Neverland
Land T: An opponent names a card. Then, add one mana of any color. You can't spend this mana to cast spells with one of the chosen names (the list of chosen names increases each time this ability is used).
Another weird card that encourages 1-ofs and weird, unpredictable rogue decks, my favorite things in Magic.
Alt Version:
Dystopia
Land
When ~ enters the battlefield, an opponent names three cards. T: Add one mana of any color. You can't spend this mana to cast spells with one of the chosen names.
The alt version has way less bookkeeping and takes less gameplay time, but I'm not sure I like how you can play it T1 and force your opponent to make all choices, when they have zero information about your deck.
1st -- needs "use this ability only when you can play an instant" (or similar) clause.
Well, strictly speaking you don't, but the effect is very different. Just keep in mind how spells are cast -- the fierst step is to put the spell on the stack, then you pay for it. Without the clause, the opponent can just name the card on the stack.
Private Mod Note
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Rollback Post to RevisionRollBack
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
1st -- needs "use this ability only when you can play an instant" (or similar) clause.
Well, strictly speaking you don't, but the effect is very different. Just keep in mind how spells are cast -- the fierst step is to put the spell on the stack, then you pay for it. Without the clause, the opponent can just name the card on the stack.
Got it, will make the change.
I also think it might be best practice to make all mana abilities with any sort of choice or game state-altering instant speed, like Charmed Pendant, to avoid rules headaches.
Land
T: An opponent names a card. Then, add one mana of any color. You can't spend this mana to cast spells with one of the chosen names (the list of chosen names increases each time this ability is used).
Another weird card that encourages 1-ofs and weird, unpredictable rogue decks, my favorite things in Magic.
Alt Version:
Dystopia
Land
When ~ enters the battlefield, an opponent names three cards.
T: Add one mana of any color. You can't spend this mana to cast spells with one of the chosen names.
The alt version has way less bookkeeping and takes less gameplay time, but I'm not sure I like how you can play it T1 and force your opponent to make all choices, when they have zero information about your deck.
Corrupt Control B | Burn R | UG Turbofog UG | White Weenie W | GW Tethmos WG | BG Cycling Combo BG
Enchantress GBW | Colorless Tron C | Red Deck Wins R | UG Madness UG | Mono-G Tron G | UR Puzzlehorns UR
Rhystic Tron WU| WU Prowess WU | BR Reanimator BR | Mono-R Control R | Stompy G | Temur Tron URG
Mardu Infinite Priest WBR | 85-Card Dredge BRG | Elves GU | Boros Bully RW | Jeskai Familiars RWU
Well, strictly speaking you don't, but the effect is very different. Just keep in mind how spells are cast -- the fierst step is to put the spell on the stack, then you pay for it. Without the clause, the opponent can just name the card on the stack.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Got it, will make the change.
I also think it might be best practice to make all mana abilities with any sort of choice or game state-altering instant speed, like Charmed Pendant, to avoid rules headaches.
Corrupt Control B | Burn R | UG Turbofog UG | White Weenie W | GW Tethmos WG | BG Cycling Combo BG
Enchantress GBW | Colorless Tron C | Red Deck Wins R | UG Madness UG | Mono-G Tron G | UR Puzzlehorns UR
Rhystic Tron WU| WU Prowess WU | BR Reanimator BR | Mono-R Control R | Stompy G | Temur Tron URG
Mardu Infinite Priest WBR | 85-Card Dredge BRG | Elves GU | Boros Bully RW | Jeskai Familiars RWU