Well red and white aren't ally colors for one.
I could see this happening as allied duals, but enemy color fixing
attached to a decent creature might be a little much IMO.
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Into the Maw of Hell is a name so awesome, it deserves its own song.
It would be about a world of brown spikes and red fire, where men fight and scream and become blurry masses. Then it would change to somber, we learn that this glorious place exists only in Raymond Swanland's head. To visit it, you must enter the maw of Hell itself.
yeah i know they aren't. I realized that when I was making myself a sandwich. It doesn't really matter.... Allied or Enemy... its the dual part that matters.
Are you saying that allied man-lands would be strictly better (i.e. stronger creatures element) (or should be) than enemy man lands?
Enemy colored pairs get, on average, much less color-fixing than allied color pairs. This makes sense since allied colors are much more likely to exist together harmoniously in a natural state than enemy colors do. In the past, this has been done by making them mechanicallyweaker, nowadays it's just done by making enemy-colored duals much less frequently than allied-color, barring certain multicolor-focused environments.
Enemy colored pairs get, on average, much less color-fixing than allied color pairs. This makes sense since allied colors are much more likely to exist together harmoniously in a natural state than enemy colors do. In the past, this has been done by making them mechanicallyweaker, nowadays it's just done by making enemy-colored duals much less frequently than allied-color, barring certain multicolor-focused environments.
But i can dream can't i? I was spoiled by LOR/SHM. I understand your points. Nice explaination
Enemy colored pairs get, on average, much less color-fixing than allied color pairs. This makes sense since allied colors are much more likely to exist together harmoniously in a natural state than enemy colors do. In the past, this has been done by making them mechanicallyweaker, nowadays it's just done by making enemy-colored duals much less frequently than allied-color, barring certain multicolor-focused environments.
Interesting that Caves of Koilos and friends were printed in Apocalypse, the enemy themed set.
Nideon: We were all spoiled by LOR-SHM.
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i'm pretty sure i can find your ***** online within 3 minutes
Interesting that Caves of Koilos and friends were printed in Apocalypse, the enemy themed set.
Nideon: We were all spoiled by LOR-SHM.
The Apocolypse duals made sense to print then because the set was enemy-color-themed. I don't believe the Tempest enemy duals were very well received; players didn't like being punished with less powerful lands when playing their favorite color combinations. So, while flavorfully sound, weak enemy duals were decidedly un-fun, and were thrown by the wayside, for the good of all.
Well, i started playing in all that craziness and now I feel like something is missing. I am excited for WWK as much as i was excited for ZEN. but Seriously, anything else for the discussion on Dual Man lands?
AND the fact that you could produce RRR turn 3 and WWWW Turn 4. You could run any combination you wanted and the filters, reflecting pools, tribal duals, and vivids all had your back.
OR
you could do RGB turn 3 and UWGB turn 4, thats ridonkulous.
As for your card, I will compare with Treetop Village.
Village: CIPT, produces green, costs 1G to activate, makes a 3/3 trampler.
Yours: CIPT, produces red and green, costs RG to activate, makes a 3/3 trampler.
I want the activation cost to be 1RG, purely because this is a dual land, but it might just be fair. Let others weigh in first though.
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I agree that Lor/Shm block is ridiculous and I think it couldn't get out of standard fast enough (the only card I remotely miss is Cryptic Command, and even then ehhh).
Anyway, back to the cards. This updated version is pretty much Treetop Village only better a significant portion of the time (though certainly not always). I think it's a little strong, as Megiddo said, and something slightly more unique would be a good idea.
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Into the Maw of Hell is a name so awesome, it deserves its own song.
It would be about a world of brown spikes and red fire, where men fight and scream and become blurry masses. Then it would change to somber, we learn that this glorious place exists only in Raymond Swanland's head. To visit it, you must enter the maw of Hell itself.
I was thinking about the possibility of having allied man-lands.
Rugged Amazon
Land
~ enters the battlefield tapped. T: Add R or G to your mana pool.
RG: ~ becomes a 3/3 Red and Green Beast with trample until end of the turn.
It's like treetop village. Except it produces 2 types of mana. Take note that treetop village already very good. This isn't strictly better because it requires R to activate rather than 1, but for the most part it is much better.
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It's like treetop village. Except it produces 2 types of mana, enemy colors at that. Take note that treetop village already very good. This isn't strictly better because it requires R to activate rather than 1, but for the most part it is much better.
Woah, R and G are enemies now? ****.
Original card was enemy though, if I recall.
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1) read my post again, which was ediited.
2) I read the original post which contained RW land, before the OP changed it to GR. Yet another argument for people not to edit the first posted card, because subsequent posts look stupid afterwards.
All of that was very true. I had a stroke while writing the post. So i fixed it. Nevertheless, i like the idea of a 1RG cost to activate the man-land ability.
