Okay this is a cool idea, however it is too specific and not enough variance is applied.
This would work as a card. But there could not be multiple cards that all do this. Here, this is an example. . .
Scour and Scry - 2Y
Sorcery
Exile the top 6 cards of your library in a pile face down and place 4 time counters on them. Remove a time counter from the pile in each of your upkeeps, then if there are no time counters on the pile, choose up to three cards from that pile and put them into your hand. (the rest remain exiled)
This would provide the same flavor, but not an overbearing mechanic that is all about different levels of card advantage.
This is pretty much Ancestral Vision, especially since you would be picking the 3 cards at random.
Yes, but it also costs 3 mana, and it has a type of mana that requires you use something not normal to every set. Just like snow mana.
Ancestral Vision is an existing card mind you, one printed and played. Thus it got through testing and playing in the future future league. Now i ll agree it is really broken, but they thought it was good. So we add 2 more mana and make it exclusive to a new mana type, I'm pretty sure that's called balancing. 7/9/2014 6:21:58 AM
A nice thing to give a home in Yellow would be exile. I know white has a nice stake on it already, but its more concerned with exiling creatures, with some artifact/enchantment exile.
Yellow could provide the gap in exile 'interaction' that white lacks, such as exiling artifacts, using exile with time counters (suspend away a creature for 3 turns so it is 'lost') and cards that rely on having an exiled card like M15's Warden of the Beyond. Of the top of my head:
Warden of the Beyond could be changed to Yellow.
(It gets +2/+2 if an opponent owns a card in exile, and has vigilance.)
Fade From Memory - 1Y
Instant
Exile target artifact.
Desert Pilgrimage - 2Y
Sorcery
Exile target creature with three time counters on it. If it doesn't have suspend, it gains suspend.
Pilgrim's Soul - 1Y
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each card in exile you own. Whenever a permanent enters the battlefield under your control from exile, it gains vigilance until end of turn.
I feel like the theme of finding what is lost in the desert should also carry over to things getting lost in the desert in the first place. Of course it doesn't need to be a major theme or anything, but, if your going to have things like suspend and time counters exiling other stuff makes sense too.
Well please tell me what you think. In a comment above a posted my current card ideas. Just click the spoiler, i made the images for them.
I can certainly try adding your idea to it as well.
I like a lot of your ideas overall. I will state that I haven't read the entire thread, and that yellow isn't my kind of playstyle with the whole 'time turns into money' bit, but it seems like a solid, runable theme.
A few cards need changes - Song of Scrying is too complex to be common, Terrasift needs to be a sorcery, Ritual to Chonus should cost 3 and give back 4 and 2 respectively, but overall it fits thematically.
My one complaint (for the whole archetype, although I'm not sure if its just your cards using it) is the supertype 'Sand'. I get that it could promote interaction with sand-permanents, but so does the fact that the cards are colored yellow to begin with. I mean, I guess it depends on how yellow is implemented. If its only one set (like Ice Age's snow), then it would work, but if its a sort of permanent addition type thing then its more of a hindrance then anything.
On a positive note though - It would be really interesting to see what sort of other lands could be come up with what you said about not limiting yellow to deserts only. Wastelands in general would still feel yellow, and you could even put in stuff like tundras or wilds depending on what colors/themes they interact with. In fact, snow-ish in general would fit in with yellow also because of time counters and such, which I believe were introduced in Ice Age (or at least heavily used). It would add a whole new aspect to yellow with 'Duality'. Of course its perfectly fine without it, but I'm just brainstorming here.
I like a lot of your ideas overall. I will state that I haven't read the entire thread, and that yellow isn't my kind of playstyle with the whole 'time turns into money' bit, but it seems like a solid, runable theme.
A few cards need changes - Song of Scrying is too complex to be common, Terrasift needs to be a sorcery, Ritual to Chonus should cost 3 and give back 4 and 2 respectively, but overall it fits thematically.
My one complaint (for the whole archetype, although I'm not sure if its just your cards using it) is the supertype 'Sand'. I get that it could promote interaction with sand-permanents, but so does the fact that the cards are colored yellow to begin with. I mean, I guess it depends on how yellow is implemented. If its only one set (like Ice Age's snow), then it would work, but if its a sort of permanent addition type thing then its more of a hindrance then anything.
