My only gripe is that you have to pay life for the mana ability.
LnGrrrR
Some wording errors. Also, there's no reason for this to be an enchantment.
Arcel :symr::symg:
Several errors. Also, the enters the battlefield ability should happen no matter where it comes from. Lastly,even with the last ability, I don't see any reason this should be an enchantment.
arbitraryarmor :symb::symg:
You're missing the word "sacrifice." Even if you did, a planeswalker land? No. Just no.
void_nothing :symr::symg::symw::symu:
I think the sacrifice part can be separate from the mana ability.
ohmusama :symu::symb::symr::symg:
I have nothing to complain about.
Thelas :symw::symu::symb:
No card?
willows :symr::symw::symu:
With four in play, you gain 4 life each turn. Also, white is not known for mana acceleration these days.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Cardz5000BR
I like the design. If it were in print I couldn't see myself playing it, but that doesn't mean it's a bad card. I feel it might be better at an uncommon, but I'm a bit horrible at judging rarities. Good job, nice and simple. Jimmy Groove1
Again, I'm a bad judge of rarity, but this seems pretty good as a rare. I might play it, but it seems to need a fairly specific deck type. It has that simplicity that you know what it does, but the deck it would be played in would have more specific to play it. MaokunUR
I like it, it's a cool ability where you can mana-fix/ramp and I like that. Nice work. TeraparsecGU
This should have some sort of sac outlet, and I don't see it. If there was a reasonable one, this would be a decent card, but without that simple addition it's a bit lost. Eskimo_RageGWU
Did not post card. Raikou RiderWUBRG
I'm not sure what, but there seems there could be some sort of unlimited mana combo with the second ability, but with my knowledge of cards from scars-up, I'll say that I like this a lot and it definitely works well, and if it were in print it would see play in my deck.
Rithaniel BGW
This doesn't feel like a rare to me, and like with Teraparsec, there needs to be a sac outlet or something that makes it tempting to get rid of this. Also, when it dies, you lose two lands, and I don't like that.
ced395 WBR
Not broken, nice and simple, good design. Unfortunately not sacrifice clause, so doesn't successfully fulfill the challenge.
Top 3: 1. Maokun 2. Raikou Rider 3. Cardz5000
edit:
ced395's card did not contain the complete requirements of the challenge, and sadly I cannot give top marks to when others fulfilled the challenge well while completing all aspects.
Thundertide Delver
Land Creature-Weird t:Add U or R to your mana pool. 1UR,t,Sacrifice Thundertide Delver: Until end of turn, creatures you control get +2/+0 and gain haste. Creatures your opponents control get -2/-0 and gain defender. Those that don't understand, cower before the waves of change. Those that do, ride with them.
2/3
Okay, you got the power up from Dryad Arbor, yay? But you might have overshot. Its a 2/3 dual land creature thing (no land types so I suppose okay), but the sacrifice ability is strange. So you give your creatures offense and haste (haste after paying 3 + the land, that's 4 effective mana, what creatures are you going to be playing that sacrificing a 2/3 is going to be worth this?) The only way I can see it used, is defensively, I dono. Its just so wonky, If you use it after they attack, they get -2/-0. If you use it before you attack, your creature gets the haste, but you lose the combat "trick". Its level of internal conflict makes this a bad card design. It has no good "use me now" situation.
Verdant Coppice
Legendary Enchantment Land {R}
Verdant Coppice enters the battlefield tapped unless you sacrifice a land.
At the beginning of your end step, if Verdant Coppice is untapped, you may put a 1/1 green Saproiling creature token onto the battlefield.
:symtap:: Add G,W , or R to your mana pool
So this ties very well with your planeswalker, sort of a copy of his ability. I fear it might be a bit strong for sacrificing 1 mana a turn. Also ETB tapped unless you sac a land? I know there was a requirement to sacrifice a land but I feel something more balanced might be "~ doesn't untap during your untap step unless you sacrifice a creature." So it starts off making saprolings until you want to use it for mana. THen you have to trade a saproling to reuse it. But that shouldn't be an issue when making a bunch of creatures. It would be a neat trade off for a 3 color land that doesn't ETB when it starts and makes creatures.
Shrine of the Dragon Kings
Enchantment Land - Mountain Shrine (R) (T: Add R to your mana pool.)
When Shrine of the Dragon Kings enters the battlefield, sacrifice a creature or land.
Creatures you control have "R: This creature gets +1/+0 until end of turn" and "BG: Regenerate this creature." BRG, T, Sacrifice four creatures: Search your library for a legendary Dragon creature card and put it onto the battlefield. Then shuffle your library.
First off, link your previous rounds! I won't go find your stuff, and it helps to see your previous stuff even if it is only 2 cards.
Second WHOOo lots of stuff going on here. We do have a sacrifice draw back. Its a mountain (albeit legendary) but we can fetch it. For this power, seems like a bad idea. You give all creatures firebreathing? And regeneration? I realize its 3 colors, but wow. Plus dragon fetch. I dono. Too much. Not a fan of the fire breathing/regen on all your critters for the cost of a fetchable land drop that ALSO adds red. Imagine this with infect? Strong.
Acrua, Nature's Harbinger
Land Planeswalker - Acrua (M)
[+1] Add to your mana pool one mana of any type that another land you control could produce.
[-2] Sacrifice a land. If you do, draw a card.
[-5] Add GW to your mana pool for each creature you control
That is quite ambitious So this is a planeswalker that costs a land for the turn, and it is functionally a Reflecting Pool plus its ult power is a double Gaea's Cradle, and your opponent has to deal with the choice of attacking your or it, etc. I feel it is painfully overpowered. Kudos for the try.
Sunzeng, Peak of the Hammer
Artifact Land - Mountain Equipment (R)
Sunzeng, Peak of the Hammer enters the battlefield tapped.
:symtap:: Add to your mana pool.
Equipped creature gets +1/+0 for each mountain you control.
Equip - :3mana:, Sacrifice a mountain
First off, link your previous rounds! I won't go find your stuff, and it helps to see your previous stuff even if it is only 2 cards.
Neat idea, I'm not sure if a land can be attached to something. I know creatures can't. I think you could remove the mana cost on the equip to just sac a mountain. Would make the design cleaner and people think twice about its equipping. Plus otherwise its just a slow mountain until you need it. I like it. It could goto uncommon too.
Windstruck Citadel
Artifact Land (R)
Windstruck Citadel enters the battlefield tapped unless you control a creature with flying. T: Add W or U to your mana pool. XX(W/U),T, Sacrifice Windstruck Citadel: Each of X target creatures gains flying until end of turn.
First off, link your previous rounds! I won't go find your stuff, and it helps to see your previous stuff even if it is only 2 cards.
So clean and easy to understand. Not overly powerful, and simple. This is the last card I critiqued and It was the first one that met the challenge and was also simple enough to understand. Its just a Coastal Tower with an expensive "fly" turn at the cost of the land. Fair and reasonable.
