most big sets have three land cycles don't they( ya know like in rav we had karoos, guild lands, and duals)? so couldn't the rare one for each shard be a dual (or tri) land the uncommon be a cip tapped land that produces the two "small" colors of the shard and the common one be something... well i dunno else?
I don't think that is the case at all... Ravnica, with the three land cycles was an exception...
Time spiral had a uncommon storage land cycle, some random rare lands, with a full rare land cycle only in Future Sight.
Champions only had the Rare legendary land cycle, and the allied "land cap"-type lands.
Mirrodin only had the common artifact land cycle as far as I know.
So no, each big set doesn't have three land cycles...
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There's no penalty for failing to sacrifice a Homonculus.
Domain is a) not relevant at all in Standard at the moment (and most of the domain cards will have rotated out of Extended with the rest of Invasion block when Alara hits), and b) it only mattered if you controlled a land of each basic land type, not how many of each you controlled, do adding an extra Plains, Island, Swamp, etc. with just one card hardly matters for anything. It also wouldn't work very well with cards like Corrupt because you would have to be monocolored or nearly monocolored to maximize those cards (and this doesn't even give you access to any color that you didn't already have unlimited, drawback free access to).
And it comes into play tapped, and if you control no lands with a basic land type it produces no mana at all.
Not just strictly worse than Reflecting Pool, but I would say it is unplayable as well.
Anyway here's a fix I just thought of:
Mirror Landscape
Land
Mirror Landscape comes into play tapped.
Mirror Landscape is a Plains if you control another Plains. The same is true for Islands, Swamps, Mountains and Forests. T: Add one mana of any color to your mana pool. Mirror Landscape deals 1 damage to you.
Gives you any color, at the cost of some pain unless you control a basic land that can produce that color. (May need to be 2 damage to keep from being unbalanced; obviously this is what Development is for)
I guess. I'd take the CIPT out of the original thing, because I'd honestly completely forgotten about Reflecting Pool. If there were a way to make its ability apply in all zones (So that it could be searched out with Forest searchers, for instance) then it would be comparable to Reflecting Pool, better in some circumstances but worse in others.
In any case we've strayed rather far from the original topic. I was only attempting to rid some of the memory issues associated with a previous design that gave basic land types to a non-basic land.
IIf there were a way to make its ability apply in all zones (So that it could be searched out with Forest searchers, for instance) then it would be comparable to Reflecting Pool, better in some circumstances but worse in others.
I figured this was your intention with the original card.
Hmm.
CARDNAME
Land
CARDNAME comes into play tapped.
CARDNAME has all land types of lands you control at all times.
Mirror Landscape
Land
Mirror Landscape comes into play tapped.
Mirror Landscape is a Plains if you control a Plains. The same is true for Islands, Swamps, Mountains and Forests.
-E
I If there were a way to make its ability apply in all zones (So that it could be searched out with Forest searchers, for instance) then it would be comparable to Reflecting Pool, better in some circumstances but worse in others.
-E
If I'm not mistaken, you don't need any additional text to make this ability apply in all zones. Since the latest rules update, characteristic defining abilities (which this is, I believe) function in all zones.
You might need to change the templating to refer to land type specifically. Perhaps "Mirror Landscape's land types are the land types of all (basic) lands you control"
I disagree on broken. Better? Yes. But I'm not sure even this would push cloudpost into ext TNN over the urzatron. I mean, I don't see players tutoring for these. Mirror Landscape + 2 Cloudposts + Shock Lands doesn't even produce the 9 you need for entwine.
Didn't realize about the rules, thanks- I suppose it could just say 'When <this> comes into play, pay or sacrifice it'. Also, it isn't really 1-mana acceleration, no more than Serra Avenger is a turn-two drop. That's why it's interesting as a land, not an artifact.
You'd have to change it to "If ~ would come into play, pay U or put ~ into your graveyard." or you'd be able to tap "in response" to the trigger (see Mox Diamond). Other than that, I think that would work well.
Just wanted to point out that all the new spoiled tri-color cards make it even more likely that they will make really good tri-color lands. Unless they want to make us angry. Wizards wouldn't like us when we're angry.
Originally Posted by NZ.Possum Garruk: I untap 2 lands your turn to do something spectacular
Vengeant: I cause you to be unable to untap
Garruk: Ok........ I summon my buffalos
Vengeant: I use my laz0r beams to kill your buffalo killing it and increasing my vitality
Garruk: DAMN YOU, IT WAS YOU DAMNED DIRTY APES ALL ALONG WIPING OUT THE BUFFALOS.
That could work. Although it doesn't actually work as a drawback. May I?
Filligree Lighthouse
Land (Rare)
~ comes into play tapped.
T: Add U to your mana pool.