On a positive note though - It would be really interesting to see what sort of other lands could be come up with what you said about not limiting yellow to deserts only. Wastelands in general would still feel yellow, and you could even put in stuff like tundras or wilds depending on what colors/themes they interact with. In fact, snow-ish in general would fit in with yellow also because of time counters and such, which I believe were introduced in Ice Age (or at least heavily used). It would add a whole new aspect to yellow with 'Duality'. Of course its perfectly fine without it, but I'm just brainstorming here.
I agree with what you said about song of scrying, HOWEVER, terrashift is SUPPOSED to be an instant. Yellow is NOT green, therefor it does not abide by the normal ramping rules. Yellow has its own style of ramp. The kind that allows you to save back mana for other things you would play on your opponents turn and if you dont need to respond to anything, you can play terrasift. Its like playing Inspiration instead of Divination. Also, i feel like you saying "this should be that" is just your subjective thoughts on what you think it SHOULD be. You must remember that this, if it were to be played, would have to be a separate thing that would require fixing your deck to work with, meaning that it would weigh down any normal interactions you have. Sand permanents are a thing for the same reason snow permanents are a thing, because lands are not yellow, and neither are permanents. With the way i am going, i am saying that this is not a new color, it is just a new mana type. But other than that reasoning, i do get what you mean. I need to name them sand, because i cannot name yellow.
One last thing. The ritual is a sorcery . . . remember that, ALSO the mana is only in the given phase, meaning it cannot be used as successfully as you might think to trigger storm. No sane storm player would splash for Sand mana, just for that card. It is fixed to be an actual ramp card by its use in this manner. Sorcery speed mana is much different in this respect.
My one complaint (for the whole archetype, although I'm not sure if its just your cards using it) is the supertype 'Sand'. I get that it could promote interaction with sand-permanents, but so does the fact that the cards are colored yellow to begin with. I mean, I guess it depends on how yellow is implemented. If its only one set (like Ice Age's snow), then it would work, but if its a sort of permanent addition type thing then its more of a hindrance then anything.
Yep, the supertype is a step backwards.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Basic Land - Sand Dune (Since Desert is already taken).
I also completely agree with what was said earlier in the thread; How do you represent Yellow in a Non - Arabian/Desert theme? In Theros/Innistrad, for example, where would the Yellow Mana come from?
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Oath of the Gatewatch; the set that caused the competitive community to freak out over Basic Lands.
Basic Land - Sand Dune (Since Desert is already taken).
I also completely agree with what was said earlier in the thread; How do you represent Yellow in a Non - Arabian/Desert theme? In Theros/Innistrad, for example, where would the Yellow Mana come from?
The idea with that land thing is since it is a land that produces Y, then it will be a sand permanent, If i were still using the basis of ice age ideas. But the subtype of forest is so it makes green. All forests tap for green mana, it is in their rules text.
Basic Land - Sand Dune (Since Desert is already taken).
A basic land with a creature type?
I also completely agree with what was said earlier in the thread; How do you represent Yellow in a Non - Arabian/Desert theme? In Theros/Innistrad, for example, where would the Yellow Mana come from?
Note that retroactively finding a spot will be harder than having WotC create the world with that question already in mind from scratch, but I'd start searching like this: Desert is defined as low in precipitation, it is commonly arid, further is connoted with "being deserted" i. e. little life and vegetation. In Innistrad I would depict a Desert as a stony flat wasteland similar to the Plains illustrated by Jung Park maybe - specifically the cold climate of Innistrad invites a depiction of a "cold desert" as they exist in polar regions on earth, or tundra-like regions.
I think such a place would be more easily associated with "Desert" by a casual observer than e. g. a Ravnican Plains would be recognized as such (outside of the color scheme), so I think that's a good place to be considering that no one taking part in the process of creating the setting of Innistrad planned for having it.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Not exactly what i would be looking for. Dune is MORE specific than dessert.
I think that desert is a perfect Basic land for a Yellow type. But when we go to NON basic lands, we would spread out to badlands and wasteland kind of places
For the basic land type. Yellow is supposed to live and survive in harsh places, right? There's a fairly easy way to do this, that will also allow you to portray yellow land in different sets. Make the basic land type "Waste"
A waste can be pretty much anything like that. A desert, dunes, rocky flatland. Anything that looks pretty inhospitable. It could have been an enormous artifice dump on Esper, for example.
Sorry, I only looked through a few pages (although I do plan to go back and read it all when I have time.) can yellow steal, or affect opponent's permanents? Yellow seems like it could also be envy. "These other people have more resources than me, and look at how they waste them! I wish I could show ALL of them!" Perhaps yellow could have an ability that triggered if an opponent had more permanents than you. Or something like Avatar of Might as a card, at least.