Enchantress' Garden
Legendary Enchantment Land (R)
Enchantress' Garden enters the battlefield tapped. t: add G or W to your mana pool.
Whenever you cast an enchantment spell, you may put a +1/+1 counter on target creature.
First off, link your previous rounds! I won't go find your stuff, and it helps to see your previous stuff even if it is only 2 cards.
A breath of fresh air on complexity, I really like this card, but you failed to meet the challenge. There is no mention of sacrifice in this card. I wish you had. As it is now this would have been my first pick. maybe "T, Sacrifice an enchantment: Add any combination of green and or white mana equal to the converted mana cost of the sacrificed enchantment." Kind of a neat effect.
Creeping Bog
Land Creature - Swamp Ooze (R) (T: Add B to your mana pool.)
Creeping Bog gets +1/+1 for each other permanent named Creeping Bog. 2B,t, Sacrifice a land: Put a token onto the battlefield that's a copy of Creeping Bog.
1/1 The destruction of Salmeyo is moving faster than anyone expects.
This has fun all over it. It is effectively a land version of Pack Rat which makes this lose its originality and instead make it an adaptation, however, its still a pretty solid solution to an odd challenge.
aurorasparrow
This is nice. I like the connection to your other cards even in a new color. I think you don't need the "Pay 1 life" clause though since it comes in tapped and can only make one color. The power level of this card overall feels good.
LnGrrrR
I think this is alright, though definitely strong. Also, you don't need the "All" in the "Swamps you control gain" phrase.
Arcel
Fine way to pay for the land, though there are some ways to get around the "from hand" part to make this very strong - that may be alright though. I really like the tap effect. The static effect is too strong I think; 1/1s might be fair.
arbitraryarmor
The enter ability looks costed fine. The 0 should only untap a land, not any permanent; any permanent is bonkers. I think the -1 is fine, considering that it can't regain loyalty and has an enter the battlefield cost. A major problem: it has no 'sacrifice' that is needed for this challenge. Also, Planeswalkers are Mythics, not Rares
void_nothing
Interesting. A little harder to evaluate than most, but I think this might be too good in the decks that it's good in, and do nothing in the decks that it isn't.
ohmusama
This feels much more like a blue/black card than a black/red. If it were blue/black I think I would be much more on board with it. Also, in certain decks, this is insane. The drawing needs some sort of cost: at least 1 would make this a lot less broken.
Thelas
Doesn't appear to have entered a card. I used the search function and looked through every page a few times to make sure. Message me if I'm wrong.
willows
Gaining huge chunks of life every turn for free is nuts. The mana ability is fine, but the first ability is too good. Also, the wording is wrong on the gain life ability.
I like some of the ideas that showed up this round, but even on some potentially good cards there were unfortunately a lot of flops.
Gravewillow Elder
(:symbg:) Creature Land - Treefolk (R)
:symtap:: Add or to your mana pool.
Sacrifice a Swamp and a Forest: Return Gravewillow Elder from your graveyard to the battlefield tapped.
1/1
Critique:
This would have been much better if the ability had cost BG instead. I know you had to get "sacrifice" in there somewhere, but I can't imagine ever wanting to put myself down two lands just for a 1/1. I'd rather just have a Golgari Guildgate.
Jimmy Groove1
Card:
Adding GU to color identity.
Dreamwillow Dryads
Land Creature - Dryad (R) t: Add G or U to your mana pool. UG: Until end of turn, Dreamwillow Dryads is 3/3 and has "Whenever Dreamwillow Dryads deals combat damage to a player, draw two cards." At the beginning of your end step, sacrifice it. Korus dreams, and her dreams fill her with life as curious and fertile as she is.
0/2
Critique:
I like this card quite a bit. The biggest problem with Land Creatures is that they turn Shock into instant-speed land destruction. I like that this card embraces this frailty rather than trying to skirt around it. You put this in your deck expecting it to die at some point, but you get a nice bonus if it dies on your terms instead of theirs. My only knock is it should probably have "~ is green and blue" in there, but everything else is great.
MaokunUR
Card:
Burning Bush
((R/G)) Land Creature - Mountain Forest Elemental (U)
(t: add R or G to your mana pool.) t, sacrifice a creature or a land: Put a token that's a copy of Burning Bush onto the battlefield.
0/1
Critique:
So if it doesn't have summoning sickness, upon imminent death it can replace itself. Cute way to solve the Shock-as-LD problem. Not sure how it turns a creature into a mana-producing plant elemental, but the ability is clearly advantageous while being a far cry from broken, so nicely done. The name should probably change as well...not only does it not evoke an elemental, but I can't a imagine a card with ties to the Old Testament seeing print any time soon.
TeraparsecGU
Card:
Previous color identity: UG. Both colors removed, resulting in colorless.
Scrapyard
Artifact Land (U) t: add 1 to your mana pool.
Whenever you sacrifice a permanent, put a charge counter on Scrapyard. x,t, remove X charge counters from Scrapyard: Return target artifact card with mana cost of up to x from your graveyard to your hand.
Critique:
First off, I think the triggered ability should trigger off of artifacts only. The card is an artifact, and it can return artifacts. Letting it trigger off of lands or creatures doesn't feel right to me. I also feel that the mana ability should have "sac an artifact" in its cost. Yes, it makes the card significantly weaker, but it gives you a sac outlet on the card, which helps trigger not only its own ability but those of any Wellsprings or Simulacra you have, and it wouldn't be so bad because it could sacrifice itself in a pinch, only to be returned by a second Scrapyard you have handy. Finally, the third ability should read "converted mana cost".
Eskimo_RageGWU
Card:
No card submitted.
Critique:
Sorry to see you go, good luck with whatever's going on in the real world!
Raikou RiderWUBRG
Card:
Hegemon's Tower
Artifact Land {R}
Hegemon's Tower enters the battlefield tapped with X charge counters on it, where X is the number of other artifacts you control. t, Remove a charge counter from Hegemon's Tower: Add W,U, or B to your mana pool. t, Sacrifice another artifact: Add 2 to your mana pool.
Critique:
Nice reference to Sharuum in both name and abilities. The ETB effect manages to be new yet simple, and keeps this from being strictly better than Arcane Sanctum. Well done.
RithanielBGW
Card:
Roach Yard
• Land Creature - Insect R t: Add B to your mana pool.
When Roach Yard dies, each player sacrifices a land. "These are some of my most spiteful subjects. So much as disturb their home, and they will destroy everyone else's."
-Dol Embre
1/1
Critique:
I feel like this would be much better if you had made it "each other player" instead, which would make this more fun to play and seemingly fit your flavortext better. As it stands, if you drop this on turn one, you'd better hope you play Bob on turn two or any removal spell is gonna leave you far behind, which is not a feeling I like to have while playing Magic.
ced395WBR
Card:
WBR -> W
Sorry, don't have time to post my previous cards.
Tensi's Barrier
Land Creature - Plains Wall (U) (T: Add W to your mana pool.)
Defender
Whenever Tensi's Barrier blocks, add WW to your mana pool.
