I wanted to imagine what cheap land destruction that doesn't instantly replace the land with another land may look like. While wizards feels that printing cards that deny opponents of the ability to play the game are too harsh and I feel that there is some truth to that, I do feel that there are fair ways to do land destruction.
Goblin Beastmaster
Creature- Goblin Shaman (R)
When Goblin Beastmaster enters the battlefield, you may destroy target land. That land's controller gains control of Goblin Beastmaster.
If you don't own Goblin Beastmaster, creature spells cost you :sym1: less to cast.
2/1 All baloths all know that the smoke of her fires signal the next big meal.
Goblin Mining
Sorcery (U)
Destroy target land. Its controller creates two treasure tokens. "They don't care about what they unearth. They just seem to like digging"
These are both super swingy. Both of them are either back breaking on turn two if your opponent misses their next couple of drops, or a huge boon if your opponent does.
Goblin Beastmaster sounds more like it should be a Shaman than a Rogue. The creature should have a "may" on the destruction and a condition that you only get the discount if your not its owner. That way a player can just cast it as a Goblin Piker if popping a land isn't to their advantage. The play of blowing up your own lands is interesting, but discounting mana is not in Red's pie (except for red tribes like Dragons) far too easy to take advantage of with thing like Darksteel Citadel or sacing a fetch land in response.
I think mining should be RR. Being able to pop a land on two shouldn't be easily splashable. I do like that its a bad Manamorphose if you hit your own land though. It also needs to be at least uncommon, because land D is very bad for draft environments.
Funnily enough, I misread this as an MDFC the first time I looked at it and was very confused for a minute why you'd put two such similar effects on the same card.
Heh, I imagine that using slashes to separate two card names is pretty silly now that we use "//" to signify split cards and DFCs. Let's call that my bad.
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Goblin Beastmaster
Creature- Goblin Shaman (R)
When Goblin Beastmaster enters the battlefield, you may destroy target land. That land's controller gains control of Goblin Beastmaster.
If you don't own Goblin Beastmaster, creature spells cost you :sym1: less to cast.
2/1
All baloths all know that the smoke of her fires signal the next big meal.
Goblin Mining
Sorcery (U)
Destroy target land. Its controller creates two treasure tokens.
"They don't care about what they unearth. They just seem to like digging"
Goblin Beastmaster sounds more like it should be a Shaman than a Rogue. The creature should have a "may" on the destruction and a condition that you only get the discount if your not its owner. That way a player can just cast it as a Goblin Piker if popping a land isn't to their advantage. The play of blowing up your own lands is interesting, but discounting mana is not in Red's pie (except for red tribes like Dragons) far too easy to take advantage of with thing like Darksteel Citadel or sacing a fetch land in response.
I think mining should be RR. Being able to pop a land on two shouldn't be easily splashable. I do like that its a bad Manamorphose if you hit your own land though. It also needs to be at least uncommon, because land D is very bad for draft environments.