Also, might be another stupid question, but what's going to happen with evergreen? Is yellow replacing any color as the primary for something? What is it secondary or tertiary for?
I would scrap the sand counters with inherent rules baggage thing. If you think the effect is basic enough and important enough for the design vision you have, then write it out and use the counter as a marker for an indefinite change.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Yes, that Reserve ability sounds pretty cool. It and the hideaway mechanic coincide with the concept of "desert treasures" that I had in mind. Basically the desert sand can conceal and bury many great treasures and mysteries underneath. So it's up to the yellow mage to learn to uncover these secrets and yield them.
Which leads to enchant lands as yellow's unique domain in the color pie. The secret cards are placed face-down underneath a land. Then through some manipulation or circumstance, the cards will reveal themselves. Either you put them into play or your hand, or something. These enchant lands are also yellow's major arsenal. Where green and white feature creatures, red and blue cast instants and sorceries, likewise yellow will master the land-based auras.
But just playing them on lands is not enough. Yellow enchantments can and will have abilities that tap the enchantment. Flavorwise, these are mirages and other forces of natures that allow the yellow mages to interact with other permanents. These enchantments embody the forces of time, myths, and illusions. For instance, an aura that slowly erodes the land, or messes with the land's mana production, or a tapped ability that debilitates a creature.
Example yellow enchantments:
Sand Box 2
Enchantment - Aura
Enchant land you control
Buried treasure (When this enters the battlefield, put the top 3 cards of your library face-down underneath the enchanted land.)
{3}, {T}: Look at the cards underneath enchanted land. Put one of them into your hand. (Return them face-down underneath the land.)
Rules clarifications
1. If the enchantment is destroyed, the cards stay under the land. They may still be uncovered by other auras.
2. If the land is destroyed, put the cards under it into their owners' graveyard.
Sand Dunes 1
Enchantment - Aura
Enchant land
If enchanted land would produce mana, it produces colorless mana instead of any other type.
Sand Trap
Enchantment - Aura
Enchant land you control
Buried treasure (When this enters the battlefield, put the top 3 cards of your library face-down underneath the enchanted land.)
{T}, Tap enchanted land if it's untapped: ~ deals 1 damage to target attacking or blocking creature. If a creature dealt damage this way would die this turn, you may put a card underneath enchanted land into your hand.
Exile the top 6 cards of your library in a pile face down and place 4 time counters on them. Remove a time counter from the pile in each of your upkeeps, then if there are no time counters on the pile, choose up to three cards from that pile and put them into your hand. (the rest remain exiled)
I like this, and it's not just Ancestral Vision because you get to choose which cards you take at the end. Probably should cost more mana though.
A nice thing to give a home in Yellow would be exile. I know white has a nice stake on it already, but its more concerned with exiling creatures, with some artifact/enchantment exile.
Yellow could provide the gap in exile 'interaction' that white lacks, such as exiling artifacts, using exile with time counters (suspend away a creature for 3 turns so it is 'lost') and cards that rely on having an exiled card like M15's Warden of the Beyond.
~snip~
I feel like the theme of finding what is lost in the desert should also carry over to things getting lost in the desert in the first place. Of course it doesn't need to be a major theme or anything, but, if your going to have things like suspend and time counters exiling other stuff makes sense too.
I like this idea because white has a weirdly large slice of the pie lately, and because the mechanic fits the color. On the other hand, I wonder if "Shuffle ~ into your library" wouldn't be even better. It steps less on white's toes, has a similarly useful effect, and could be used on oneself for interesting effects.
My one complaint (for the whole archetype, although I'm not sure if its just your cards using it) is the supertype 'Sand'. I get that it could promote interaction with sand-permanents, but so does the fact that the cards are colored yellow to begin with. I mean, I guess it depends on how yellow is implemented. If its only one set (like Ice Age's snow), then it would work, but if its a sort of permanent addition type thing then its more of a hindrance then anything.
Yep, the supertype is a step backwards.
Agreed. This should, if anything, be a one-set mechanic and probably shouldn't be called "sand" as it's too generic.
but you also seem to have a lot of vanilla and not so interesting cards shown here.
Have you looked at the original post where I've been adding cards as people propose/refine them? Here's one I think Is quite "interesting"
Cross the Nefud 2YY
Enchantment (U)
Vanishing 2
When ~ comes into play tap any number of untapped creatures you control. They do not untap during their controller's untap step.
When the last time counter is removed from ~, untap all creatures tapped by ~. They are unblockable this turn.