0/3
Critique:
This is a finely designed card, I think I would enjoy finding a fun deck for it that could make use of WW during combat. That said, the rules of the round asked for "sacrifice" to be a part of the rules text. Yours does not meet this requirement, so unfortunately I cannot put it in my Top 3.
Keiste critiquing Vaicher
I can't say for certain that this is overpowered, but I'm pretty sure it is. I mean, I'd be happy to play 1-2 of these in any control deck regardless of what colors I'm playing.
Oh, ok. So it could fit into any deck and you aren't sure if it's overpowered or not. Is it overpowered since it's so flexible? I don't know that universality makes a card broken.
Not to mention, the cards you put at number 1 and 3 doesn't even mention the word sacrifice.
Private Mod Note
():
Rollback Post to RevisionRollBack
BInfect BWDeath & Taxes UBRAffinity
RBurn UBRSac Land Tendrils UBRGOops, All Spells
WUGPhelddagrif GGGOmnath, Locus of Mana BBBXiahou Dun, the One-Eyed RRRAshling, the Pilgrim BBWTeysa, Scion of Orzhov UUUTalrand, Sky Summoner UUBVela the Night-Clad GGBVhati il-Dal RUWRuhan of the Fomori
I'm not saying universality makes a card broken. Mind Stone and Tumble Magnet are not broken.
Lands are usually used by decks only if they provide mana of the right color. I used the fact that I would be willing to play your card in a non-Naya deck as evidence pointing to why it's too good. Truthfully, even if it only provided colorless mana it would still be way too good.
Your card isn't broken because any deck could play it, but because every deck WOULD play it. And not just in competitive play; almost any casual deck would be improved by swapping out a random land for this one.
I changed card 1, but Thundertide Delver does indeed have sacrifice in it's cost.
Critiques on Bulstan (I shamelessly stole the format. Thanks clcallag!)
Cardz5000BR
Card:
Gravewillow Elder
(:symbg:) Creature Land - Treefolk (R)
:symtap:: Add or to your mana pool.
Sacrifice a Swamp and a Forest: Return Gravewillow Elder from your graveyard to the battlefield tapped.
1/1
Critique:
I don't know why you would want to spend two lands to get one back. It would've made sense if the creature itself was worth having on the battlefield, but it's just a mana dork.
Jimmy Groove1
Card:
Adding GU to color identity.
Dreamwillow Dryads
Land Creature - Dryad (R) t: Add G or U to your mana pool. UG: Until end of turn, Dreamwillow Dryads is 3/3 and has "Whenever Dreamwillow Dryads deals combat damage to a player, draw two cards." At the beginning of your end step, sacrifice it. Korus dreams, and her dreams fill her with life as curious and fertile as she is.
0/2
Critique:
The ability makes this card have a new use when you have enough mana. I like.
MaokunUR
Card:
Burning Bush
((R/G)) Land Creature - Mountain Forest Elemental (U)
(t: add R or G to your mana pool.) t, sacrifice a creature or a land: Put a token that's a copy of Burning Bush onto the battlefield.
0/1
Critique:
I lol'ed It doesn't really make sense that this is a creature, but apart from that I like it a lot.
TeraparsecGU
Card:
Previous color identity: UG. Both colors removed, resulting in colorless.
Scrapyard
Artifact Land (U) t: add 1 to your mana pool.
Whenever you sacrifice a permanent, put a charge counter on Scrapyard. x,t, remove X charge counters from Scrapyard: Return target artifact card with mana cost of up to x from your graveyard to your hand.
Critique:
At first glance this card is good, but it needs many other cards to really do something. I think that by the time you have your sac engine going, this isn't really what you want to be doing with your mana. It would work if it either had a sac outlet itself or if the card went to the battlefield instead of your hand or if the tap ability didn't spend mana.
Raikou RiderWUBRG
Card:
Hegemon's Tower
Artifact Land {R}
Hegemon's Tower enters the battlefield tapped with X charge counters on it, where X is the number of other artifacts you control. t, Remove a charge counter from Hegemon's Tower: Add W,U, or B to your mana pool. t, Sacrifice another artifact: Add 2 to your mana pool.
Critique:
I would've loved it if the last ability would put a charge counter on it. As it is now, it isn't useful in the early game as it will dry out very quickly.
RithanielBGW
Card:
Roach Yard
• Land Creature - Insect R t: Add B to your mana pool.
When Roach Yard dies, each player sacrifices a land. "These are some of my most spiteful subjects. So much as disturb their home, and they will destroy everyone else's."
-Dol Embre
1/1
Critique:
This hurts you more than your opponent when it dies.
ced395WBR
Card:
WBR -> W
Sorry, don't have time to post my previous cards.
Tensi's Barrier
Land Creature - Plains Wall (U) (T: Add W to your mana pool.)
Defender
Whenever Tensi's Barrier blocks, add WW to your mana pool.
0/3
Critique:
Simple and good. I love it.
Top 3:
1.) Jimmy Groove
2.) Maokun
3.) Raiku Rider (I would've put ced395 here, but his land doesn't have sacrifice :/)
I'd just like to note, grading this round is a huge pain.
Bog Pack Rats! I guess this card works, though I'm not sure how original it is. The flavor is nice though, but maybe it's cause I'm a fan of Swamp Thing.
My head asplode. Just... auugh... ok, so I'm pretty sure that this would be an auto include in a lot of decks, as it is pretty much fixing + card draw + possible huge ramp. You should feel bad for making me crit this.
At least it's a weird, which is known for being strange. This is pretty much a land with a P/T on it. (Although I guess technically that's what Dryad Arbor is, but we need to push the envelope! :P) The effect is interesting and very UR, so that's a plus.
This feels more "land"y and less "enchantment"y, but this is a tough challenge. Still, adding a 1/1 per turn is something an enchantment should do, and not a land, and I think you did a good job of flavoring the card's mechanics.
Auughhh so much text and symbols! I know you're trying to use all the colors, but it just feels like too much STUFF to me.
Nice and simple, and well within colors. It feels like a mirror-ish image of Gavony Township. Unfortunately, it didn't meet the challenge requiring a sac clause, which is why it probably looked so nice.
Points for originality, though this doesn't quite work for me. I do like the idea of an artifact that generates mana, but the land + equipment just didn't work. I wish I could give a better critique, but I'm not sure how I'd do it myself.
I like the "tapped unless you control a flyer" clause, its tells a nice story. However, I think the last clause kinda hurts that. I wish you would've made it WR, then made the 2nd clause a "damage to non flyers" ability, which would simulate the building falling on the non-flyers. Also, I'm not sure how "artifact"y this feels.
I apologize in advance, this one was too wonky to decently judge, in my opinion.
1. herbert west
2. Moss Elemental
3. Noatz
HM: Sir Karn, TacticalCelebrant if he had added a sac clause
Solid card, I feel like this could be a devastating surprise blocker coming out of a fetchland, but considering it would cost a fair number of lands to make it awesome, it seems balanced.