Whenever you tap ~ for mana, you may pay 1 and pay 1 life once. If you do, add WB to your mana pool.
I added "once" to stop you from going crazy with lifegain. It's still too powerful, but eh.
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If you go this way you might as well just reprint Nimbus Maze and make a cycle from it. That way we don't have uber-broken lands ( Could you imagine what the Esper land in this style would be like in Merfolk? All you'd need is to play a Aquatech's Will on it and you'd be set.
What I am driving at, is people should not just be making rare tri lands, if they want to guess.
They could be making common and uncommon too.
Esper's Empyrium
Land
If ~ would come into play, return two untapped lands your control to their owner's hand instead. If you do, put ~ into play. If you don't, put it into its owner's graveyard. T: Add WUB or UUU to your mana pool.
I really really don't want to see more rare lands :no:, but if they come back, this isn't a bad idea. Manabases have been ridiculous for a few years now and seem to get worse each year. I'm ready for a "back-to-basics" in mana production. I would prefer to see an uncommon cycle of CIPT lands or mana artifacts, just to mix it up, if anything.
Bant Land T: Add 1 to your mana pool
Whenever you play a white spell, put a charge counter on ~ T, Remove a charge counter from ~: add W, U, or G to your mana pool
If you go this way you might as well just reprint Nimbus Maze and make a cycle from it. That way we don't have uber-broken lands ( Could you imagine what the Esper land in this style would be like in Merfolk? All you'd need is to play a Aquatech's Will on it and you'd be set.
Or the Merfolk deck could just, you know, play Islands
so I don't know if this idea has been thought of, but what if the Alara lands are like Primal Beyond?
I don't exactly know how the wording would be so maybe someone can help figure that out.... something along the lines of:
T: Add 1 colorless mana
T: Add Shard appropriate colored mana for multi-colored spells
With the high number of gold cards in Alara, something like this could be possible...
Bant realm lands = plains/forest/ island, plains/ island, & plains/ forest
that is 7 of each land type***
I am guessing duel lands that will not punish you if you have the key tri home land in play
or like urza lands
the friend lands change state ?
"Jund forest" (counts as a mountain ) also becomes forest when "Jund home land" (counts as a mountain)... (powers up to mountain ,forest, swamp) and "Jund swamp" (also counts as a mountain) are in play
they probably produce large amounts of mana ...considering all the crazy casting costs
I don't think that is the case at all... Ravnica, with the three land cycles was an exception...
Time spiral had a uncommon storage land cycle, some random rare lands, with a full rare land cycle only in Future Sight.
Champions only had the Rare legendary land cycle, and the allied "land cap"-type lands.
Mirrodin only had the common artifact land cycle as far as I know.
So no, each big set doesn't have three land cycles...
There's no penalty for failing to sacrifice a Homonculus.
I know it's similar but it does interact better with domain, potentially.
-E
I guess. I'd take the CIPT out of the original thing, because I'd honestly completely forgotten about Reflecting Pool. If there were a way to make its ability apply in all zones (So that it could be searched out with Forest searchers, for instance) then it would be comparable to Reflecting Pool, better in some circumstances but worse in others.
In any case we've strayed rather far from the original topic. I was only attempting to rid some of the memory issues associated with a previous design that gave basic land types to a non-basic land.
-E
I figured this was your intention with the original card.
Hmm.
CARDNAME
Land
CARDNAME comes into play tapped.
CARDNAME has all land types of lands you control at all times.
Broken with Cloudpost.
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Yeah:
Mirror Landscape
Land
Mirror Landscape has basic land types of lands you control at all times.
I guess is more what I was going for.
-E
Land
T: Add 1 to your mana pool.
[R/G/W][R/G/W], T: Add 3 mana of any combination of white, red or green mana to your mana pool.
solved :teach::teach:
If I'm not mistaken, you don't need any additional text to make this ability apply in all zones. Since the latest rules update, characteristic defining abilities (which this is, I believe) function in all zones.
You might need to change the templating to refer to land type specifically. Perhaps "Mirror Landscape's land types are the land types of all (basic) lands you control"
I disagree on broken. Better? Yes. But I'm not sure even this would push cloudpost into ext TNN over the urzatron. I mean, I don't see players tutoring for these. Mirror Landscape + 2 Cloudposts + Shock Lands doesn't even produce the 9 you need for entwine.
There's no penalty for failing to sacrifice a Homonculus.
You'd have to change it to "If ~ would come into play, pay U or put ~ into your graveyard." or you'd be able to tap "in response" to the trigger (see Mox Diamond). Other than that, I think that would work well.
Edit: Nice looking card NDZooDZoo.
Filligree Lighthouse
Land (Rare)
~ comes into play tapped.
T: Add U to your mana pool.
