Ancient Den and the other colored artifact lands are built on top of the Mirrodin's lacuna (the locations where each of the mana suns erupted out of the ground), but I was wondering what the lacuna themselves might look like as land cards. They should be destructive but provide a boost of a single color, which lead me slowly towards something like Selesnya Sanctuary:
White Lacuna Land (U)
CARDNAME enters the field tapped.
When CARDNAME enters the field, sacrifice a land and draw a card. T: Add WW to your mana pool.
Cycle etc.
Thoughts?
And so that it isn't too lonely, here are some little trinkets to keep it company.
Ion Locket0 Artifact (U) ,T: Put a charge counter on CARDNAME. T, Remove a charge counter from CARDNAME: Add one mana of any color to your mana pool.
Mirror Blade1 Artifact - Equipment (U)
Switch equipped creature’s power and toughness.
Equip 1
Shifter Skin1 Artifact - Equipment (U) 1: Equipped creature gets +1/-1 or -1/+1 until end of turn. T: Untap equipped creature.
Equip 1
Card Catalog1 Artifact (C) ,T, Sacrifice CARDNAME: Draw two cards then discard a card.
Energy Pack1 Artifact (C)
CARDNAME enters the field tapped. T, Sacrifice CARDNAME: Target creature gets +2/+2 until end of turn.
Grenade1 Artifact (U) ,T, Sacrifice CARDNAME: CARDNAME deals 2 damage divided as you choose among one or two target creatures and/or players.
Med Kit1 Artifact (C)
CARDNAME enters the field with three charge counters on it. T, Remove X charge counters from CARDNAME: Prevent the next X damage that would be dealt to target creature or player.
N is "1" in this example, but it's one greater for every turn you wait.
Basically you lose your 2-drop to cast Divination a one-drop - or basically equivalently, cast Divination for 1 mana. (Compared to if you used a card slot on Plains instead.)
Here's what it looks like late-game -
Turn 20 - Lacuna, sacrifice Plains #8, which you never would have tapped anyway. Draw a card.
At this point, you're basically Divination'ing for nothing, compared to if you had played a plains in its place.
My inclination is that that's pretty strong; are most players willing to play 1-mana Divination? I suspect they are. (It's not quite as good as a raw 1-mana divination would be, since you can only make one each turn, and if your starting hand is Plains, Plains, Lacuna, then you're casting that 1-mana divination on turn two or three whether you like it or not.)
Why isn't it legendary? There is only one lacuna for each sun, right? That would imply legendary status.
Anywho, I don't like your lacuna as is. Drawing a card off a land drop is not good, even if you gotta sac a land.
"Some of the other guys dared me to go out, but I knew it weren't no ordinary giant giga-blasting blaze of unending flames that would scorch the whole world."
—Norin the Wary
Are the Lacuna really that crazy? They are essentially just riffs on Selesnya Sanctuary that cycle a land instead of returning it to your hand. Like Selesnya Sanctuary it can't tap for mana its first turn, but unlike Selesnya Sanctuary it might be an acceptable turn 1 play. It is not accelerating your mana but just consolidating it into one color. If it only tapped for one mana it would actually be slowing down your mana development, but would that be the way to go?
White Lacuna Land (U)
When CARDNAME enters the field, sacrifice a land and draw a card. t: Add W to your mana pool.
I'm honestly not sure if Mirrored Blade works (can "switch P/T" be a continuous effect, instead of an action?) but if it did, I would love it.
Flowstone Embrace and Second Wind didn't end up working very well. "Tapping" your auras/equipment along with the creature they're attached to is a pretty common habit; having to keep track of them separately can be a bit irritating/unintuitive. It's not a terrible thing to have to overcome, but I'm not sure if the payoff is worth it or not.
White Lacuna
Land (U)
CARDNAME enters the field tapped.
When CARDNAME enters the field, sacrifice a land and draw a card.
T: Add WW to your mana pool.
Cycle etc.
Thoughts?
And so that it isn't too lonely, here are some little trinkets to keep it company.
Ion Locket 0
Artifact (U)
,T: Put a charge counter on CARDNAME.
T, Remove a charge counter from CARDNAME: Add one mana of any color to your mana pool.
Wooden Shield 0
Artifact - Equipment (C)
Equipped creature gets +0/+2.
Equip 1
Mirror Blade 1
Artifact - Equipment (U)
Switch equipped creature’s power and toughness.
Equip 1
Shifter Skin 1
Artifact - Equipment (U)
1: Equipped creature gets +1/-1 or -1/+1 until end of turn.
T: Untap equipped creature.
Equip 1
Card Catalog 1
Artifact (C)
,T, Sacrifice CARDNAME: Draw two cards then discard a card.
Energy Pack 1
Artifact (C)
CARDNAME enters the field tapped.
T, Sacrifice CARDNAME: Target creature gets +2/+2 until end of turn.
Grenade 1
Artifact (U)
,T, Sacrifice CARDNAME: CARDNAME deals 2 damage divided as you choose among one or two target creatures and/or players.
Med Kit 1
Artifact (C)
CARDNAME enters the field with three charge counters on it.
T, Remove X charge counters from CARDNAME: Prevent the next X damage that would be dealt to target creature or player.
Turn 1 - Plains, Optional 1-drop
Turn 2 - Optional N-drop, Lacuna, Sac Plains, Draw card, nothing.
Turn 3 - Plains, 3-drop, etc.
N is "1" in this example, but it's one greater for every turn you wait.
Basically you lose your 2-drop to cast Divination a one-drop - or basically equivalently, cast Divination for 1 mana. (Compared to if you used a card slot on Plains instead.)
Here's what it looks like late-game -
Turn 20 - Lacuna, sacrifice Plains #8, which you never would have tapped anyway. Draw a card.
At this point, you're basically Divination'ing for nothing, compared to if you had played a plains in its place.
My inclination is that that's pretty strong; are most players willing to play 1-mana Divination? I suspect they are. (It's not quite as good as a raw 1-mana divination would be, since you can only make one each turn, and if your starting hand is Plains, Plains, Lacuna, then you're casting that 1-mana divination on turn two or three whether you like it or not.)
Anywho, I don't like your lacuna as is. Drawing a card off a land drop is not good, even if you gotta sac a land.
Cockatrice Username: seriph0
Are the Lacuna really that crazy? They are essentially just riffs on Selesnya Sanctuary that cycle a land instead of returning it to your hand. Like Selesnya Sanctuary it can't tap for mana its first turn, but unlike Selesnya Sanctuary it might be an acceptable turn 1 play. It is not accelerating your mana but just consolidating it into one color. If it only tapped for one mana it would actually be slowing down your mana development, but would that be the way to go?
White Lacuna
Land (U)
When CARDNAME enters the field, sacrifice a land and draw a card.
t: Add W to your mana pool.
Any thoughts on any of the trinkets?
I'm honestly not sure if Mirrored Blade works (can "switch P/T" be a continuous effect, instead of an action?) but if it did, I would love it.
Flowstone Embrace and Second Wind didn't end up working very well. "Tapping" your auras/equipment along with the creature they're attached to is a pretty common habit; having to keep track of them separately can be a bit irritating/unintuitive. It's not a terrible thing to have to overcome, but I'm not sure if the payoff is worth it or not.
R Citizen Cane (Feldon of the Third Path)
Why two? You can just pop it to itself.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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