I also completely agree with what was said earlier in the thread; How do you represent Yellow in a Non - Arabian/Desert theme? In Theros/Innistrad, for example, where would the Yellow Mana come from?
That's like asking where blue mana comes from in a non Carribean Vacation themed set. If there can be islands in Innistrad there can be deserts as well. There's nothing intrinsically "Arabian" about a desert; Phoenix Arizona is in a desert. As for being Non-Desert themed... isn't that like asking about blue cards which are non-island themed?
can yellow steal, or affect opponent's permanents?
I was thinking of effects like this (taken from the catalog in the OP)
Curiosity Shop 2Y
Enchantment (R)
1Y: All players place a card from their hand face down under Curiosity Shop.
2: Take a random card from under Curiosity Shop and put it into your hand. Any player may play this ability.
If Curiosity Shop leaves play exile all cards underneath it.
Of course, putting other players' cards into your hand is not allowed normally, but I think this would be a fun type of effect. Any ideas on how to improve it?
Wondering Scarab 1Y
Creature - Scarab
Sacrifice ~: put a sand counter on target atacking unblocked creature, only use this ability if you have no untapped creatures.
(permanents with sand tokens on them are deserts)
0/1
As much as I think the sand counter thing was a misstep, I think this card stands on its own. I really like this because one of the evergreen mechanics I think yellow should have is landwalk, and particularly desertwalk. The problem, of course, is that lands are hard to interact with, so how does the opponent respond to the threat imposed by having an unwanted desert?
Yes, that Reserve ability sounds pretty cool. It and the hideaway mechanic coincide with the concept of "desert treasures" that I had in mind. Basically the desert sand can conceal and bury many great treasures and mysteries underneath. So it's up to the yellow mage to learn to uncover these secrets and yield them.
Which leads to enchant lands as yellow's unique domain in the color pie. The secret cards are placed face-down underneath a land. Then through some manipulation or circumstance, the cards will reveal themselves. Either you put them into play or your hand, or something. These enchant lands are also yellow's major arsenal. Where green and white feature creatures, red and blue cast instants and sorceries, likewise yellow will master the land-based auras.
I want to talk about this. This was actually the original idea I had for yellow (although I called them "monuments" instead of actual land enchantments), but I abandoned it because it's so hard for other colors to interact with lands. I just thought it would stifle player interactions too much. How would you propose to handle this issue?
But just playing them on lands is not enough. Yellow enchantments can and will have abilities that tap the enchantment. Flavorwise, these are mirages and other forces of natures that allow the yellow mages to interact with other permanents. These enchantments embody the forces of time, myths, and illusions. For instance, an aura that slowly erodes the land, or messes with the land's mana production, or a tapped ability that debilitates a creature.
I very much like the idea of this but again I never proposed it here because I thought people would rip me a new one for allowing enchantments to tap (there's a certain respect for the status quo here which I still don't fully understand). I'm really glad someone else is thinking this way.
Sand Box 2
Enchantment - Aura
Enchant land you control
When this enters the battlefield, exile the top 3 cards of your library face-down underneath the enchanted land.
{3}, {T}: Look at the cards underneath enchanted land. Put one of them into your hand.
I modified this away from being a keyword just to see what we think. What do you think?
Sand Trap
Enchantment - Aura
Enchant land you control
Buried treasure (When this enters the battlefield, put the top 3 cards of your library face-down underneath the enchanted land.)
{T}, Tap enchanted land if it's untapped: ~ deals 1 damage to target attacking or blocking creature. If a creature dealt damage this way would die this turn, you may put a card underneath enchanted land into your hand.
I like this a lot. I would suggest a different keyword though because "buried treasure" makes me think specifically about pirates. How about "Cache"?
Yes, but it also costs 3 mana, and it has a type of mana that requires you use something not normal to every set. Just like snow mana.
Ancestral Vision is an existing card mind you, one printed and played. Thus it got through testing and playing in the future future league. Now i ll agree it is really broken, but they thought it was good. So we add 2 more mana and make it exclusive to a new mana type, I'm pretty sure that's called balancing.
7/9/2014 6:21:58 AM
Well please tell me what you think. In a comment above a posted my current card ideas. Just click the spoiler, i made the images for them.
I can certainly try adding your idea to it as well.
A few cards need changes - Song of Scrying is too complex to be common, Terrasift needs to be a sorcery, Ritual to Chonus should cost 3 and give back 4 and 2 respectively, but overall it fits thematically.