All of that was very true. I had a stroke while writing the post. So i fixed it. Nevertheless, i like the idea of a 1RG cost to activate the man-land ability.
If you made it something that wasn't a 3/3 with trample it would be a bit nicer, since it wouldn't just be multicolored Treetop.
Also, you had a stroke? What?
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Well the idea works, and more or less they allready exist.
We have a White/Green manland in form of Nantuko Monastery , but its not a "Vanilla" Manland, as it carries the Threshold mechanic.
Putting the multicolored manland on lands that produce colored mana is not a good idea, as you cover 2 parts with them, the fixing and the manland, which is better seperated into different cards.
Manlands should actual produce colorless as its allready a bonus that they are creatures, this means its not important to have them be tapped , which is a bad thing anyway.
The other land is Svogthos, the Restless Tomb and it covers the Green Ravnica mechanic with Dredge, powering up for the dead creatures, here again using colorless mana, as you clearly want to seperate Manafixing and Manlands and better make one for each job.
In this view you can do lands that cover parts of the color combination in mechanics , the "basic" ones are done in Treetop village and co. ; and yes green should have the strongest, as its the color which cares most about lands and creatures, combining that should give something usefull. ; but in the end every manland was somehow played , as its a advantage if you can spare the space in exchange to real "manafixers" (a point that is important if you want to "fuse" manafixing and manland).
Rugged Amazon
Land
~ enters the battlefield tapped.
T: Add R or G to your mana pool.
RG: ~ becomes a 3/3 Red and Green Beast with trample until end of the turn.
I could see this happening as allied duals, but enemy color fixing
attached to a decent creature might be a little much IMO.
Are you saying that allied man-lands would be strictly better (i.e. stronger creatures element) (or should be) than enemy man lands?
R Citizen Cane (Feldon of the Third Path)
But i can dream can't i? I was spoiled by LOR/SHM. I understand your points. Nice explaination
Interesting that Caves of Koilos and friends were printed in Apocalypse, the enemy themed set.
Nideon: We were all spoiled by LOR-SHM.
The Apocolypse duals made sense to print then because the set was enemy-color-themed. I don't believe the Tempest enemy duals were very well received; players didn't like being punished with less powerful lands when playing their favorite color combinations. So, while flavorfully sound, weak enemy duals were decidedly un-fun, and were thrown by the wayside, for the good of all.
And Shadowmoor was ridiculous. But mostly because of Reflecting Pool and the Vivid lands.
R Citizen Cane (Feldon of the Third Path)
AND the fact that you could produce RRR turn 3 and WWWW Turn 4. You could run any combination you wanted and the filters, reflecting pools, tribal duals, and vivids all had your back.
OR
you could do RGB turn 3 and UWGB turn 4, thats ridonkulous.
Village: CIPT, produces green, costs 1G to activate, makes a 3/3 trampler.
Yours: CIPT, produces red and green, costs RG to activate, makes a 3/3 trampler.
I want the activation cost to be 1RG, purely because this is a dual land, but it might just be fair. Let others weigh in first though.
Anyway, back to the cards. This updated version is pretty much Treetop Village only better a significant portion of the time (though certainly not always). I think it's a little strong, as Megiddo said, and something slightly more unique would be a good idea.
It's like treetop village. Except it produces 2 types of mana. Take note that treetop village already very good. This isn't strictly better because it requires R to activate rather than 1, but for the most part it is much better.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Woah, R and G are enemies now? ****.
Original card was enemy though, if I recall.
2) I read the original post which contained RW land, before the OP changed it to GR. Yet another argument for people not to edit the first posted card, because subsequent posts look stupid afterwards.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Argh, your edits.
This was a WR card at first.
If you made it something that wasn't a 3/3 with trample it would be a bit nicer, since it wouldn't just be multicolored Treetop.
Also, you had a stroke? What?
We have a White/Green manland in form of Nantuko Monastery , but its not a "Vanilla" Manland, as it carries the Threshold mechanic.
Putting the multicolored manland on lands that produce colored mana is not a good idea, as you cover 2 parts with them, the fixing and the manland, which is better seperated into different cards.
Manlands should actual produce colorless as its allready a bonus that they are creatures, this means its not important to have them be tapped , which is a bad thing anyway.
The other land is Svogthos, the Restless Tomb and it covers the Green Ravnica mechanic with Dredge, powering up for the dead creatures, here again using colorless mana, as you clearly want to seperate Manafixing and Manlands and better make one for each job.
In this view you can do lands that cover parts of the color combination in mechanics , the "basic" ones are done in Treetop village and co. ; and yes green should have the strongest, as its the color which cares most about lands and creatures, combining that should give something usefull. ; but in the end every manland was somehow played , as its a advantage if you can spare the space in exchange to real "manafixers" (a point that is important if you want to "fuse" manafixing and manland).
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
It's an expression for I totally lost track on what i was doing. I wrote the name of the post as Allied and created a card that was Enemy.