Solesticio :symw::symb:
You can't sacrifice a permanent someone else controls, but there's nothing really useable as a cost here, so I think it would have to be something like: ":0mana::Translucent Wall's controller sacrifices it, then draws 2 cards and gains 4 life. Only any opponent may activate this ability."
Rhand :symu::symb:
The mana ability requires a instant speed restriction because of the possibility of it not producing mana if I recall correctly (those abilities are always a little weird), but otherwise a solid card
Ink-Treader :symg::symw:
I'm pretty sure this is too strong, the ability to meter your lifeloss can be a strong tool, and this one does it exceedingly well, only at the cost of a land drop, I liked part of the sacrifice ability, unfortunately it was also the part that I felt was once again too strong, the double lifeloss seems way strong for two mana (one of which the land itself can make. The life gain just seems counterproductive on this card.
Koopa :symb::symr::symg::symw:
Seems way strong with scavenge (which is cool and scary), but the entering tapped seems overkill on a land that already cant tap because of sickness. The card is probably a bit too strong, but I like the feel.
coolgriff14 :symu::symr::symg:
Giving this haste makes it almost strictly better then a mountain (its susceptibility to creature destruction and the Glimmervoid for lands abilityis the only thing keeping that almost there) which is not really supposed to happen much. Strong card, pushing too strong
clcallag :symr::symg::symw:
Suffers from the same "almost strictly better then a mountain" problem that coolgriff14's card does, this time only making itself susceptible to enchantment destruction (you even gave it protection from the inherent hard disadvantage that comes with auras). I don't like that the ability allows you to get mana and a boost, rather then an or situation, and I feel like the sacrifice ability should look at the tapped status of the enchantment rather then the creature.
Sadly this card does not meet the challenge, due to world being a supertype, rather then a subtype, aside from that, I could easily see this being abused in a 0 drop/token deck to make MASSIVE amounts of mana. I also would have liked a more creative name.
1. Ninja Caterpie 2. Koopa 3. Rhand
As a note about my card, the sacrifice ability was really supposed to be a forest OR a swamp, not and a swamp, but and is what I posted, so yeah, that sucks.
Ninja Caterpie
Yum lands. While the card could work (I don't want to have one ninja-fetchlanded in my face in late-game, though), I somehow can't relate to the name.
Ink-Treader
Not sure if it needs the enchantment type. Fateful Hour ability feels almost too powerful.
coolgriff 14
Brutal! Could need some toning down.
clcallag
That tapping aura sure is exotic, but interesting. If such a card ever was to come out, I'd best be prepared for the judge calls
Koopa
Feels very strong. ETB tapped only partially manages to bring it to 'safe' levels.
Rhand
A non-reliable mana producer feels a bit weird, but works, rules-wise. Like that it can sac itself for the card draw.
Solsticio
Wording issues. Should be '0: #'s controller sacrifices it, then draws 2 cards and gains 4 life. Only any opponent may activate this ability.'
foo_intherain
World is a supertype, not a type. Feels too strong, might need a drawback on the sacrifice-generated mana.
Whenever Essence of Peaks is tapped for mana, enchanted creature gets +1/+0 and gains first strike until end of turn.
Sacrifice enchanted creature: Search your library for a basic Mountain card. If enchanted creature was tapped, put it onto the battlefield tapped. Otherwise, put it onto the battlefield untapped. Then shuffle your library.
Land Aura. The part of my brain that contains the comprehensive rules is in pain. It's a land you can't play unless you have a creature. this would generate nothing but questions for the player base. Beyond that, this has a built-in anti-card-disadvantage ability, which is good, but really, the cost is so high (a land and a creature) that I think it should always come into play untapped, which would also help with the elegance, which the overall ability hurts. You can use this guy as mana ramp, so that's positive.
Adrenaline Peaks
Land Creature-Mountain Elemental (R) (t: add R to your mana pool.)
Haste
Sacrifice another land: Creatures you control get +1/+0 until end of turn.
At the beginning of each end step, if Adrenaline Peaks is the only land you control, sacrifice it. "The land I walk on explodes, but as it does the power of my creations overwhelm all enemies."
-Arion, the Rugged
1/1
Charge Across the Araba, but uncounterable, free, any land instead of just plains, +1/+0 instead of +1/+1, sorcery speed, provides you with an additional body to swing with, can be fetched via fetch lands, and can tap for mana as well as any Mountain should it not be needed.
This is not a good design.
Underworld
World Land
:symtap:: Add to your mana pool. You lose 1 life.
Sacrifice a creature: Add :symb::symb::symb: to your mana pool. Any player may activate this ability. "You will find neither rest nor peace here."
World is a supertype, and not a type, I'm afraid.
Stones of the Gloaming
(white/black) Enchantment Land (R)
At the beginning of your upkeep, you may lose 1 life. t, Pay 1 life: Add W or B to you mana pool. Fateful Hour - WB, Sacrifice Stones of the Gloaming: Until end of turn, if you would gain life, you gain twice that much life instead; if an opponent would lose life, they lose twice that much life instead. Activate this ability only if you have 5 or less life. Are they a memorial for despair? Or are they an epitaph for hope?
I'll go ahead and say that I hate Fateful Hour as a mechanic, as you have to be very close to losing the game before it even starts working, at which point you have to have an answer for every single threat as it hits the field, or you're finished. Having said that, you have a nice support card for fateful hour here, allowing you to jump down 2 life at a time, or more with multiples or other pain lands, so you can get to fateful hour via your own efforts relatively quickly. Also, this provides you with a good offensive trick once you reach that point, which might make up for the suicidal approach the mechanic entails. It needs to be a decent push once you hit that point, however, else you're still in trouble. I'd prefer if the fateful hour ability was "(W/B),t, Sacrifice ~:", for elegance, as it's technically the same cost.
Ooze Pits
(:symgb:)Creature Land - Ooze (R)
Ooze Pits enters the battlefield tapped. T: Add a combination of G or B to your mana pool equal to Ooze Pits power.
Sacrifice a creature: Put a +1/+1 counter on Ooze Pits.
1/1
Not sure how I feel about this. Can't be fetched like Dryad Arbor, but it can produce much more mana. Seems easily abused, especially considering that the ability can be used in any color deck, which allows for a lingering souls to turn your 1/1 into a 5/5 with the ability to produce 5 mana. Would have preferred the ability have some restrictions of some sort on it.
Swampgrass of Nix
Land Creature - Swamp Elemental (R)
(T: Add B to your mana pool.)
Sacrifice a land: Put a +1/+1 counter on Swampgrass of Nix.
0/1
Okay, strictly better than Dryad Arbor. Would have been better without the Swamp subtype, and if it could only eat one land a turn, being unable to be another cheap 3/4 creature for Legacy.
Citadel of Wisdom
Artifact Land (R) T: Reveal the top card of your library. If that card is a land card, add RU to your mana pool.
Sacrifice an artifact: Draw a card. Activate this ability only during your turn and not more than once each turn. We can speed up the research if you pay the price.