My one complaint (for the whole archetype, although I'm not sure if its just your cards using it) is the supertype 'Sand'. I get that it could promote interaction with sand-permanents, but so does the fact that the cards are colored yellow to begin with. I mean, I guess it depends on how yellow is implemented. If its only one set (like Ice Age's snow), then it would work, but if its a sort of permanent addition type thing then its more of a hindrance then anything.
On a positive note though - It would be really interesting to see what sort of other lands could be come up with what you said about not limiting yellow to deserts only. Wastelands in general would still feel yellow, and you could even put in stuff like tundras or wilds depending on what colors/themes they interact with. In fact, snow-ish in general would fit in with yellow also because of time counters and such, which I believe were introduced in Ice Age (or at least heavily used). It would add a whole new aspect to yellow with 'Duality'. Of course its perfectly fine without it, but I'm just brainstorming here.
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I agree with what you said about song of scrying, HOWEVER, terrashift is SUPPOSED to be an instant. Yellow is NOT green, therefor it does not abide by the normal ramping rules. Yellow has its own style of ramp. The kind that allows you to save back mana for other things you would play on your opponents turn and if you dont need to respond to anything, you can play terrasift. Its like playing Inspiration instead of Divination. Also, i feel like you saying "this should be that" is just your subjective thoughts on what you think it SHOULD be. You must remember that this, if it were to be played, would have to be a separate thing that would require fixing your deck to work with, meaning that it would weigh down any normal interactions you have. Sand permanents are a thing for the same reason snow permanents are a thing, because lands are not yellow, and neither are permanents. With the way i am going, i am saying that this is not a new color, it is just a new mana type. But other than that reasoning, i do get what you mean. I need to name them sand, because i cannot name yellow.
One last thing. The ritual is a sorcery . . . remember that, ALSO the mana is only in the given phase, meaning it cannot be used as successfully as you might think to trigger storm. No sane storm player would splash for Sand mana, just for that card. It is fixed to be an actual ramp card by its use in this manner. Sorcery speed mana is much different in this respect.
Yep, the supertype is a step backwards.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
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Read up on Red Flags & NWO
i can live with that, it just feels strange. Ill edit them.
Sand Land - Forest
strikes me as wrong, but I wouldn't mind a
Basic Land - Sand Dune (Since Desert is already taken).
I also completely agree with what was said earlier in the thread; How do you represent Yellow in a Non - Arabian/Desert theme? In Theros/Innistrad, for example, where would the Yellow Mana come from?
The idea with that land thing is since it is a land that produces Y, then it will be a sand permanent, If i were still using the basis of ice age ideas. But the subtype of forest is so it makes green. All forests tap for green mana, it is in their rules text.
A basic land with a creature type?
Note that retroactively finding a spot will be harder than having WotC create the world with that question already in mind from scratch, but I'd start searching like this: Desert is defined as low in precipitation, it is commonly arid, further is connoted with "being deserted" i. e. little life and vegetation. In Innistrad I would depict a Desert as a stony flat wasteland similar to the Plains illustrated by Jung Park maybe - specifically the cold climate of Innistrad invites a depiction of a "cold desert" as they exist in polar regions on earth, or tundra-like regions.
I think such a place would be more easily associated with "Desert" by a casual observer than e. g. a Ravnican Plains would be recognized as such (outside of the color scheme), so I think that's a good place to be considering that no one taking part in the process of creating the setting of Innistrad planned for having it.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Maybe not Basic Lands - Sand Dune, but rather
Dune
Basic Land
Tap for Y.
Not exactly what i would be looking for. Dune is MORE specific than dessert.
I think that desert is a perfect Basic land for a Yellow type. But when we go to NON basic lands, we would spread out to badlands and wasteland kind of places
It's already a thing, though.
A waste can be pretty much anything like that. A desert, dunes, rocky flatland. Anything that looks pretty inhospitable. It could have been an enormous artifice dump on Esper, for example.
Sorry, I only looked through a few pages (although I do plan to go back and read it all when I have time.) can yellow steal, or affect opponent's permanents? Yellow seems like it could also be envy. "These other people have more resources than me, and look at how they waste them! I wish I could show ALL of them!" Perhaps yellow could have an ability that triggered if an opponent had more permanents than you. Or something like Avatar of Might as a card, at least.
Also, might be another stupid question, but what's going to happen with evergreen? Is yellow replacing any color as the primary for something? What is it secondary or tertiary for?
