Monkey, Lead Card Designer for Urza's Brokenness, released December 23, 2012
This would be fun for cube, but probably too good for printing.
The deck with 16 Lightning Bolts says thanks for playing.
Could be "combat damage", think that is just "very overpowered" but not broken.
CARDNAME - B
Sorcery
Target player discards a card at random.
CARDNAME - 1R
Creature - Hound
Whenever ~ is dealt damage, ~ deals that much damage to target player.
2/1
CARDNAME - 2U
Sorcery
Return target artifact from a graveyard to the battlefield under your control.
That seems to be the right fit. The green and red one are really powerful.
Creature - Elf Druid
When Ruin's Keeper enters the battlefield, search your library for a nonbasic land and put it onto the battlefield tapped.
2/1
Draft my cube!
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Nonbasic? Wow, too good. Needs to put it into your hand to make it "fair".
Ruin's Keeper - 1G
Creature - Elf Druid
When Ruin's Keeper enters the battlefield, search your library for a basic land and put it into your hand. Then shuffle your library.
2/1
Mana Hater - X
Artifact Creature - (scarecrow or golem)
Mana Hater comes into play with X +1/+1 counters
When Mana Hater comes into play, it deals 1 damage to each red creature for each red mana spent to play it, the same is true for each other colour and for colourless (if RGGU1 is spent to play Mana Hater, then when it comes into play it deals 1 damage to each red creature, 2 damage to each green creature, 1 damage to each blue creature, and one damage to each colourless creature).
0/0
Body Count: GRRRUUUUUUUUUUU
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I'm not sure on this. I like the concept, but it's the card that'll deal damage to your creatures (because you creature will most likely be on color than your opponent) and might deal damage to your opponent creatures. I'm not sure if it's worth it.
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When Mana Hater enters the battlefield, for each colored mana spent to cast it, Mana Hater deals 1 damage to each creature of that color.
It's still kind of weird, and it doesn't account for colorless (because seriously, that'd just be back-breakingly annoying to word), and if you were to add a reminder example to it, it'd just be looong.
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Darkwing Cove
Land
Tap a creature you control: Tap Darkwing Cove.
q: Add 1 to your mana pool.
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Brimstone Ravager 1(B/R)(B/R)(B/R)
Creature-Devil
When ~this enters the battlefield, destroy target land. If a land is destroyed that way, ~this deals 2 damage to that land's controller.
2/2
Cheers,
rant
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You could make a balanced land that untaps to Doubling Cube, similar to a colorless Cabal Coffers. The design of the card writes itself, the balancing it would be the only issue. Clearly could be printed as super, super awful, or overpowered.
Doubling Land
~ ETBFT
T: Add 1 to your mana pool.
U, 3: Double the amount of each type of mana in your mana pool.
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This card is still really far from being balanced. If my math isn't off, once you have 5 mana available, this card goes infinite (5 mana; Tap for 1: 6 mana; Spend 3 and untap: 3 mana; Double: 6 mana; Tap for 1: 7 mana; Spend 3 and untap: 4 mana; Double: 8 mana; Tap for 1: 9 mana; Spend 3 and untap: 6 mana; Double: 12 mana; and so on.)
I don't think you can really call a land that functionally has ",T:Add to your mana pool as much mana as you like of any colors lands you control could produce and untap this land." a balanced card.
CARDNAME
Land
T: Add 1 to your mana pool.
,T: Double the amount of each type of mana in your mana pool.
Paradise Valley
Legendary Land
T: add 1 to your mana pool.
,T, Sacrifice Paradise Valley: Search your library for a Plains, a Forest, a Mountain, and Island, and Swamp and put them into your hand.
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these two are really awesome.
Land
{T}, empty your mana pool: Add {1} to your mana pool.
{Q}, empty your mana pool: Add {1} to your mana pool.
Basically it decreases all of your costs by {1} but doesn't work in multiples. It may be overpowered but it's not degenerate. I'm also not 100% sure the rules would allow it.
I want to cube with the blue one badly.
Helix Pinnacle!
Land
Mana from ~ may be used only to cast spells.
{T}, empty your mana pool: Add {1} to your mana pool.
{Q}, empty your mana pool: Add {1} to your mana pool.
Second turn "Pay 3 life: Add 2 to your mana pool." seems a bit... broken? There should be more cards with Q abilities though.
Honorable Ronin (R/W)(R/W)
Creature - Human Samurai
First strike, bushido 1
2/2
Potent, but should be printable. I wouldn't want to block this. 3/3 first strike is evil in combat, especially if its controller has red mana open.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
It's actually much better than that. You can generate more than 10 mana off it turn 1 because you can untap it right away and repeatedly, as long as you have enough life. It's an interesting combo enabler that would be much too powerful in its current form, but has interesting applications.
Weird, I know that the untap symbol doesn't work while the permanent is summoning sick, so I assumed that the land couldn't use that ability on turn one... even if lands are never summoning sick.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
All permanents have summoning sickness but only creatures are the ones affected by it.
Mutavault is a good example.
Land
Whenever you deal damage to an opponent, you may tap ~.
:symq:: Add to your mana pool.
"I think I just broke Legacy burn" - Monkey, Lead Card Designer for Urza's Brokenness, released December 23, 2012
This would be fun for cube, but probably too good for printing.
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The deck with 16 Lightning Bolts says thanks for playing.
Could be "combat damage", think that is just "very overpowered" but not broken.