So, it produces double mana, but only one out of every three times you tap it. The other two times, it does nothing. It can also draw you an additional card each turn as long as you can feed artifacts to it. Affinity would explode. In standard it would either be format defining or completely unused.
Translucent Wall
Creature Land — Wall (R)
(Translucent Wall isn't a spell and it's affected by summoning sickness)
Defender
:symtap:: Add to your mana pool.
Sacrifice Translucent Wall: Translucent Wall's controller draws 2 cards and gains 4 life. Only any opponent may activate this ability.
0/4
Gravewillow Elder
(:symbg:) Creature Land - Treefolk (R)
:symtap:: Add or to your mana pool.
Sacrifice a Swamp and a Forest: Return Gravewillow Elder from your graveyard to the battlefield tapped.
1/1
Kind of surprised there's no swamp/forest land type on it either, but I admit that it isn’t actually necessary, and recognize that there may be ways that having it would break it. The second ability doesn't seem that useful to me, as you’re giving up two land just to get one back (and it can't block immediately upon bringing it in.) Perhaps drop the ETB tapped clause, so it could be used as a last ditch blocker. Otherwise, it does feel green and black.
PS: “or” instead of “and” would of made a world of difference too : /
Dreamwillow Dryads
Land Creature - Dryad (R) T: Add G or U to your mana pool. UG: Until end of turn, Dreamwillow Dryads is 3/3 and has "Whenever Dreamwillow Dryads deals combat damage to a player, draw two cards." At the beginning of your end step, sacrifice it. Korus dreams, and her dreams fill her with life as curious and fertile as she is.
0/2
Wishing it had a color indicator/land types, but there could be problems and abuse with that of course and aren't strictly necessary. I do like that second ability. The option to potentially turn the Dryads into two cards and 3 damage (or more with double strike/extra combat phases, though that’s red/white) is quite powerful, especially in the colors that can give trample and unblockability. Also, there’s shenanigans to be had with Sundial of the Infinite. I can definitely see the green and blue in this land's ability.
Hegemon's Tower
Artifact Land {R}
Hegemon's Tower enters the battlefield tapped with X charge counters on it, where X is the number of other artifacts you control. T, Remove a charge counter from Hegemon's Tower: Add W, U, or B to your mana pool. T, Sacrifice another artifact: Add 2 to your mana pool.
This land suits Esper just fine, without necessarily being strictly better than Arcane Sanctum, due to the possibility of this land being incapable of doing anything without charge counters or artifacts, as well as being generally easier to get rid of.
Scrapyard
Artifact Land (U) T: add 1 to your mana pool.
Whenever you sacrifice a permanent, put a charge counter on Scrapyard. X, T, remove X charge counters from Scrapyard: Return target artifact card with mana cost of up to X from your graveyard to your hand.
I'd say this compares favorably to Buried Ruin. Though it can't bring something back for a flat cost, it also doesn't get sacrificed in the process. With proliferate, fetchlands, and/or Eldrazi Spawn, among others, this card can accomplish quite a bit. Uncommon feels about right as a rarity to me.
Burning Bush
(:symrg:) Land Creature - Mountain Forest Elemental (U)
(T: addRorGto your mana pool.) T, sacrifice a creature or a land: Put a token that's a copy of Burning Bush onto the battlefield.
0/1
That’s a big type line, heh. This land is interesting. It’s physically weaker than Dryad Arbor but has two land types. It’s second ability could be very interesting in a token deck paired with haste. Of course, they are frail, but think of the rediculousness that could be pulled off with cards like Parallel Lives
Roach Yard
• Land Creature - Insect R t: Add B to your mana pool.
When Roach Yard dies, each player sacrifices a land. "These are some of my most spiteful subjects. So much as disturb their home, and they will destroy everyone else's."
-Dol Embre
1/1
Interesting. Less crazy mwahaha evil without “each other”, but a lot less fun to play. Losing 2 land for the price of one hurts.
Tensi's Barrier
Land Creature - Plains Wall (U) (T: Add W to your mana pool.)
Defender
Whenever Tensi's Barrier blocks, add WW to your mana pool.
0/3
It’s the wall of combat tricks! I wonder if this wording allows for extra mana for extra blocked creatures, which would be powerful, but you’d probably need at least 2 additional pieces to break it (Valor Made Real and a really big spell that’s instant speed. Any speed with Vedalken Orrery/Leyline of Anticipation. A way to force their creatures to attack would be a bonus.) There is a possibility that this is too powerful, but I think it’s a very cool idea. Alas, no “sacrifice” in the text box. Otherwise, I would rate this highly.
Random_Nation - A 2/3 creature for free? And with nothing but upside... don't get me wrong, I do like it, its more that this challenge was a bit off in execution. As it is, I do rather like it though, it would need a Rarity for me to truly feel like it was done properly, as a free creature would only work as a Rare I am guessing.
herbert west - Verdant Coppice is absolutely beautiful, probably one of my favorites from the round. It has a good enter the battlefield clause, and its a card you have to think about if you rather need the mana or the creature tokens, very nice =)
Ryoma Echizen - It is a rather nice land, though I feel a bit too much is going on with it honestly. If you dropped the mass creature bonuses OR the Dragon Summon, it would have probably been just right with its cost of only a single creature or land when it enters the battlefield. Though, I LOVE the dragon summoning ability, in the proper colors for Jund and just costed right I think.
Sir Karn - I have to give you points for having the only Planeswalker Land, and I like how it feels very much like a land Planeswalker(art doesn't reflect it quiet well enough I think, but still good.) I like the direction you went with a mana producing Planeswalker, a theme I tried to play with with my own planeswalker.
Noatz - Sunzeng, Peak of the Hammer, interesting name, feels like it should be Legendary with a name like that even though it isn't. Bravo for making an Equipment card, though it makes me wonder if it could still be used as a land when a creature was equipped with it, which seems like a rules problem... though maybe its me, I know there are situations where it has happened before.
Socrates - Love the idea of lands that are tapped unless you have the proper creature type, even if the cost and final effect of its last ability feels lackluster or underpowered, given that its on a land, I think that is alright.
TacticalCelebrant - Enchantress' Garden feels a bit too good, but that is more the fact of the weird round I think. However, it feels very.... fitting for its effect and how it ties in to the number of Enchantress cards there are, and I am glad you didn't make it card draw like most of them tend to be
Moss_Elemental - Very nice, though it feels almost strictly better then a normal swamp, but from a Rare Land, that is fine I guess. I may have said put in a "Enters the battlefield Tapped" clause, but that is just me.
2/2 critiques: "wording issues, should read...". Thanks guys, that really helped me understand why my card was bad to not make top3.
I feel like getting and use out of this other then drawing card and gaining life would be a rare occurrence. either your opponent is going to destroy it while it still has summoning sickness, or you're going to want to use it to block, and your opponent is going to have you sac it before blockers are declared. and as such I don't feel like the land drop is worth the value you're going to get from the card.
This is good take on proliferate and references mirrodin but I don't get what makes the land need to be an artifact.