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Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Which leads to enchant lands as yellow's unique domain in the color pie. The secret cards are placed face-down underneath a land. Then through some manipulation or circumstance, the cards will reveal themselves. Either you put them into play or your hand, or something. These enchant lands are also yellow's major arsenal. Where green and white feature creatures, red and blue cast instants and sorceries, likewise yellow will master the land-based auras.
But just playing them on lands is not enough. Yellow enchantments can and will have abilities that tap the enchantment. Flavorwise, these are mirages and other forces of natures that allow the yellow mages to interact with other permanents. These enchantments embody the forces of time, myths, and illusions. For instance, an aura that slowly erodes the land, or messes with the land's mana production, or a tapped ability that debilitates a creature.
Example yellow enchantments:
Sand Box 2
Enchantment - Aura
Enchant land you control
Buried treasure (When this enters the battlefield, put the top 3 cards of your library face-down underneath the enchanted land.)
{3}, {T}: Look at the cards underneath enchanted land. Put one of them into your hand. (Return them face-down underneath the land.)
Rules clarifications
1. If the enchantment is destroyed, the cards stay under the land. They may still be uncovered by other auras.
2. If the land is destroyed, put the cards under it into their owners' graveyard.
Sand Dunes 1
Enchantment - Aura
Enchant land
If enchanted land would produce mana, it produces colorless mana instead of any other type.
Sand Trap
Enchantment - Aura
Enchant land you control
Buried treasure (When this enters the battlefield, put the top 3 cards of your library face-down underneath the enchanted land.)
{T}, Tap enchanted land if it's untapped: ~ deals 1 damage to target attacking or blocking creature. If a creature dealt damage this way would die this turn, you may put a card underneath enchanted land into your hand.
I like this, and it's not just Ancestral Vision because you get to choose which cards you take at the end. Probably should cost more mana though.
I like this idea because white has a weirdly large slice of the pie lately, and because the mechanic fits the color. On the other hand, I wonder if "Shuffle ~ into your library" wouldn't be even better. It steps less on white's toes, has a similarly useful effect, and could be used on oneself for interesting effects.
Agreed. This should, if anything, be a one-set mechanic and probably shouldn't be called "sand" as it's too generic.
Please do.
Have you looked at the original post where I've been adding cards as people propose/refine them? Here's one I think Is quite "interesting"
Cross the Nefud 2YY
Enchantment (U)
Vanishing 2
When ~ comes into play tap any number of untapped creatures you control. They do not untap during their controller's untap step.
When the last time counter is removed from ~, untap all creatures tapped by ~. They are unblockable this turn.
Right, that's why I use this forum. You know... to get other people's input and refine rough ideas into finished ones.
I like the sap mechanic and the cards you proposed. Isolationism and Song of Scrying are compelling and I particularly like the foray into multicolor.
I provide a nice yellow card frame in the OP and a mana symbol later on in the thread.
That's like asking where blue mana comes from in a non Carribean Vacation themed set. If there can be islands in Innistrad there can be deserts as well. There's nothing intrinsically "Arabian" about a desert; Phoenix Arizona is in a desert. As for being Non-Desert themed... isn't that like asking about blue cards which are non-island themed?
I can live with that. I'm playing with friends here, not submitting to WotC
I was thinking of effects like this (taken from the catalog in the OP)
Curiosity Shop 2Y
Enchantment (R)
1Y: All players place a card from their hand face down under Curiosity Shop.
2: Take a random card from under Curiosity Shop and put it into your hand. Any player may play this ability.
If Curiosity Shop leaves play exile all cards underneath it.
Of course, putting other players' cards into your hand is not allowed normally, but I think this would be a fun type of effect. Any ideas on how to improve it?
As much as I think the sand counter thing was a misstep, I think this card stands on its own. I really like this because one of the evergreen mechanics I think yellow should have is landwalk, and particularly desertwalk. The problem, of course, is that lands are hard to interact with, so how does the opponent respond to the threat imposed by having an unwanted desert?
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I want to talk about this. This was actually the original idea I had for yellow (although I called them "monuments" instead of actual land enchantments), but I abandoned it because it's so hard for other colors to interact with lands. I just thought it would stifle player interactions too much. How would you propose to handle this issue?
I very much like the idea of this but again I never proposed it here because I thought people would rip me a new one for allowing enchantments to tap (there's a certain respect for the status quo here which I still don't fully understand). I'm really glad someone else is thinking this way.
I modified this away from being a keyword just to see what we think. What do you think?
I like this a lot. I would suggest a different keyword though because "buried treasure" makes me think specifically about pirates. How about "Cache"?
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