Whenever you tap ~ for mana, you may pay 1 and pay 1 life once. If you do, add WB to your mana pool.
I added "once" to stop you from going crazy with lifegain. It's still too powerful, but eh.
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Navrica
Argentum
If you go this way you might as well just reprint Nimbus Maze and make a cycle from it. That way we don't have uber-broken lands ( Could you imagine what the Esper land in this style would be like in Merfolk? All you'd need is to play a Aquatech's Will on it and you'd be set.
[/center]
They always give the budget players mana fixing too, when they make mana fixing rares.
I hope so.
Thanks to PurpleD from Left Play Designs for the banner:D
They could be making common and uncommon too.
Esper's Empyrium
Land
If ~ would come into play, return two untapped lands your control to their owner's hand instead. If you do, put ~ into play. If you don't, put it into its owner's graveyard.
T: Add WUB or UUU to your mana pool.
I really really don't want to see more rare lands :no:, but if they come back, this isn't a bad idea. Manabases have been ridiculous for a few years now and seem to get worse each year. I'm ready for a "back-to-basics" in mana production. I would prefer to see an uncommon cycle of CIPT lands or mana artifacts, just to mix it up, if anything.
Bant Land
T: Add 1 to your mana pool
Whenever you play a white spell, put a charge counter on ~
T, Remove a charge counter from ~: add W, U, or G to your mana pool
Or the Merfolk deck could just, you know, play Islands
Grixis Obelisk
Artifact
:5mana:, sacrifice ~: Add :symu::symu::symb::symb::symb::symr::symr: to your mana pool
...would account for much of the '5's
I don't exactly know how the wording would be so maybe someone can help figure that out.... something along the lines of:
T: Add 1 colorless mana
T: Add Shard appropriate colored mana for multi-colored spells
With the high number of gold cards in Alara, something like this could be possible...
Land
Then ~ enters into the game you may choose among plains,forest or island land types.
This land is the land type you choosed.
Or they are shard lands like you have listed, but instead of picking the type of land it produces you choose the shard it's from.
For example:
Land of Alara
Land
When Land of Alara comes into play choose a shard. Land of Alara produces mana of the chosen shard.
So if you choose Esper, the land produces U, B or W.... if you choose Jund, it produces R, G or B.
Plains = 16 - 4 basic plains = 12 plains
Swamp = 11 - 4 basic swamp = 7 swamp
Mountain = 14 - 4 basic mountain = 10 mountain ***
Island = 11 - 4 basic island = 7 island
land = 35
if there 20 basic lands that means 15 nonbasic lands
Does each realm has 3 instance of a land type?
Jund realm lands (all count as mountians) = " home Jund" mountain* / swamp/ forest, "Jund friend lands" mountain/forest* & mountain /swamp*
Naya realm lands (all count as forests) = forest/mountain/ plains*, forest/mountain* & forest/ plains
Grixis realm lands = swamp/ mountain/ *island , swamp/ island & swamp /mountain*
Esper realm lands = Island/plains /swamp / island/ plains, island /swamp
Bant realm lands = plains/forest/ island, plains/ island, & plains/ forest
that is 7 of each land type***
I am guessing duel lands that will not punish you if you have the key tri home land in play
or like urza lands
the friend lands change state ?
"Jund forest" (counts as a mountain ) also becomes forest when "Jund home land" (counts as a mountain)... (powers up to mountain ,forest, swamp) and "Jund swamp" (also counts as a mountain) are in play
they probably produce large amounts of mana ...considering all the crazy casting costs
jund spells
:symb::symr::symg: - 2
:2mana::symb::symr::symg: - 2
:3mana::symb::symr::symg: - 1
:5mana::symb::symr::symg: - 2
:4mana::symb::symr::symr::symg: - 1
:symb::symb::symr::symr::symr::symg::symg::symg: - 1
- 15
:1mana::symr: - 5
:2mana::symr: - 13_____________ look at that!!! 3cc??
:3mana::symr: - 4
:4mana::symr: - 7
:6mana::symr: - 1
:xmana::symr: - 1
:1mana::symr::symr: - 1
:3mana::symr::symr: - 1
:4mana::symr::symr: - 1
:5mana::symr::symr: - 1
:3mana::symr::symr::symr: - 1
check the other colors... a land that produces 3 mana would be very helpful
Forest = 14 - 4 basic forest = 10 forest -7 = 3 forest
Plains = 16 - 4 basic plains = 12 plains - 7 = 5 plains
Swamp = 11 - 4 basic swamp = 7 swamp
Mountain = 14 - 4 basic mountain = 10 mountain - 7*** = 3 mountain
Island = 11 - 4 basic island = 7 island
unknown references..... 3 forest, 5 plains 3 mountains
nonbasic = 0
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