I don't get why all swamps are getting this ability rather than just itself having the ability as a normal land. It's not an ability that you'd need to use multiple times in a turn. As a normal land this card is interesting, but it doesn't work as an enchantment for me.
I don't like that you can cheat this into play without paying its cost. Otherwise, you do a good job of making a balanced 2 mana producing land, with an interesting additional effect that helps you continue to produce mana with it.
This is a fragile, deserted temple that you don`t need to pay for with the option of ramp. Unfortunately it fails in feeling like a planeswalker due to lack of ultimate. Also, sacrifice is nowhere in its text box.
This is a Hatching Plans that costs a land drop rather than 1U and makes sure you are playing enchantments. There is a bit of weirdness in that it won`t trigger itself as playing a land isn't casting a spell and there isn't reminder text to warn players against making this mistake. Overall a very good card.
This is a clever land that references various altars in name and effect in an interesting way. My only gripe is that sacrificing creatures for knowledge feels blue/black to me not blue/red.
I think this land would be oppresive in multiples where you could easily gain 6-8 life a turn. The sacrifice also doesn't feel like something you want to do, since with 5 enchantments out I'm gaining a ton of life and probably wouldn't want to sacrifice it. It does the best job of any of the cards with feeling like an enchantment though.
#1: ohmusama
#2: void nothing
#3: Arcel
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aurorasparrow
2. aurorasparrow
3. LnGrrrR
Club Flamingo Wins: 1!
Wow, this, very much.
Cardz5000 BR
I like the design. If it were in print I couldn't see myself playing it, but that doesn't mean it's a bad card. I feel it might be better at an uncommon, but I'm a bit horrible at judging rarities. Good job, nice and simple.
Jimmy Groove 1
Again, I'm a bad judge of rarity, but this seems pretty good as a rare. I might play it, but it seems to need a fairly specific deck type. It has that simplicity that you know what it does, but the deck it would be played in would have more specific to play it.
Maokun UR
I like it, it's a cool ability where you can mana-fix/ramp and I like that. Nice work.
Teraparsec GU
This should have some sort of sac outlet, and I don't see it. If there was a reasonable one, this would be a decent card, but without that simple addition it's a bit lost.
Eskimo_Rage GWU
Did not post card.
Raikou Rider WUBRG
I'm not sure what, but there seems there could be some sort of unlimited mana combo with the second ability, but with my knowledge of cards from scars-up, I'll say that I like this a lot and it definitely works well, and if it were in print it would see play in my deck.
Rithaniel BGW
This doesn't feel like a rare to me, and like with Teraparsec, there needs to be a sac outlet or something that makes it tempting to get rid of this. Also, when it dies, you lose two lands, and I don't like that.
ced395 WBR
Not broken, nice and simple, good design. Unfortunately not sacrifice clause, so doesn't successfully fulfill the challenge.
Top 3:
1. Maokun
2. Raikou Rider
3. Cardz5000
edit:
ced395's card did not contain the complete requirements of the challenge, and sadly I cannot give top marks to when others fulfilled the challenge well while completing all aspects.
Credits
Avatar: Ace5301
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Okay, you got the power up from Dryad Arbor, yay? But you might have overshot. Its a 2/3 dual land creature thing (no land types so I suppose okay), but the sacrifice ability is strange. So you give your creatures offense and haste (haste after paying 3 + the land, that's 4 effective mana, what creatures are you going to be playing that sacrificing a 2/3 is going to be worth this?) The only way I can see it used, is defensively, I dono. Its just so wonky, If you use it after they attack, they get -2/-0. If you use it before you attack, your creature gets the haste, but you lose the combat "trick". Its level of internal conflict makes this a bad card design. It has no good "use me now" situation.
So this ties very well with your planeswalker, sort of a copy of his ability. I fear it might be a bit strong for sacrificing 1 mana a turn. Also ETB tapped unless you sac a land? I know there was a requirement to sacrifice a land but I feel something more balanced might be "~ doesn't untap during your untap step unless you sacrifice a creature." So it starts off making saprolings until you want to use it for mana. THen you have to trade a saproling to reuse it. But that shouldn't be an issue when making a bunch of creatures. It would be a neat trade off for a 3 color land that doesn't ETB when it starts and makes creatures.
First off, link your previous rounds! I won't go find your stuff, and it helps to see your previous stuff even if it is only 2 cards.
Second WHOOo lots of stuff going on here. We do have a sacrifice draw back. Its a mountain (albeit legendary) but we can fetch it. For this power, seems like a bad idea. You give all creatures firebreathing? And regeneration? I realize its 3 colors, but wow. Plus dragon fetch. I dono. Too much. Not a fan of the fire breathing/regen on all your critters for the cost of a fetchable land drop that ALSO adds red. Imagine this with infect? Strong.
That is quite ambitious So this is a planeswalker that costs a land for the turn, and it is functionally a Reflecting Pool plus its ult power is a double Gaea's Cradle, and your opponent has to deal with the choice of attacking your or it, etc. I feel it is painfully overpowered. Kudos for the try.
First off, link your previous rounds! I won't go find your stuff, and it helps to see your previous stuff even if it is only 2 cards.
Neat idea, I'm not sure if a land can be attached to something. I know creatures can't. I think you could remove the mana cost on the equip to just sac a mountain. Would make the design cleaner and people think twice about its equipping. Plus otherwise its just a slow mountain until you need it. I like it. It could goto uncommon too.
First off, link your previous rounds! I won't go find your stuff, and it helps to see your previous stuff even if it is only 2 cards.
So clean and easy to understand. Not overly powerful, and simple. This is the last card I critiqued and It was the first one that met the challenge and was also simple enough to understand. Its just a Coastal Tower with an expensive "fly" turn at the cost of the land. Fair and reasonable.
First off, link your previous rounds! I won't go find your stuff, and it helps to see your previous stuff even if it is only 2 cards.
A breath of fresh air on complexity, I really like this card, but you failed to meet the challenge. There is no mention of sacrifice in this card. I wish you had. As it is now this would have been my first pick. maybe "T, Sacrifice an enchantment: Add any combination of green and or white mana equal to the converted mana cost of the sacrificed enchantment." Kind of a neat effect.
This has fun all over it. It is effectively a land version of Pack Rat which makes this lose its originality and instead make it an adaptation, however, its still a pretty solid solution to an odd challenge.
This is nice. I like the connection to your other cards even in a new color. I think you don't need the "Pay 1 life" clause though since it comes in tapped and can only make one color. The power level of this card overall feels good.
LnGrrrR
I think this is alright, though definitely strong. Also, you don't need the "All" in the "Swamps you control gain" phrase.
