Just a thought: Lands that also work as sorceries, for an extra buffer against mana screw.
Canalize - Like channel, but only when you could play a sorcery.
Fire Mountain (Fire Ambush)
Land - Mountain
CARDNAME comes into play tapped. Canalize - 1R, discard CARDNAME: CARDNAME deals 3 damage to target creature or player. Play this ability only any time you could play a sorcery.
Sacred Plains (Sacred Nectar)
Land - Plains
CARDNAME comes into play tapped. Canalize - 1W, discard CARDNAME: You gain 4 life. Play this ability only any time you could play a sorcery.
Monstrous Forest (Monstrous Growth)
Land - Forest
CARDNAME comes into play tapped. Canalize - 1G, discard CARDNAME: Target creature gets +4/+4 until end of turn. Play this ability only any time you could play a sorcery.
Island Retreat (Forced Retreat)
Land - Island
CARDNAME comes into play tapped. Canalize - 1U, discard CARDNAME: Return target creature to its owner's hand. Play this ability only any time you could play a sorcery.
Cruel Swamp (Cruel Edict, Imperial Edict)
Land - Swamp
CARDNAME comes into play tapped. Canalize - 1B, discard CARDNAME: Target player sacrifices a creature. Play this ability only any time you could play a sorcery.
Is this correct, ruleswise? Should I use Evoke instead?
Lightning Mount
Land - Mountain
CARDNAME comes into play tapped. 2R, Discard CARDNAME: CARDNAME deals 3 damage to target creature or player.
Salve Plains
Land - Plains
CARDNAME comes into play tapped. W, Discard CARDNAME: Choose one - Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.
Terrible name. Make it a Plains that is somehow... calming. Restful. Perhaps radiant with an healing aura.
Giant Forest
Land - Forest
CARDNAME comes into play tapped. G, Discard CARDNAME: Target creature gets +3/+3 until end of turn.
Sensical name, but how does the largeness of the forest become a growth spurt?
This one seems a little too good. Mana that's a combat trick, plus it could just possibly steal the game with 3 damage.
Sifting Island
Land - Island
CARDNAME comes into play tapped. 3U, Discard CARDNAME: Draw three cards, then discard a card.
Broken.
Assassination Swamp
Land - Swamp
CARDNAME comes into play tapped. 1B, Discard CARDNAME: Destroy target tapped creature.
Is this correct, ruleswise? Should I use Evoke instead?
Evoke? Lands aren't spells; you can't pay costs for them. You just play them and they're put into play.
Now, as for the whole idea, giving them basic land types, that's dangerous. I don't know the full range of possibilities, but Farseek is one of them.
Also, you need to say "Play this ability only any time you could play a sorcery." to make them work like sorceries. In which case, many of them start to suck, but Sifting Island is still wykkyd awesome.
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you know, you could also make things different with kicker-like lands (you may pay kicker -like cost when the permanent comes into play). i say kicker-like because i think kicker is an additional cost, which wouldn't work for lands. anyway, that way they're easy to reuse with blink effects rather than needing graveyard recursion. that way you retain sorcery-like functionality that COULD be used as an instant under some circumstances. also, if you put that keyword on a spell, you could let it resolve, THEN pay the kicker-like cost. that way if it's countered, at least you'll have mana up.
Canalize - Like channel, but only when you could play a sorcery.
Fire Mountain (Fire Ambush)
Land - Mountain
CARDNAME comes into play tapped.
Canalize - 1R, discard CARDNAME: CARDNAME deals 3 damage to target creature or player. Play this ability only any time you could play a sorcery.
Sacred Plains (Sacred Nectar)
Land - Plains
CARDNAME comes into play tapped.
Canalize - 1W, discard CARDNAME: You gain 4 life. Play this ability only any time you could play a sorcery.
Monstrous Forest (Monstrous Growth)
Land - Forest
CARDNAME comes into play tapped.
Canalize - 1G, discard CARDNAME: Target creature gets +4/+4 until end of turn. Play this ability only any time you could play a sorcery.
Island Retreat (Forced Retreat)
Land - Island
CARDNAME comes into play tapped.
Canalize - 1U, discard CARDNAME: Return target creature to its owner's hand. Play this ability only any time you could play a sorcery.
Cruel Swamp (Cruel Edict, Imperial Edict)
Land - Swamp
CARDNAME comes into play tapped.
Canalize - 1B, discard CARDNAME: Target player sacrifices a creature. Play this ability only any time you could play a sorcery.
Is this correct, ruleswise? Should I use Evoke instead?
Land - Mountain
CARDNAME comes into play tapped.
2R, Discard CARDNAME: CARDNAME deals 3 damage to target creature or player.
Salve Plains
Land - Plains
CARDNAME comes into play tapped.
W, Discard CARDNAME: Choose one - Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.
Power Conduit
Terrible name. Make it a Plains that is somehow... calming. Restful. Perhaps radiant with an healing aura.
Giant Forest
Land - Forest
CARDNAME comes into play tapped.
G, Discard CARDNAME: Target creature gets +3/+3 until end of turn.
Sensical name, but how does the largeness of the forest become a growth spurt?
This one seems a little too good. Mana that's a combat trick, plus it could just possibly steal the game with 3 damage.
Sifting Island
Land - Island
CARDNAME comes into play tapped.
3U, Discard CARDNAME: Draw three cards, then discard a card.
Broken.
Assassination Swamp
Land - Swamp
CARDNAME comes into play tapped.
1B, Discard CARDNAME: Destroy target tapped creature.
Evoke? Lands aren't spells; you can't pay costs for them. You just play them and they're put into play.
Now, as for the whole idea, giving them basic land types, that's dangerous. I don't know the full range of possibilities, but Farseek is one of them.
Also, you need to say "Play this ability only any time you could play a sorcery." to make them work like sorceries. In which case, many of them start to suck, but Sifting Island is still wykkyd awesome.
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Except then you'd be limited by the one-land-per-turn rule.