Arcel
Fine way to pay for the land, though there are some ways to get around the "from hand" part to make this very strong - that may be alright though. I really like the tap effect. The static effect is too strong I think; 1/1s might be fair.
arbitraryarmor
The enter ability looks costed fine. The 0 should only untap a land, not any permanent; any permanent is bonkers. I think the -1 is fine, considering that it can't regain loyalty and has an enter the battlefield cost. A major problem: it has no 'sacrifice' that is needed for this challenge. Also, Planeswalkers are Mythics, not Rares
void_nothing
Interesting. A little harder to evaluate than most, but I think this might be too good in the decks that it's good in, and do nothing in the decks that it isn't.
ohmusama
This feels much more like a blue/black card than a black/red. If it were blue/black I think I would be much more on board with it. Also, in certain decks, this is insane. The drawing needs some sort of cost: at least 1 would make this a lot less broken.
Thelas
Doesn't appear to have entered a card. I used the search function and looked through every page a few times to make sure. Message me if I'm wrong.
willows
Gaining huge chunks of life every turn for free is nuts. The mana ability is fine, but the first ability is too good. Also, the wording is wrong on the gain life ability.
#1: aurorasparrow
#2: Arcel
#3: LnGrrR
Those awaiting judgment:
Cardz5000 BR
Card:
(:symbg:) Creature Land - Treefolk (R)
:symtap:: Add or to your mana pool.
Sacrifice a Swamp and a Forest: Return Gravewillow Elder from your graveyard to the battlefield tapped.
1/1
Jimmy Groove 1
Card:
Dreamwillow Dryads
Land Creature - Dryad (R)
t: Add G or U to your mana pool.
UG: Until end of turn, Dreamwillow Dryads is 3/3 and has "Whenever Dreamwillow Dryads deals combat damage to a player, draw two cards." At the beginning of your end step, sacrifice it.
Korus dreams, and her dreams fill her with life as curious and fertile as she is.
0/2
Maokun UR
Card:
((R/G)) Land Creature - Mountain Forest Elemental (U)
(t: add R or G to your mana pool.)
t, sacrifice a creature or a land: Put a token that's a copy of Burning Bush onto the battlefield.
0/1
plantelemental, but the ability is clearly advantageous while being a far cry from broken, so nicely done. The name should probably change as well...not only does it not evoke an elemental, but I can't a imagine a card with ties to the Old Testament seeing print any time soon.Teraparsec GU
Card:
Scrapyard
Artifact Land (U)
t: add 1 to your mana pool.
Whenever you sacrifice a permanent, put a charge counter on Scrapyard.
x,t, remove X charge counters from Scrapyard: Return target artifact card with mana cost of up to x from your graveyard to your hand.
Eskimo_Rage GWU
Card:
Card:
Artifact Land {R}
Hegemon's Tower enters the battlefield tapped with X charge counters on it, where X is the number of other artifacts you control.
t, Remove a charge counter from Hegemon's Tower: Add W,U, or B to your mana pool.
t, Sacrifice another artifact: Add 2 to your mana pool.
Rithaniel BGW
Card:
• Land Creature - Insect R
t: Add B to your mana pool.
When Roach Yard dies, each player sacrifices a land.
"These are some of my most spiteful subjects. So much as disturb their home, and they will destroy everyone else's."
-Dol Embre
1/1
ced395 WBR
Card:
Sorry, don't have time to post my previous cards.
Tensi's Barrier
Land Creature - Plains Wall (U)
(T: Add W to your mana pool.)
Defender
Whenever Tensi's Barrier blocks, add WW to your mana pool.
0/3
2.) Raikou Rider
3.) Maokun
Oh, ok. So it could fit into any deck and you aren't sure if it's overpowered or not. Is it overpowered since it's so flexible? I don't know that universality makes a card broken.
Not to mention, the cards you put at number 1 and 3 doesn't even mention the word sacrifice.
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori
Lands are usually used by decks only if they provide mana of the right color. I used the fact that I would be willing to play your card in a non-Naya deck as evidence pointing to why it's too good. Truthfully, even if it only provided colorless mana it would still be way too good.
Your card isn't broken because any deck could play it, but because every deck WOULD play it. And not just in competitive play; almost any casual deck would be improved by swapping out a random land for this one.
I changed card 1, but Thundertide Delver does indeed have sacrifice in it's cost.
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
Cardz5000 BR
Card:
(:symbg:) Creature Land - Treefolk (R)
:symtap:: Add or to your mana pool.
Sacrifice a Swamp and a Forest: Return Gravewillow Elder from your graveyard to the battlefield tapped.
1/1
Jimmy Groove 1
Card:
Dreamwillow Dryads
Land Creature - Dryad (R)
t: Add G or U to your mana pool.
UG: Until end of turn, Dreamwillow Dryads is 3/3 and has "Whenever Dreamwillow Dryads deals combat damage to a player, draw two cards." At the beginning of your end step, sacrifice it.
Korus dreams, and her dreams fill her with life as curious and fertile as she is.
0/2
Maokun UR
Card:
((R/G)) Land Creature - Mountain Forest Elemental (U)
(t: add R or G to your mana pool.)
t, sacrifice a creature or a land: Put a token that's a copy of Burning Bush onto the battlefield.
0/1
Teraparsec GU
Card:
Scrapyard
Artifact Land (U)
t: add 1 to your mana pool.
Whenever you sacrifice a permanent, put a charge counter on Scrapyard.
x,t, remove X charge counters from Scrapyard: Return target artifact card with mana cost of up to x from your graveyard to your hand.
Raikou Rider WUBRG
Card:
Artifact Land {R}
Hegemon's Tower enters the battlefield tapped with X charge counters on it, where X is the number of other artifacts you control.
t, Remove a charge counter from Hegemon's Tower: Add W,U, or B to your mana pool.
t, Sacrifice another artifact: Add 2 to your mana pool.
Rithaniel BGW
Card:
• Land Creature - Insect R
t: Add B to your mana pool.
When Roach Yard dies, each player sacrifices a land.
"These are some of my most spiteful subjects. So much as disturb their home, and they will destroy everyone else's."
-Dol Embre
1/1
ced395 WBR
Card:
Sorry, don't have time to post my previous cards.
Tensi's Barrier
Land Creature - Plains Wall (U)
(T: Add W to your mana pool.)
Defender
Whenever Tensi's Barrier blocks, add WW to your mana pool.
0/3
1.) Jimmy Groove
2.) Maokun
3.) Raiku Rider (I would've put ced395 here, but his land doesn't have sacrifice :/)
1. herbert west
2. Moss Elemental
3. Noatz
HM: Sir Karn, TacticalCelebrant if he had added a sac clause
Club Flamingo Wins: 1!
1. Ninja Caterpie
2. Koopa
3. Rhand
As a note about my card, the sacrifice ability was really supposed to be a forest OR a swamp, not and a swamp, but and is what I posted, so yeah, that sucks.
Yum lands. While the card could work (I don't want to have one ninja-fetchlanded in my face in late-game, though), I somehow can't relate to the name.
Ink-Treader
Not sure if it needs the enchantment type. Fateful Hour ability feels almost too powerful.
coolgriff 14
Brutal! Could need some toning down.
clcallag
That tapping aura sure is exotic, but interesting. If such a card ever was to come out, I'd best be prepared for the judge calls
Koopa
Feels very strong. ETB tapped only partially manages to bring it to 'safe' levels.
Rhand
A non-reliable mana producer feels a bit weird, but works, rules-wise. Like that it can sac itself for the card draw.
Solsticio
Wording issues. Should be '0: #'s controller sacrifices it, then draws 2 cards and gains 4 life. Only any opponent may activate this ability.'
foo_intherain
World is a supertype, not a type. Feels too strong, might need a drawback on the sacrifice-generated mana.
Top 3:
1. Rhand
2. Ninja Caterpie
3. clcallag
L1 Judge
Land Aura. The part of my brain that contains the comprehensive rules is in pain. It's a land you can't play unless you have a creature. this would generate nothing but questions for the player base. Beyond that, this has a built-in anti-card-disadvantage ability, which is good, but really, the cost is so high (a land and a creature) that I think it should always come into play untapped, which would also help with the elegance, which the overall ability hurts. You can use this guy as mana ramp, so that's positive.
Charge Across the Araba, but uncounterable, free, any land instead of just plains, +1/+0 instead of +1/+1, sorcery speed, provides you with an additional body to swing with, can be fetched via fetch lands, and can tap for mana as well as any Mountain should it not be needed.
This is not a good design.
World is a supertype, and not a type, I'm afraid.
I'll go ahead and say that I hate Fateful Hour as a mechanic, as you have to be very close to losing the game before it even starts working, at which point you have to have an answer for every single threat as it hits the field, or you're finished. Having said that, you have a nice support card for fateful hour here, allowing you to jump down 2 life at a time, or more with multiples or other pain lands, so you can get to fateful hour via your own efforts relatively quickly. Also, this provides you with a good offensive trick once you reach that point, which might make up for the suicidal approach the mechanic entails. It needs to be a decent push once you hit that point, however, else you're still in trouble. I'd prefer if the fateful hour ability was "(W/B),t, Sacrifice ~:", for elegance, as it's technically the same cost.
Not sure how I feel about this. Can't be fetched like Dryad Arbor, but it can produce much more mana. Seems easily abused, especially considering that the ability can be used in any color deck, which allows for a lingering souls to turn your 1/1 into a 5/5 with the ability to produce 5 mana. Would have preferred the ability have some restrictions of some sort on it.
Okay, strictly better than Dryad Arbor. Would have been better without the Swamp subtype, and if it could only eat one land a turn, being unable to be another cheap 3/4 creature for Legacy.
So, it produces double mana, but only one out of every three times you tap it. The other two times, it does nothing. It can also draw you an additional card each turn as long as you can feed artifacts to it. Affinity would explode. In standard it would either be format defining or completely unused.
I actually like this design. Good job.
Kind of surprised there's no swamp/forest land type on it either, but I admit that it isn’t actually necessary, and recognize that there may be ways that having it would break it. The second ability doesn't seem that useful to me, as you’re giving up two land just to get one back (and it can't block immediately upon bringing it in.) Perhaps drop the ETB tapped clause, so it could be used as a last ditch blocker. Otherwise, it does feel green and black.
PS: “or” instead of “and” would of made a world of difference too : /
Wishing it had a color indicator/land types, but there could be problems and abuse with that of course and aren't strictly necessary. I do like that second ability. The option to potentially turn the Dryads into two cards and 3 damage (or more with double strike/extra combat phases, though that’s red/white) is quite powerful, especially in the colors that can give trample and unblockability. Also, there’s shenanigans to be had with Sundial of the Infinite. I can definitely see the green and blue in this land's ability.
This land suits Esper just fine, without necessarily being strictly better than Arcane Sanctum, due to the possibility of this land being incapable of doing anything without charge counters or artifacts, as well as being generally easier to get rid of.
Alas, no card
I'd say this compares favorably to Buried Ruin. Though it can't bring something back for a flat cost, it also doesn't get sacrificed in the process. With proliferate, fetchlands, and/or Eldrazi Spawn, among others, this card can accomplish quite a bit. Uncommon feels about right as a rarity to me.
That’s a big type line, heh. This land is interesting. It’s physically weaker than Dryad Arbor but has two land types. It’s second ability could be very interesting in a token deck paired with haste. Of course, they are frail, but think of the rediculousness that could be pulled off with cards like Parallel Lives
Interesting. Less crazy mwahaha evil without “each other”, but a lot less fun to play. Losing 2 land for the price of one hurts.
It’s the wall of combat tricks! I wonder if this wording allows for extra mana for extra blocked creatures, which would be powerful, but you’d probably need at least 2 additional pieces to break it (Valor Made Real and a really big spell that’s instant speed. Any speed with Vedalken Orrery/Leyline of Anticipation. A way to force their creatures to attack would be a bonus.) There is a possibility that this is too powerful, but I think it’s a very cool idea. Alas, no “sacrifice” in the text box. Otherwise, I would rate this highly.
1. Jimmy Groove
2. Raikou Rider
3. Maokun
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I gave up from trying to require the 'i' on my name: SolesticIo
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herbert west - Verdant Coppice is absolutely beautiful, probably one of my favorites from the round. It has a good enter the battlefield clause, and its a card you have to think about if you rather need the mana or the creature tokens, very nice =)
Ryoma Echizen - It is a rather nice land, though I feel a bit too much is going on with it honestly. If you dropped the mass creature bonuses OR the Dragon Summon, it would have probably been just right with its cost of only a single creature or land when it enters the battlefield. Though, I LOVE the dragon summoning ability, in the proper colors for Jund and just costed right I think.
Sir Karn - I have to give you points for having the only Planeswalker Land, and I like how it feels very much like a land Planeswalker(art doesn't reflect it quiet well enough I think, but still good.) I like the direction you went with a mana producing Planeswalker, a theme I tried to play with with my own planeswalker.
Noatz - Sunzeng, Peak of the Hammer, interesting name, feels like it should be Legendary with a name like that even though it isn't. Bravo for making an Equipment card, though it makes me wonder if it could still be used as a land when a creature was equipped with it, which seems like a rules problem... though maybe its me, I know there are situations where it has happened before.
Socrates - Love the idea of lands that are tapped unless you have the proper creature type, even if the cost and final effect of its last ability feels lackluster or underpowered, given that its on a land, I think that is alright.
TacticalCelebrant - Enchantress' Garden feels a bit too good, but that is more the fact of the weird round I think. However, it feels very.... fitting for its effect and how it ties in to the number of Enchantress cards there are, and I am glad you didn't make it card draw like most of them tend to be
Moss_Elemental - Very nice, though it feels almost strictly better then a normal swamp, but from a Rare Land, that is fine I guess. I may have said put in a "Enters the battlefield Tapped" clause, but that is just me.
2) Sir Karn
3) Socrates
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
I feel like getting and use out of this other then drawing card and gaining life would be a rare occurrence. either your opponent is going to destroy it while it still has summoning sickness, or you're going to want to use it to block, and your opponent is going to have you sac it before blockers are declared. and as such I don't feel like the land drop is worth the value you're going to get from the card.
#1: ohmusama
#2: void nothing
#3: Arcel